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Re: Modding Q&A

Posted: 07 Apr 2022 20:32
by Mitsos M.
Hi. I would like to add a question

While planning to make a mod, how to decide how much of cities or towns can fit perfectly in the map? The scale is in 1:19, so obviously you can't fit everything. Is there a method to "calculate" how much of cities can fit?

Re: Modding Q&A

Posted: 07 Apr 2022 20:49
by ItzHonzula
It's mostly trial and error, but the "basic" rule is that you can't fit e.g. every single village/town on the map, as it's basically impossible.

Re: Modding Q&A

Posted: 07 Apr 2022 22:09
by OMNI du 31
+ Where to map?

- What I do at the very beginning is to compare the game's UI map and Google Maps in similar zoom ratios. If it seems like it can fit, then, I go for it.

+ What to put?

- For close range, I check the Street View A LOT and I put mainly remarkable stuff so that players can get the feeling of hauling in that city/road by avoiding to "squeeze" everything. Mainly to let them "breathe". For far range, it is mostly Google Earth. Imho, it is the hardest part of the job after optimisation tricks. Because as you said, you can't fit everything on the map. E.g. I had to give up on 2 junctions in the road I am currently building already.

Re: Modding Q&A

Posted: 20 Apr 2022 14:50
by digitalxak
This might be a big ask, but I'm determined to get it to work.

I'm planning a texture overhaul, so far I have done one Eurogoodies prefab and a cross junction. All is well and good there, the textures look great.

The problem however is when I try to change the asphalt.dds texture to one of my own, the road stretches (like it does not have U and V tiled in Blender for example) but since I can't load the road in as a model to retexture it I am stumped how to fix this.

Also an explanation of the various road.look.sii "tex's" would be great. I have overlayed a new texture onto asphalt.dds, lowered transparency (or raised?) to make it transparent as per the original.

Here's the good prefab: https://i.imgur.com/4cfXPxl.jpg

Here's the road with problems: https://i.imgur.com/s4h0E6y.jpg

Also the pavement on that road isn't using the new texture that the cross is in the image, despite me changing that texture, is that something seperate in another sii file?

I've not attempted this much before so I may be missing a lot.

Thanks.

Re: Modding Q&A

Posted: 18 May 2022 06:53
by RyusoulGold2019
Hi i want to ask, i have an idea to make a map to fill the gap from Trondheim to Honningsvag and make Bodø city, but can i make it by copy paste the promods map, i mean i copy Lulea map to the exact location where Bodø is and change the city & signs name,

can i get a permission to do this, if yes i'll make it right now and release it

here is what i mean

Image

Re: Modding Q&A

Posted: 25 Jun 2022 20:07
by vincentkanin
I want to make a standalone map, but is there like a blank map or something to build the map on?

Re: Modding Q&A

Posted: 26 Jun 2022 02:18
by OMNI du 31
@vincentkanin Standalone maps are created in another module than "europe.mbd" for ETS2 and "usa.mbd" for ATS. When you open the editor, just place a road so that a sector can be created. Then, you save it by naming the module however you want.

You can check this tutorial to see how it is done: https://www.youtube.com/watch?v=Cyajq64 ... RU&index=6

Re: Modding Q&A

Posted: 26 Jun 2022 14:42
by vincentkanin
@OMNI du 31 The editor takes forever to load and then stops responding, it says it's loading mods which i dont want it to

Re: Modding Q&A

Posted: 26 Jun 2022 15:13
by OMNI du 31
You need to create a new mod file which is empty. E.g. when you are going to work in the editor, rename your main mod folder into "mod1" and create a new folder called "mod". When it comes to Steam Workshop mods, add -noworkshop parameter

Re: Modding Q&A

Posted: 26 Jun 2022 17:36
by vincentkanin
@OMNI du 31 So that could solve loading screen issues in the editor too?