[BugFix and better sound update] [NEW] Special Vehicles traffic v1.2

danbywinby
Posts: 2690
Joined: 20 Dec 2012 18:45

Re: [Flashing light update] [NEW] Special Vehicles traffic v1.0

#11 Post by danbywinby » 05 Jun 2018 13:42

Do all of the vehicles always show with flashing lights or is it only sometimes?
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My World of Trucks Profile - New images uploaded: 12/12/2019

Muszek998
Posts: 65
Joined: 30 Nov 2017 08:39

Re: [Flashing light update] [NEW] Special Vehicles traffic v1.0

#12 Post by Muszek998 » 05 Jun 2018 13:50

danbywinby wrote:
05 Jun 2018 13:42
Do all of the vehicles always show with flashing lights or is it only sometimes?
For now, I always work on different types of vehicles, but this requires learning the blender function.

sunnoco
Posts: 38
Joined: 27 Jul 2015 08:32

Re: [Flashing light update] [NEW] Special Vehicles traffic v1.0

#13 Post by sunnoco » 05 Jun 2018 21:37

Once again, congratulations Muszek and you're very welcome. I'm not an internet man and I still learn myself blender tools (I used many years blender2scs addon and just two month ago I changed with blender tools), but I'll try to help you. As I said before, to avoid any copyright infringenment, I make mods ONLY for myself (from scratch or modified others).
So, my first opinion about blender tools was very bad and I almost gave up on it, till I discovered myself (after watching many times 50keda tutorials) how to properly import scs models and use blender tools (still have a little trouble with collission, but I'll discover it in time). Anyway, with blender tools, it's much fun to make mods, because now I can edit also prefab and animations (and I have plenty ideas; time I don't have too much!:)...). Maybe if there are developers here I can show you my modifications for ETS2 (I don't play ATS anymore; only ETS2 and City car driving). With my small ideas and others, ETS2 for me become more simulator than a game. I played and I will play this game ONLY as a simulator game and I don't care about game (growing company etc). I just like to drive (most of it, like in real life, only cars, of course)! Same for City Car Driving (also steam version). For instance, change your hud to have dark nights and like this will be like in real life (you'll won't be able to see any road stripes without turning on the truck/car lights! ;)... Also I changed the street lights values, so now they're not lightning the road. For me, default lights and hud was too bright and car/truck lights become useless, because I could drive also without turning on the lights). And so on... If I'll have time I'll show you a few of my ideas in a video (at least those that I think should be implemented by SCS as a default, to make ETS2 and ATS to look more as a simultor games and like in real life driving)...

Anyway, so, first, let's start and answer to danbywindby: flashing lights are always on. Only if Muszek make them as police emergency (ml1), then can have them activated only when you break traffic rules... Other method, to have also emergency vehicles in game with lights and without lights, Muszek need to make same cars with different names and without flashing lights (these must be made in blender, Muszek). Then, you'll just add spawn_ratio: 0.01 (for instance) on those with flashlights and spawn_ratio:0.5 (for instance) on those without lights.

For sound. Muszek, you can add sounds at emergency vehicles.;)
Just add in def files ETS2 default sounds for ai_police, as I'll show you in my files for first ambulances:
traffic_vehicle : traffic.ambit
{
accessories[]: .ambit.chassis
accessories[]: .ambit.fwheel
accessories[]: .ambit.rwheel

max_speed: 100

lod_dist[]: 60
lod_dist[]: 110

color[]: (1, 1, 1) #white


spawn_ratio: 1
sound_move[]: "/sound/ai/aipolice0.ogg"
sound_horn[]: "/sound/ai/aipolice1.ogg"

vehicle_mass: 4000
@include "drivers_generic.sui"
}

vehicle_accessory: .ambit.chassis
{

...

and so on to all emergency vehicles. And now you'll have also sounds. Of course, ONLY for your personal use, you can use different (real) emergency sounds. ;)... Edit them with free program Audacity and save them as .ogg files. Zip them with free program 7zip (as STORE), otherwise you'll have errors or read sounds in game (the game cannot read uncompressed sound files). ;)... As I said before (I'll repeat): as a lawyer I ALWAYS recomand you DO NOT SHARE any other mods without authors permissions!;).... You can share ONLY those made from scratch or modified SCS files, because they allow us.

Btw, I downloaded and tested your mod because there is a dude who said that your mod doesn't work and he's right about firetruck (ambulances appear in traffic). You have an error in log file. To avoid that error do as i told you before. JUST RENAME ENTIRE default SCS files with desire ones. Like this you'll have no error in log file and all emergency vehicles will appear in traffic! ;)... I'll show you mine.

DO this (rename all folders and files):

STEP_1.
vehicle -> ai -> crafter folder (will become salv) ; and inside that folder all cz, d and sk will become: salvcz, salvd and salvsk (DELETE the van.sii file!). Now, your old cz.sii file will look like:

SiiNunit
{
accessory_chassis_data : .chassis.salvcz
{
model: "/vehicle/ai/crafter/ai.pmd"
lods[]: "/vehicle/ai/crafter/lod.pmd"
lods[]: "/vehicle/ai/crafter/lod2.pmd"

collision: "/vehicle/ai/crafter/ai.pmc"

shadow_texture: "/vehicle/ai/share/shadow_occlusion.tobj"
shadow_intensity: 1.8

variant: cz
look: default
}
}

DO the same with the other 2 files.

