We need your game.log file to find the cause if your problems. I have few possible solutions.
@yang20
Okay. So you want an atlas. An atlas is an image in .dds format. It also needs a
definition file (.sii), a .mat file and a .tobj file.
So, you can make it using
GIMP or
Photoshop (maybe also
Inkscape or Paint.net, not sure) - you just create a new image (512x512). It needs to have transparent background, so bottom layer needs to be transparent. No white or black color or anything. And now, you place your images (city names in this case). My tip to make it easier later (when creating the def) - create a grid:
http://i.imgur.com/MAVMEEA.png
It doesn't have to look like this but I needed squares for this:
http://i.imgur.com/LK3RGwm.png
And then you disable grid layer before saving as .png (to save transparency in your image), so it looks like this:
http://i.imgur.com/GzJ7Va8.png
You can make this grid with rectangulars too. 100x60, 200x240 - whatever you need. It's just to help you get the coordinates of every image in your atlas. You can even write their size if it'll help you.
To convert your .png file to .dds, use
DxtBMP - it's a free and very small tool but powerful
![Wink ;)](./images/smilies/icon_e_wink.gif)
Just drag and drop your file on
DxtBMP and it'll open. Now just go to File->Save as->DDS Texture.
Choose DDS DXT3 or DDS DXT5 and save. Now you have the .dds file ready.
Now grab some existing .sii file of some atlas.
Open this file in
Notepad++ (that's what I prefer and I don't recommend using standard Notepad in modding)
You'll see this (I'm using my Romanian Coat of Arms file as an example):
Code: Select all
SiiNunit
{
image_atlas : atlas.roc
{
atlas_name: "Atlas RO - coat of arms"
material_path: "/material/sign/atlas/atlas_ro_coatofarms.mat"
# names
images_names: 8
images_names[0]: "Coat of Arms - Alba"
images_names[1]: "Coat of Arms - Arad"
images_names[2]: "Coat of Arms - Argeș"
images_names[3]: "Coat of Arms - Bacău"
images_names[4]: "Coat of Arms - Bihor"
images_names[5]: "Coat of Arms - Bistrița-Năsăud"
images_names[6]: "Coat of Arms - Botoșani"
images_names[7]: "Coat of Arms - Brăila"
# left right bottom top
images_coords: 8
images_coords[0]: ( 0, 64, 64, 0)
images_coords[1]: ( 64, 128, 64, 0)
images_coords[2]: ( 128, 192, 64, 0)
images_coords[3]: ( 192, 256, 64, 0)
images_coords[4]: ( 256, 320, 64, 0)
images_coords[5]: ( 320, 384, 64, 0)
images_coords[6]: ( 384, 448, 64, 0)
images_coords[7]: ( 448, 512, 64, 0)
}
}
I've left only 1st row of images here - take a look at coordinates and you'll get it. That's why I created a grid of 64x64 squares. So I was able to place my images exactly in the center of every square and I know that every coat of arms image is starting with 64, 128, 192 and so on, up to 512.
So, now you'll need a .mat file. Copy an existing .mat file, open it with
Notepad++ and change path, so it points to your file.
Then do the same with .tobj but open it with
ETS2 Studio's TOBJ Editor.
Now you have 4 files ready. Place them in correct folders (look an extisting atlases, again) and load map editor - it should be working!
![Wink ;)](./images/smilies/icon_e_wink.gif)