Create custom road prefabs?
-
- Posts: 19
- Joined: 20 Nov 2013 23:06
Re: Create custom road prefabs?
I think you missed the point.
This method is universal(haulin,alh,ets,ats,gts). I don't know about ETS2
The only changes I see that differ are the "Services".
The "nodes" and "lines" all get created the same way.
I don't believe the PDD stores the game version in the header.
The PDD is bound to the Model, not the game I think so it uses local(model) and not world(game) coords.
One gottcha that I can think of right now, is the transforms are different in both Blender and Zmod.
Forward : -Z Forward
Up : Y up
If your PDD does not match up with your model, you could turn the negative floats in positives and vice-versa, that should fix any issues.
[ external image ]
The Screenshot of the working PDD I made is actually from 18Wos haulin.
When you export your model from blender to zmod, you create a dummy helper, which by default gets positioned at position 0.0
The object(.obj) you export from blender has its Origin set to 0.0 in blender also.
All "lines" and "nodes" are positioned from the Origin(0.0)
Services are different in each game, Infact I don't believe 18Wos Haulin or ALH uses them.
The ONLY reason i suggest creating your Model in blender, is that it lets you calculate Median's and vert positions, where zmod does not.
For 18WoS, you create a prefab in \def\world\prefab.def pointing to your model(.pmg), then
name the(.pdd) to match the model, that should bind them together.
newprefab.pmg
newprefab.pdd
This method is universal(haulin,alh,ets,ats,gts). I don't know about ETS2
The only changes I see that differ are the "Services".
The "nodes" and "lines" all get created the same way.
I don't believe the PDD stores the game version in the header.
The PDD is bound to the Model, not the game I think so it uses local(model) and not world(game) coords.
One gottcha that I can think of right now, is the transforms are different in both Blender and Zmod.
Forward : -Z Forward
Up : Y up
If your PDD does not match up with your model, you could turn the negative floats in positives and vice-versa, that should fix any issues.
[ external image ]
The Screenshot of the working PDD I made is actually from 18Wos haulin.
When you export your model from blender to zmod, you create a dummy helper, which by default gets positioned at position 0.0
The object(.obj) you export from blender has its Origin set to 0.0 in blender also.
All "lines" and "nodes" are positioned from the Origin(0.0)
Services are different in each game, Infact I don't believe 18Wos Haulin or ALH uses them.
The ONLY reason i suggest creating your Model in blender, is that it lets you calculate Median's and vert positions, where zmod does not.
For 18WoS, you create a prefab in \def\world\prefab.def pointing to your model(.pmg), then
name the(.pdd) to match the model, that should bind them together.
newprefab.pmg
newprefab.pdd
Re: Create custom road prefabs?
Apparently. You didn't mention to use .obj format as an intermediate. So I thought you were talking about the blender plug-in and ETS2. The relation to Haulin was easy to miss, at least I missed it in the first moment. My impression was you may have done so as well. Sorry.hydraulics wrote:I think you missed the point.
This method is universal(haulin,alh,ets,ats,gts). I don't know about ETS2
The only changes I see that differ are the "Services".
The "nodes" and "lines" all get created the same way.
I don't believe the PDD stores the game version in the header.
No, but it uses it's own version header, just like PMD and PMG.
ETS 2 doesn't use PDD, anymore, it is now PPD. Some structures changed, but most basic units and meaning of definitions are still the same.
So if you want to move for example some loading points, terrain limiters and such, you can still do it as you did before. But any supporting software knowing PDD would fail.
Avmark's tool handles both formats in parallel, but he uttered warnings using it for automated conversions.
-
- Posts: 19
- Joined: 20 Nov 2013 23:06
Re: Create custom road prefabs?
yes blender is just used as a go between, I did forget to mention that. There is no straight export to haulin from Blender.
I will run a few test's for 18WoS and see what I come up with.
One more vital thing I forgot to mention is blender uses XYZ, and I believe Zmod uses XZY for its rotation, can someone confirm ?
I will run a few test's for 18WoS and see what I come up with.
One more vital thing I forgot to mention is blender uses XYZ, and I believe Zmod uses XZY for its rotation, can someone confirm ?
Last edited by hydraulics on 06 Feb 2014 19:06, edited 1 time in total.
Re: Create custom road prefabs?
All coordinates Zmodeler presented in viewers or menus are in XYZ. Or did you ask for something I didn't understood?hydraulics wrote:One more vital thing I forgot to mention is blender uses XYZ, and I believe Zmod uses XZY, can someone confirm ?
-
- Posts: 19
- Joined: 20 Nov 2013 23:06
Re: Create custom road prefabs?
Yes but they use different rotations. Z is forward in Blender but in Zmod its -Z
Re: Create custom road prefabs?
Right.
Picture is magnified to show the system. Positive Z points back, positive X to the left.
Picture is magnified to show the system. Positive Z points back, positive X to the left.
Last edited by Deemer on 30 Jan 2016 14:13, edited 1 time in total.
Reason: Attachment removed. [3.2]-Use an image hsot service.
Reason: Attachment removed. [3.2]-Use an image hsot service.
-
- Posts: 19
- Joined: 20 Nov 2013 23:06
Re: Create custom road prefabs?
Thanks.
The Directions need a little work and can be confusing, you can see the direction of one of the lines is out of whack.
[ external image ]
The Directions need a little work and can be confusing, you can see the direction of one of the lines is out of whack.
[ external image ]
Re: Create custom road prefabs?
Drunken AI. Nice!
-
- Posts: 19
- Joined: 20 Nov 2013 23:06
Re: Create custom road prefabs?
just adding a bit of realismReinhard wrote:Drunken AI. Nice!
-
- Posts: 8
- Joined: 19 Jan 2016 09:09
Re: Create custom road prefabs?
ppeditor give an erro when opening a ppd file
Who is online
Users browsing this forum: No registered users and 2 guests