STEP_2.
vehicle -> ai -> ducato folder will become amb folder; inside rename fr, it, uk with ambfr, ambit, ambuk (DELETE the other files!). Now, your old fr.sii file:


SiiNunit
{
accessory_chassis_data : .chassis.ambfr
{
model: "/vehicle/ai/ducato/ambulance.pmd"
lods[]: "/vehicle/ai/ducato/ambulance_lod.pmd"
lods[]: "/vehicle/ai/ducato/ambulance_lod2.pmd"

collision: "/vehicle/ai/ducato/ambulance.pmc"

shadow_texture: "/vehicle/ai/share/shadow_occlusion.tobj"
shadow_intensity: 1.8

variant: default
variant_uk: uk
look: fr
}
}

DO THE SAME for other 2 files.

STEP_3.
vehicle-> ai-> t815_7 folder will become pomp folder. Inside, rename all six files with pompcz, pompde, pompfr, pompit, pompl, pompuk. Now, your old cz.sii file:

SiiNunit
{
accessory_chassis_data : .chassis.pompcz
{
model: "/vehicle/ai/t815_7/ai.pmd"
lods[]: "/vehicle/ai/t815_7/lod.pmd"
lods[]: "/vehicle/ai/t815_7/lod_2.pmd"

collision: "/vehicle/ai/t815_7/ai.pmc"

extended_shadow_texture: "/vehicle/ai/t815_7/shadow_t815.tobj"
extended_shadow_intensity: 1.05
extended_shadow_fadeout_start: 10
extended_shadow_fadeout_length: 0

variant: share
#variant_uk:
look: cz
}
}


DO THE SAME for other 5 files.

STEP_4.
Now, for crafter_ambulance.sii will become salv.sii and inside you'll have:
# XXXXXXXXXXXXXXXXXXX cz XXXXXXXXXXXXXXXXXXX

traffic_vehicle : traffic.salvcz
{
accessories[]: .salvcz.chassis
accessories[]: .salvcz.fwheel
accessories[]: .salvcz.rwheel

max_speed: 100

lod_dist[]: 60
lod_dist[]: 110


spawn_ratio: 1
sound_move[]: "/sound/ai/aipolice0.ogg"
sound_horn[]: "/sound/ai/aipolice1.ogg"

color[]: (1, 1, 1) #white

vehicle_mass: 3500
@include "drivers_generic.sui"

}

vehicle_accessory: .salvcz.chassis
{
data_path: "/def/vehicle/ai/salv/salvcz.sii"
}

vehicle_wheel_accessory: .salvcz.fwheel
{
offset: 0
data_path: "/def/vehicle/ai_wheel/crafter_front.sii"
}

vehicle_wheel_accessory: .salvcz.rwheel
{
offset: 0
data_path: "/def/vehicle/ai_wheel/crafter_rear.sii"
}

# XXXXXXXXXXXXXXXXXXX d XXXXXXXXXXXXXXXXXXX

traffic_vehicle : traffic.salvd
{
accessories[]: .salvd.chassis
accessories[]: .salvd.fwheel
accessories[]: .salvd.rwheel

max_speed: 100

lod_dist[]: 60
lod_dist[]: 110


spawn_ratio: 1
sound_move[]: "/sound/ai/aipolice0.ogg"
sound_horn[]: "/sound/ai/aipolice1.ogg"

color[]: (1, 1, 1) #white

vehicle_mass: 3500
@include "drivers_generic.sui"

}

vehicle_accessory: .salvd.chassis
{
data_path: "/def/vehicle/ai/salv/salvd.sii"
}

vehicle_wheel_accessory: .salvd.fwheel
{
offset: 0
data_path: "/def/vehicle/ai_wheel/crafter_front.sii"
}

vehicle_wheel_accessory: .salvd.rwheel
{
offset: 0
data_path: "/def/vehicle/ai_wheel/crafter_rear.sii"
}

# XXXXXXXXXXXXXXXXXXX sk XXXXXXXXXXXXXXXXXXX

traffic_vehicle : traffic.salvsk
{
accessories[]: .salvsk.chassis
accessories[]: .salvsk.fwheel
accessories[]: .salvsk.rwheel

max_speed: 100

lod_dist[]: 60
lod_dist[]: 110


spawn_ratio: 1
sound_move[]: "/sound/ai/aipolice0.ogg"
sound_horn[]: "/sound/ai/aipolice1.ogg"

color[]: (1, 1, 1) #white

vehicle_mass: 3500
@include "drivers_generic.sui"

}

vehicle_accessory: .salvsk.chassis
{
data_path: "/def/vehicle/ai/salv/salvsk.sii"
}

vehicle_wheel_accessory: .salvsk.fwheel
{
offset: 0
data_path: "/def/vehicle/ai_wheel/crafter_front.sii"
}

vehicle_wheel_accessory: .salvsk.rwheel
{
offset: 0
data_path: "/def/vehicle/ai_wheel/crafter_rear.sii"
}



