Create custom road prefabs?

hydraulics
Posts: 19
Joined: 20 Nov 2013 23:06

Re: Create custom road prefabs?

#11 Post by hydraulics » 06 Feb 2014 14:24

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
User avatar
Reinhard
Posts: 4709
Joined: 20 Dec 2012 16:46
Location: Berlin, Germany

Re: Create custom road prefabs?

#12 Post by Reinhard » 06 Feb 2014 15:39

hydraulics wrote:I think you missed the point.
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. :)
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.
hydraulics
Posts: 19
Joined: 20 Nov 2013 23:06

Re: Create custom road prefabs?

#13 Post by hydraulics » 06 Feb 2014 18:22

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 ?
Last edited by hydraulics on 06 Feb 2014 19:06, edited 1 time in total.
User avatar
Reinhard
Posts: 4709
Joined: 20 Dec 2012 16:46
Location: Berlin, Germany

Re: Create custom road prefabs?

#14 Post by Reinhard » 06 Feb 2014 18:56

hydraulics wrote:One more vital thing I forgot to mention is blender uses XYZ, and I believe Zmod uses XZY, can someone confirm ?
All coordinates Zmodeler presented in viewers or menus are in XYZ. Or did you ask for something I didn't understood?
hydraulics
Posts: 19
Joined: 20 Nov 2013 23:06

Re: Create custom road prefabs?

#15 Post by hydraulics » 06 Feb 2014 19:07

Yes but they use different rotations. Z is forward in Blender but in Zmod its -Z
User avatar
Reinhard
Posts: 4709
Joined: 20 Dec 2012 16:46
Location: Berlin, Germany

Re: Create custom road prefabs?

#16 Post by Reinhard » 06 Feb 2014 20:16

Right.


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.
hydraulics
Posts: 19
Joined: 20 Nov 2013 23:06

Re: Create custom road prefabs?

#17 Post by hydraulics » 06 Feb 2014 21:00

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 ]
User avatar
Reinhard
Posts: 4709
Joined: 20 Dec 2012 16:46
Location: Berlin, Germany

Re: Create custom road prefabs?

#18 Post by Reinhard » 06 Feb 2014 21:07

Drunken AI. Nice! :mrgreen:
hydraulics
Posts: 19
Joined: 20 Nov 2013 23:06

Re: Create custom road prefabs?

#19 Post by hydraulics » 06 Feb 2014 21:50

Reinhard wrote:Drunken AI. Nice! :mrgreen:
just adding a bit of realism :lol:
Aussiecactus
Posts: 8
Joined: 19 Jan 2016 09:09

Re: Create custom road prefabs?

#20 Post by Aussiecactus » 30 Jan 2016 06:27

ppeditor give an erro when opening a ppd file
Post Reply

Return to “18 Wheels of Steel: Haulin'”

Who is online

Users browsing this forum: No registered users and 2 guests