Tall crane from ATS (version 1.0)

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Todor Alin
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Joined: 20 Dec 2015 09:02

Tall crane from ATS (version 1.0)

#1 Post by Todor Alin » 07 Feb 2016 16:34

This mod will change all tower crane in all ETS2 maps with animated one fron ATS

Note:
In ATS it's a mover, in ETS a model. First, I changed the model to the animated one. The problem is that it must be changed the model.sii from the world folder, wich may cause problems in the future patch of ETS2. So, I made this mod. It must work in all futures patches without any changes.

Version 1.0
Changed animation with more realistic one.

Download
Last edited by Todor Alin on 08 Jun 2017 08:34, edited 1 time in total.

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Reinhard
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Re: Tall crane from ATS

#2 Post by Reinhard » 07 Feb 2016 18:41

Very nice idea. Thanks.

There is an issue with the sound. In the def file, you have a line

Code: Select all

sound_path[]: "/sound/ai/crane.ogg"
The ogg file is missing.
Todor Alin wrote:This mod will change all tower crane in all ETS2 maps with animated one fron ATS
If I create a mover object with this, in a map editor session, I will see a rotating crane. Nice.

But the existing crane models don't rotate. This is no surprise as there is no animation file (PMA) for the plain model included. And even if it was, how should that be triggered? As I understand it, "models" in ETS 2 can't be animated? Or am I wrong, here? Do I miss something?

Todor Alin
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Re: Tall crane from ATS

#3 Post by Todor Alin » 07 Feb 2016 19:03

Yes, the sound is wrong, delete line. It used the mover only for hookup model. And the model who replace the original crane, use that hookop mover to display the animated crane model.
And are many animated models, see, for example, the pedestrian...
Last edited by Reef on 07 Feb 2016 19:05, edited 1 time in total.
Reason: removed unnecessary quote - please read the forum rules

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Reinhard
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Re: Tall crane from ATS

#4 Post by Reinhard » 08 Feb 2016 08:22

I was talking about the category "model". Pedestrians are "walkers", a special kind of "movers".

So I still can't get it how a "model" replacement change anything into being animated in existing maps, sorry. Anyway, for map-editing it is very nice indeed.

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ohaha
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Re: Tall crane from ATS

#5 Post by ohaha » 08 Feb 2016 08:42

afaik, in theory, you can animate anything, provided there is a "trigger" for that animation, in the game code, and that "trigger" is called upon, in certain circumstances.
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Todor Alin
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Joined: 20 Dec 2015 09:02

Re: Tall crane from ATS

#6 Post by Todor Alin » 10 Feb 2016 13:33

You can try this:

in mover.tower.sii

Code: Select all

SiiNunit
{
mover_model : mover.tower_crane {
        mover_name: "Tower_Crane"
        model_desc: "/model/mover/tower_crane.pmd"        
        model_anim: "/model/mover/tower_crane.pma"        
}
mover_model : mover.tower_crane1 {
        mover_name: "Tower_Crane1"
        model_desc: "/model/mover/tower_crane.pmd"        
}

}
in tower_crane.sii

Code: Select all

SiiNunit
{
pedestrian_hookup : tower_crane
{
	active_during_day: true
	active_during_night: true
	active_during_rain: true
	active_during_sun: true
	show_probability: 1

	pedestrian[]: .tower_crane.1
	pedestrian[]: .tower_crane.2
}

	pedestrian_desc : .tower_crane.1
	{
		mover_name: "Tower_Crane"
	}
	pedestrian_desc : .tower_crane.2
	{
		mover_name: "Tower_Crane1"
	}

}
Only about half of the crane will be animated, and them will be selected randomly, so, at every passes, other will rotate.
This trick can be aplied to all models, so you must define a "mover" from the model, and call it with the hookup.

Todor Alin
Posts: 256
Joined: 20 Dec 2015 09:02

Re: Tall crane from ATS (version 1.0)

#7 Post by Todor Alin » 08 Jun 2017 08:35

Changed animation with more realistic one.
Download in first post.

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