STEP_5.
Now, for ducato_ambulance.sii will become amb.sii, and inside you'll have:
traffic_vehicle : traffic.ambit
{
accessories[]: .ambit.chassis
accessories[]: .ambit.fwheel
accessories[]: .ambit.rwheel

max_speed: 100

lod_dist[]: 60
lod_dist[]: 110

color[]: (1, 1, 1) #white


spawn_ratio: 1
sound_move[]: "/sound/ai/aipolice0.ogg"
sound_horn[]: "/sound/ai/aipolice1.ogg"

vehicle_mass: 4000
@include "drivers_generic.sui"
}

vehicle_accessory: .ambit.chassis
{
data_path: "/def/vehicle/ai/amb/ambit.sii"
}

vehicle_wheel_accessory: .ambit.fwheel
{
offset: 0
data_path: "/def/vehicle/ai_wheel/27_steel_fiat_front.sii"
}

vehicle_wheel_accessory: .ambit.rwheel
{
offset: 0
data_path: "/def/vehicle/ai_wheel/27_steel_fiat_rear.sii"
}

traffic_vehicle : traffic.amfr
{
accessories[]: .amfr.chassis
accessories[]: .amfr.fwheel
accessories[]: .amfr.rwheel

max_speed: 100

lod_dist[]: 60
lod_dist[]: 110

color[]: (1, 1, 1) #white


spawn_ratio: 1
sound_move[]: "/sound/ai/aipolice0.ogg"
sound_horn[]: "/sound/ai/aipolice1.ogg"
vehicle_mass: 4000
@include "drivers_generic.sui"
}

vehicle_accessory: .amfr.chassis
{
data_path: "/def/vehicle/ai/amb/ambfr.sii"
}

vehicle_wheel_accessory: .amfr.fwheel
{
offset: 0
data_path: "/def/vehicle/ai_wheel/27_steel_fiat_front.sii"
}

vehicle_wheel_accessory: .amfr.rwheel
{
offset: 0
data_path: "/def/vehicle/ai_wheel/27_steel_fiat_rear.sii"
}

traffic_vehicle : traffic.ambuk
{
accessories[]: .ambuk.chassis
accessories[]: .ambuk.fwheel
accessories[]: .ambuk.rwheel

max_speed: 100

lod_dist[]: 60
lod_dist[]: 110

color[]: (1, 1, 1) #white


spawn_ratio: 1
sound_move[]: "/sound/ai/aipolice0.ogg"
sound_horn[]: "/sound/ai/aipolice1.ogg"
vehicle_mass: 4000
@include "drivers_generic.sui"
}

vehicle_accessory: .ambuk.chassis
{
data_path: "/def/vehicle/ai/amb/ambuk.sii"
}

vehicle_wheel_accessory: .ambuk.fwheel
{
offset: 0
data_path: "/def/vehicle/ai_wheel/27_steel_fiat_front.sii"
}

vehicle_wheel_accessory: .ambuk.rwheel
{
offset: 0
data_path: "/def/vehicle/ai_wheel/27_steel_fiat_rear.sii"
}



STEP_6.
Now for t815.sii will become pomp.sii:

# XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX FR XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
traffic_vehicle : traffic.pompfr
{
accessories[]: .pompfr.chassis
accessories[]: .pompfr.fwheel
accessories[]: .pompfr.rwheel
accessories[]: .pompfr.rwheel2

max_speed: 100


engine_torque: 2300

lod_dist[]: 70
# add lod in between
lod_dist[]: 130
lod_dist[]: 200

vehicle_mass: 25000
sound_move[]: "/sound/ai/aipolice0.ogg"
sound_horn[]: "/sound/ai/aipolice1.ogg"
spawn_ratio: 1

@include "drivers_generic_pomp.sui"
}

vehicle_accessory: .pompfr.chassis
{
data_path: "/def/vehicle/ai/pomp/pompfr.sii"
}

vehicle_wheel_accessory: .pompfr.fwheel
{
offset: 0
data_path: "/def/vehicle/ai_wheel/t815_f.sii"
}

vehicle_wheel_accessory: .pompfr.rwheel
{
offset: 0
data_path: "/def/vehicle/ai_wheel/t815_r.sii"
}
vehicle_wheel_accessory: .pompfr.rwheel2
{
offset: 2
data_path: "/def/vehicle/ai_wheel/t815_r.sii"
}

# XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX IT XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
traffic_vehicle : traffic.pompit
{
accessories[]: .pompit.chassis
accessories[]: .pompit.fwheel
accessories[]: .pompit.rwheel
accessories[]: .pompit.rwheel2

max_speed: 100


engine_torque: 2300

lod_dist[]: 70
# add lod in between
lod_dist[]: 130
lod_dist[]: 200
sound_move[]: "/sound/ai/aipolice0.ogg"
sound_horn[]: "/sound/ai/aipolice1.ogg"
spawn_ratio: 1

vehicle_mass: 25000
@include "drivers_generic_pomp.sui"
}

vehicle_accessory: .pompit.chassis
{
data_path: "/def/vehicle/ai/pomp/pompit.sii"
}

vehicle_wheel_accessory: .pompit.fwheel
{
offset: 0
data_path: "/def/vehicle/ai_wheel/t815_f.sii"
}

vehicle_wheel_accessory: .pompit.rwheel
{
offset: 0
data_path: "/def/vehicle/ai_wheel/t815_r.sii"
}
vehicle_wheel_accessory: .pompit.rwheel2
{
offset: 2
data_path: "/def/vehicle/ai_wheel/t815_r.sii"
}
# XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX cz XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
traffic_vehicle : traffic.pompcz
{
accessories[]: .pompcz.chassis
accessories[]: .pompcz.fwheel
accessories[]: .pompcz.rwheel
accessories[]: .pompcz.rwheel2

max_speed: 100


engine_torque: 2300

lod_dist[]: 70
# add lod in between
lod_dist[]: 130
lod_dist[]: 200
sound_move[]: "/sound/ai/aipolice0.ogg"
sound_horn[]: "/sound/ai/aipolice1.ogg"
spawn_ratio: 1

vehicle_mass: 25000
@include "drivers_generic_pomp.sui"
}

vehicle_accessory: .pompcz.chassis
{
data_path: "/def/vehicle/ai/pomp/pompcz.sii"
}

vehicle_wheel_accessory: .pompcz.fwheel
{
offset: 0
data_path: "/def/vehicle/ai_wheel/t815_f.sii"
}

vehicle_wheel_accessory: .pompcz.rwheel
{
offset: 0
data_path: "/def/vehicle/ai_wheel/t815_r.sii"
}
vehicle_wheel_accessory: .pompcz.rwheel2
{
offset: 2
data_path: "/def/vehicle/ai_wheel/t815_r.sii"
}

# XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX sk XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
traffic_vehicle : traffic.pompsk
{
accessories[]: .pompsk.chassis
accessories[]: .pompsk.fwheel
accessories[]: .pompsk.rwheel
accessories[]: .pompsk.rwheel2

max_speed: 100


engine_torque: 2300

lod_dist[]: 70
# add lod in between
lod_dist[]: 130
lod_dist[]: 200

spawn_ratio: 1
sound_move[]: "/sound/ai/aipolice0.ogg"
sound_horn[]: "/sound/ai/aipolice1.ogg"
vehicle_mass: 25000
@include "drivers_generic_pomp.sui"
}

vehicle_accessory: .pompsk.chassis
{
data_path: "/def/vehicle/ai/pomp/pompsk.sii"
}

vehicle_wheel_accessory: .pompsk.fwheel
{
offset: 0
data_path: "/def/vehicle/ai_wheel/t815_f.sii"
}

vehicle_wheel_accessory: .pompsk.rwheel
{
offset: 0
data_path: "/def/vehicle/ai_wheel/t815_r.sii"
}
vehicle_wheel_accessory: .pompsk.rwheel2
{
offset: 2
data_path: "/def/vehicle/ai_wheel/t815_r.sii"
}

# XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX de XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
traffic_vehicle : traffic.pompde
{
accessories[]: .pompde.chassis
accessories[]: .pompde.fwheel
accessories[]: .pompde.rwheel
accessories[]: .pompde.rwheel2

max_speed: 100


engine_torque: 2300

lod_dist[]: 70
# add lod in between
lod_dist[]: 130
lod_dist[]: 200
sound_move[]: "/sound/ai/aipolice0.ogg"
sound_horn[]: "/sound/ai/aipolice1.ogg"
spawn_ratio: 1

vehicle_mass: 25000
@include "drivers_generic_pomp.sui"
}

vehicle_accessory: .pompde.chassis
{
data_path: "/def/vehicle/ai/pomp/pompde.sii"
}

vehicle_wheel_accessory: .pompde.fwheel
{
offset: 0
data_path: "/def/vehicle/ai_wheel/t815_f.sii"
}

vehicle_wheel_accessory: .pompde.rwheel
{
offset: 0
data_path: "/def/vehicle/ai_wheel/t815_r.sii"
}
vehicle_wheel_accessory: .pompde.rwheel2
{
offset: 2
data_path: "/def/vehicle/ai_wheel/t815_r.sii"
}


STEP_7.
Now, your inside your traffic_storage_car.emergency_muszek.sii, just change all your records with:

SiiNunit
{
# For modders: Please do not modify this file if you want to add a new entry. Create in
# this directory a new file "<base_name>.<idofyourmod>.sii" where <base_name> is name of
# base file without the extension (e.g. "city" for "/def/city.sii") and <idofyourmod> is
# some string which is unlikely to conflict with other mod.
#
# Warning: Even if the units are specified in more than one source file, they share the
# same namespace so suffixes or prefixes should be used to avoid conflicts.
@include "ai/salv.sii"
@include "ai/amb.sii"
@include "ai/pomp.sii"



}


STEP_8. (OPTIONAL)
For instance, because I like to see them all in traffic in all countries, I changed all dds files with EU ones, which mean I changed names and wrote "ambulance" to all ambulances and "fire and rescue" at all firetrucks. Now, it's up to you. If you'll wanna see them also in traffic only those for different countries, then just DELETE ALL DEFAULT .sii files inside all countries and add new one to each country (different or the same; it's up to you!), named, for instance:

traffic.muszek_emer.sii

Add above sii file on czech country folder, for instance, and inside (also, for instance), this traffic.muszek_emer.sii file should look something like this:

SiiNunit
{
country_traffic_info : .country.info.traffic.pompcz {
object: traffic.pompsk
spawn_frequency : 0.2
}
country_traffic_info : .country.info.traffic.salvcz {
object: traffic.salvcz
spawn_frequency : 1.0
}
}


This mean that in CZ country you'll see only cz firetruck and ambulance. First one rarely (due to spaw_frequency) and last one more often!

