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by PaZz_
05 Oct 2020 14:57
Forum: Modding Guides
Topic: Proper load order for Maps
Replies: 755
Views: 166015

Re: Proper load order for Maps

Make sure you have the latest version of Mexico Maps from the website: https://reformaats.dudaone.com/
by PaZz_
05 Oct 2020 12:41
Forum: Help requests
Topic: Moving sectors to updated map
Replies: 2
Views: 199

Re: Moving sectors to updated map

If you have edited the same sectors, you have to decide whether you're using your or his sectors. There's no easier way to merge contents of the same sector than manual copy & paste. Just to clarify: The .mbd file doesn't contain any sector data. It's only used to load a map in the editor. If you're...
by PaZz_
28 Sep 2020 13:31
Forum: Modding Guides
Topic: Proper load order for Maps
Replies: 755
Views: 166015

Re: Proper load order for Maps

Either use Viva Mexico (download here: https://reformaats.dudaone.com/downloads) to connect everything or simply use the "Buy garage" option to be able to teleport over there.
by PaZz_
22 Sep 2020 18:07
Forum: Maps
Topic: [REL][WIP] PaZzMod V 1.3.00 | Imperial County, East Riverside County, Yuma, Mexicali, San Luis R.C.
Replies: 418
Views: 73259

Re: [REL][WIP] PaZzMod V 1.3.00 | Imperial County, East Riverside County, Yuma, Mexicali, San Luis R.C.

Hello Pazz, Have all three cities been added to the PaZz-mod map now? I can't give any time information regarding next update yet. I just discovered you don't want to be needing repairs requiring a tow truck around Mexicalli while pulling a trailer. You spawn in an repair area that will make your t...
by PaZz_
22 Sep 2020 18:05
Forum: Maps
Topic: [WIP] Islands Map - Hawaii & Cuba
Replies: 48
Views: 5279

Re: [WIP] Islands Map - Hawaii & Cuba

The crossings look insanely good, very creative solutions. I'm impressed, keep it up!
by PaZz_
28 Aug 2020 09:45
Forum: Modding Guides
Topic: map editing questions:
Replies: 4
Views: 732

Re: map editing questions:

The AI paths are predefined for each prefab or road segment and not easily customizable. You can tick the option "No AI" in prefab/road settings to disable all AI. Then you can add a trajectory for custom AI paths. Invisible walls are most of the time caused by a unchecked "No Boundary" option in pr...
by PaZz_
06 Aug 2020 19:33
Forum: Maps
Topic: [WIP] tEPIC 1:1
Replies: 11
Views: 1393

Re: [WIP] tEPIC 1:1

Yeah, SCS didn't add semaphores properly for the new prefabs. However they've done most of semaphores for Nevada (because those prefabs are only used in Vegas currently). You could try to copy the semaphore definitions in def/world from dlc_nevada.scs and adapt them for your country definition. But ...

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