Of course, as I said before, if you wanna to see them in all countries, just delete country folder! And if you wanna to see them each for specific country, just DO THE SAME as I did above for all countries and emergency vehicles (ambulances and firetrucks)!

SO, like this you'll have NO ERROR in log files and all will become enabled in traffic! ;)

Good luck and keep it like this. Maybe I'll have time in weekend to make a short video on how you can customise all these defeult SCS emergency vehicles and make them new ones with firetruck drivers and passengers and different beacons. But till then, DON'T FORGET to WATCH ALL SCS blender tools video turorials (even if you never made mods with blender2scs addon, this will be much easy once you'll understand how to set properly base, import and export a model):

http://modding.scssoft.com/wiki/Tutorials

As Socrate said:"I cannnot teach anybody anything. I can only make them to think!", I just gave you a few tips because I'm not an expert in anything in this life!:)
Good luck and take care and never give up to make mods (at least for yourself)!;)... Drive safe in real life (in game it's optional :)... )!

Muszek998
Posts: 65
Joined: 30 Nov 2017 08:39

Re: [Flashing light update] [NEW] Special Vehicles traffic v1.0

#14 Post by Muszek998 » 06 Jun 2018 08:53

sunnoco wrote:
05 Jun 2018 21:37
Once again, congratulations Muszek and you're very welcome. I'm not an internet man and I still learn myself blender tools (I used many years blender2scs addon and just two month ago I changed with blender tools), but I'll try to help you. As I said before, to avoid any copyright infringenment, I make mods ONLY for myself (from scratch or modified others).
So, my first opinion about blender tools was very bad and I almost gave up on it, till I discovered myself (after watching many times 50keda tutorials) how to properly import scs models and use blender tools (still have a little trouble with collission, but I'll discover it in time). Anyway, with blender tools, it's much fun to make mods, because now I can edit also prefab and animations (and I have plenty ideas; time I don't have too much!:)...). Maybe if there are developers here I can show you my modifications for ETS2 (I don't play ATS anymore; only ETS2 and City car driving). With my small ideas and others, ETS2 for me become more simulator than a game. I played and I will play this game ONLY as a simulator game and I don't care about game (growing company etc). I just like to drive (most of it, like in real life, only cars, of course)! Same for City Car Driving (also steam version). For instance, change your hud to have dark nights and like this will be like in real life (you'll won't be able to see any road stripes without turning on the truck/car lights! ;)... Also I changed the street lights values, so now they're not lightning the road. For me, default lights and hud was too bright and car/truck lights become useless, because I could drive also without turning on the lights). And so on... If I'll have time I'll show you a few of my ideas in a video (at least those that I think should be implemented by SCS as a default, to make ETS2 and ATS to look more as a simultor games and like in real life driving)...

....

You are wonderful! Thank you so much for so much help !!

However, I have a "small" problem I did everything step by step after switching the game on to a clean game record, without other mods, my console looks like this, I checked whether I did not omit any brackets or something, but I found nothing ...
I probably did something wrong ... although I tried to copy and paste everything in the same way, I removed only the sounds so far, because I wanted to add sirens as addon to the mod, because wile people irritate this sound, in my life outside ETS 2 I am a fireman, so I am able to record really good sounds, but first I would like to make models (more skins, and flashing lights) something like this mod.
viewtopic.php?f=198&t=253594
Image


As for the blender, I am already beginning to understand it, I already have a scs fire truck with my own skin, but I can not make "flashing lights" and during the export I get errors ... blender is jammed ... and all work disappears ..

I was looking for youtube guides when it comes to these lights or by. special vehicles, but nothing like that ...

I still add a link to the non-working mod, maybe you'll notice where I made the mistake ..
http://sharemods.com/255rakx6dbeq/Speci ... 1.scs.html

User avatar
ED101
Posts: 461
Joined: 09 Sep 2014 12:38

Re: [Flashing light update] [NEW] Special Vehicles traffic v1.0

#15 Post by ED101 » 06 Jun 2018 08:58

Will you take care that the cars only appear in the correct countries? Right now I have German cars also in Italy e.g

Muszek998
Posts: 65
Joined: 30 Nov 2017 08:39

Re: [Flashing light update] [NEW] Special Vehicles traffic v1.0

#16 Post by Muszek998 » 06 Jun 2018 09:22

ED101 wrote:
06 Jun 2018 08:58
Will you take care that the cars only appear in the correct countries? Right now I have German cars also in Italy e.g
Not yet so, because there are few vehicles and scs did not make vehicles for every country ... eg Poland has a German fire service and ambulance ... so now there are different vehicles everywhere, but in the future each vehicle will be divided for many skins for each country

User avatar
Mr_Catweazle
Posts: 193
Joined: 06 Jan 2014 17:28
Location: Holland

Re: [Flashing light update] [NEW] Special Vehicles traffic v1.0

#17 Post by Mr_Catweazle » 06 Jun 2018 10:06

I love this mod. Makes ets2 more real. But don't let the fire truck park everywhere. Because it spawns/parks trough gates, fences and borders. It is to big to fit a normal parkingspot.

Muszek998
Posts: 65
Joined: 30 Nov 2017 08:39

Re: [Flashing light update] [NEW] Special Vehicles traffic v1.0

#18 Post by Muszek998 » 06 Jun 2018 10:12

Mr_Catweazle wrote:
06 Jun 2018 10:06
I love this mod. Makes ets2 more real. But don't let the fire truck park everywhere. Because it spawns/parks trough gates, fences and borders. It is to big to fit a normal parkingspot.
Thank you, I forgot to change it! in the next version it will be corrected.

sunnoco
Posts: 38
Joined: 27 Jul 2015 08:32

Re: [Flashing light update] [NEW] Special Vehicles traffic v1.0

#19 Post by sunnoco » 06 Jun 2018 20:50

Hi Muszek, you're very welcome and my appologise. I was too tired last night and I just copy-paste from my mod and I FORGOT to replace that record with SCS default one:

@include "drivers_generic_pomp.sui"

from pomp.sii file.

It's obvious that you have an error and maybe the game can crash because those are my firefighters drivers and you can't have them till you'll won't make them in blender (I promised you that very soon - I hope this weekend - I'll make an Youtube video and show you how to customise your default firetruck: lights, firefighters as drivers etc. Then you'll be able to make in blender whathever mod you want, including new firetrucks and/or firefigters for each country if you want.). Have a little patience, please.

So, back to our problem, Muszek, to make your mods to work, please JUST replace all records inside pomp.sii:


@include "drivers_generic_pomp.sui"

WITH SCS default one

@include "drivers_generic_pomp.sui"

To do this, just use in Notepad ++, CTRL+H (replace) -> replace ALL. It will take you 1 second.
After you'll learn how to do your own firetrucks and firefighters (after my future video), then you'll change back again those drivers_generic_pomp.sui, to be able to have in traffic as drivers and passengers firefighters. To do this, you'll have also to add a new entry in your unit file, otherwise you'll have again errors and the game will crash. But, don't worry, I'll show you also how to do this in my future video. Of course, after this you can make even customise firefighter for each country if you want. It's your call.
Once again, my apologise Muszek. Wasn't intentional. So do this small modification and then upload it again also as your mod (please don't mention me in credits; for me, your "thank you" was more than enough! Before I become a lawyer I was a police officer and, like you in your job, I just like to help nice people. I just dislike rude people and criminals). Btw, I have a great respect for your job and people like you Muszek! You risk your life almost every day to save other people lives, so CONGRATULATIONS for this and never give up! God bless you, Muszek!

I almost forgot: if you'll record your firetruck sound, don't forget to ask permission to your superior officer if you want to share it! ;)... Use audacity to edit and save them as .ogg files. ;)... Btw, a few FREE and BEST programs that will become very handy if you'll decide to make mods:
- Audacity (for sound edit)
- Infranveiw (for view fast picture files: dds, tga etc; that Thumbail option it's very useful)
- Gimp (for edit all type of picutre files: dds, tga etc; don't forget to enable also a few and very useful gimp plugins:
- Batch rename (useful for resize many dds, tga etc files in the same time; have also other great features)
- Normalmap (useful for making tsnmap on dds, tga etc files)
- Export layers (useful to import and export in the same time many dds, tga etc files )
- Blender (for edit 3D models; of course, with all SCS blender tools enabled)
- video to video (best video converter; you'll need it when you'll make your own .ogv files; also very useful to shrink video size)
- DXTBmp (for edit dds and tga files)
- Notepad ++ (for edit all .sii files; don't forget to enable "compare" and "combine" plugins - both, very useful!)
Another FREE and BEST programs that I use are:
- Foobar2000 (small and light audio player; you can run it in background during the game, because it use very small amount of CPU and memory; because SCS didn't implemented shufle mod in ETS2/ATS player, then I like to use this foobar2000 player. Also a great thing at this program it's that option to customise your own keyboard shortcuts (don't forget to enable Global Keys, to activate them always). I have only 4 games in my steam: ETS2, ATS, City car driving and Ride2 and this little program it's very useful for me especialy when I play City car driving, because there it's only an online player, and I never played any game online and I'll never will. ;)
- Bulk rename utility (for rename many files in the same time)
- Total commander (very useful to move/copy files between directories; have also many other great features)
- CCleaner (useful to clean your pc of junk files and many more features; use it before you play the game)
- OBS Studio (if you'll wanna to record your desktop / game); you can use also Bandicam recorder, but it's not free (in free version of Bandicam recorder you can record only 10 min/record)
- Open Shot (best free video editor)

Have a great night Muszek, a great and easy day tomorow and especialy a great life. ;)... And of course, don't forget to drive safe in real life! ;)





P.S. If you want to see in ETS2 traffic also cement mixer with animation, just make a folder in your def file:

def -> vehicle ->

here you'll add 1 .sii file, let's name it:

traffic_storage_semi_trailer.muszek.sii

and inside of it you'll have:

SiiNunit
{
# For modders: Please do not modify this file if you want to add a new entry. Create in
# this directory a new file "<base_name>.<idofyourmod>.sii" where <base_name> is name of
# base file without the extension (e.g. "city" for "/def/city.sii") and <idofyourmod> is
# some string which is unlikely to conflict with other mod.
#
# Warning: Even if the units are specified in more than one source file, they share the
# same namespace so suffixes or prefixes should be used to avoid conflicts.

@include "trailer/cement_mixer_traffic.sii"

}



then, also in def -> vehicle folder make another folder named trailer. So you'll have,

def-> vehicle-> trailer

and inside the trailer folder, you'll make the following .sii file:


cement_mixer_trafic.sii

and inside of it just copy-paste:

traffic_trailer : traffic.trailer.cement_mix
{
accessories[]: .traffic.cement_mix.tchassis
accessories[]: .traffic.cement_mix.trwheel0
accessories[]: .traffic.cement_mix.trwheel1
accessories[]: .traffic.cement_mix.trwheel2
accessories[]: .cement_mix.cargo
cargo_mass: 20000
}

vehicle_accessory: .traffic.cement_mix.tchassis
{
data_path: "/def/vehicle/trailer/cement_mixer/chassis.sii"
}

vehicle_wheel_accessory: .traffic.cement_mix.trwheel0
{
offset: 0
data_path: "/def/vehicle/t_wheel/single.sii"
}

vehicle_wheel_accessory: .traffic.cement_mix.trwheel1
{
offset: 2
data_path: "/def/vehicle/t_wheel/single.sii"
}

vehicle_wheel_accessory: .traffic.cement_mix.trwheel2
{
offset: 4
data_path: "/def/vehicle/t_wheel/single.sii"
}

vehicle_accessory: .cement_mix.cargo
{
data_path: "/def/vehicle/trailer/cement_mixer/mixer.sii"
}



And, VOILA! Now you'll have also a cement mixer with mixer animation in your traffic. ;)...

Bye and keep in touch, Muszek.

Muszek998
Posts: 65
Joined: 30 Nov 2017 08:39

Re: [Flashing light update] [NEW] Special Vehicles traffic v1.0

#20 Post by Muszek998 » 07 Jun 2018 01:37

Hi Muszek, you're very welcome and my appologise. I was too tired last night and I just copy-paste from my mod and I FORGOT to replace that record with SCS default one:

@include "drivers_generic_pomp.sui"

from pomp.sii file.

It's obvious that you have an error and maybe the game can crash because those are my firefighters drivers and you can't have them till you'll won't make them in blender (I promised you that very soon - I hope this weekend - I'll make an Youtube video and show you how to customise your default firetruck: lights, firefighters as drivers etc. Then you'll be able to make in blender whathever mod you want, including new firetrucks and/or firefigters for each country if you want.). Have a little patience, please.

So, back to our problem, Muszek, to make your mods to work, please JUST replace all records inside pomp.sii:


@include "drivers_generic_pomp.sui"

WITH SCS default one

@include "drivers_generic_pomp.sui"

To do this, just use in Notepad ++, CTRL+H (replace) -> replace ALL. It will take you 1 second.
After you'll learn how to do your own firetrucks and firefighters (after my future video), then you'll change back again those drivers_generic_pomp.sui, to be able to have in traffic as drivers and passengers firefighters. To do this, you'll have also to add a new entry in your unit file, otherwise you'll have again errors and the game will crash. But, don't worry, I'll show you also how to do this in my future video. Of course, after this you can make even customise firefighter for each country if you want. It's your call.
Once again, my apologise Muszek. Wasn't intentional. So do this small modification and then upload it again also as your mod (please don't mention me in credits; for me, your "thank you" was more than enough! Before I become a lawyer I was a police officer and, like you in your job, I just like to help nice people. I just dislike rude people and criminals). Btw, I have a great respect for your job and people like you Muszek! You risk your life almost every day to save other people lives, so CONGRATULATIONS for this and never give up! God bless you, Muszek!
Oh, it's okay, everybody happens to learn, and thanks to that I've learned to read the console, etc. With the movie on youtube too, do not hurry, record it in your free time, I do not want you to have time pressure on me, if you do not have time it's also okay, I'll wait, thank you so much for your help, you're a really great man!!

I corrected what you wrote, and everything is fine, the game does not crash, but I noticed some errors in my "copy, paste" because I use google translate to better understand your tips, I noticed that I mixed up the previous files a bit, I fixed everything, I did as you wrote and I have such mistakes here every few seconds, only my mod is turned on. I checked 100 times if I did not do a dot, I even copied this line from the main file and I still do not know what to do about it as it is very late (3:00 AM), and I really came back from the action, I can not find a problem ... I will try something tomorrow.

Here's the console screen :
Image
I almost forgot: if you'll record your firetruck sound, don't forget to ask permission to your superior officer if you want to share it! ;)... Use audacity to edit and save them as .ogg files. ;)... Btw, a few FREE and BEST programs that will become very handy if you'll decide to make mods:
- Audacity (for sound edit)
- Infranveiw (for view fast picture files: dds, tga etc; that Thumbail option it's very useful)
- Gimp (for edit all type of picutre files: dds, tga etc; don't forget to enable also a few and very useful gimp plugins:
- Batch rename (useful for resize many dds, tga etc files in the same time; have also other great features)
- Normalmap (useful for making tsnmap on dds, tga etc files)
- Export layers (useful to import and export in the same time many dds, tga etc files )
- Blender (for edit 3D models; of course, with all SCS blender tools enabled)
- video to video (best video converter; you'll need it when you'll make your own .ogv files; also very useful to shrink video size)
- DXTBmp (for edit dds and tga files)
- Notepad ++ (for edit all .sii files; don't forget to enable "compare" and "combine" plugins - both, very useful!)
Another FREE and BEST programs that I use are:
- Foobar2000 (small and light audio player; you can run it in background during the game, because it use very small amount of CPU and memory; because SCS didn't implemented shufle mod in ETS2/ATS player, then I like to use this foobar2000 player. Also a great thing at this program it's that option to customise your own keyboard shortcuts (don't forget to enable Global Keys, to activate them always). I have only 4 games in my steam: ETS2, ATS, City car driving and Ride2 and this little program it's very useful for me especialy when I play City car driving, because there it's only an online player, and I never played any game online and I'll never will. ;)
- Bulk rename utility (for rename many files in the same time)
- Total commander (very useful to move/copy files between directories; have also many other great features)
- CCleaner (useful to clean your pc of junk files and many more features; use it before you play the game)
- OBS Studio (if you'll wanna to record your desktop / game); you can use also Bandicam recorder, but it's not free (in free version of Bandicam recorder you can record only 10 min/record)
- Open Shot (best free video editor)
I have already asked, he does not mind at all, and will help me with it, but I do not hurry with the sounds, if the mod will be made from A to Z then I will think about a separate "addon" with sound.

From what I see 80% of these programs I have already installed :)
Have a great night Muszek, a great and easy day tomorow and especialy a great life. ;)... And of course, don't forget to drive safe in real life! ;)
Thank you! mutually, and also watch out for yourself and in the game and in real life :)
P.S. If you want to see in ETS2 traffic also cement mixer with animation, just make a folder in your def file:

def -> vehicle ->

here you'll add 1 .sii file, let's name it:

traffic_storage_semi_trailer.muszek.sii

and inside of it you'll have:

SiiNunit
{
# For modders: Please do not modify this file if you want to add a new entry. Create in
# this directory a new file "<base_name>.<idofyourmod>.sii" where <base_name> is name of
# base file without the extension (e.g. "city" for "/def/city.sii") and <idofyourmod> is
# some string which is unlikely to conflict with other mod.
#
# Warning: Even if the units are specified in more than one source file, they share the
# same namespace so suffixes or prefixes should be used to avoid conflicts.

@include "trailer/cement_mixer_traffic.sii"

}



then, also in def -> vehicle folder make another folder named trailer. So you'll have,

def-> vehicle-> trailer

and inside the trailer folder, you'll make the following .sii file:


cement_mixer_trafic.sii

and inside of it just copy-paste:

traffic_trailer : traffic.trailer.cement_mix
{
accessories[]: .traffic.cement_mix.tchassis
accessories[]: .traffic.cement_mix.trwheel0
accessories[]: .traffic.cement_mix.trwheel1
accessories[]: .traffic.cement_mix.trwheel2
accessories[]: .cement_mix.cargo
cargo_mass: 20000
}

vehicle_accessory: .traffic.cement_mix.tchassis
{
data_path: "/def/vehicle/trailer/cement_mixer/chassis.sii"
}

vehicle_wheel_accessory: .traffic.cement_mix.trwheel0
{
offset: 0
data_path: "/def/vehicle/t_wheel/single.sii"
}

vehicle_wheel_accessory: .traffic.cement_mix.trwheel1
{
offset: 2
data_path: "/def/vehicle/t_wheel/single.sii"
}

vehicle_wheel_accessory: .traffic.cement_mix.trwheel2
{
offset: 4
data_path: "/def/vehicle/t_wheel/single.sii"
}

vehicle_accessory: .cement_mix.cargo
{
data_path: "/def/vehicle/trailer/cement_mixer/mixer.sii"
}



And, VOILA! Now you'll have also a cement mixer with mixer animation in your traffic. ;)...
Wow sounds interesting, but I think I'm too stupid for such mixing in .sii

I did everything step by step and again I have a mistake .. it can really be through fatigue, I will see tomorrow.

Code: Select all

 <ERROR> [fs] Failed to open file "/def/vehicle/trailer/cement_mixer_traffic.sii" in the read_only mode
<ERROR> [unit] File '/def/vehicle/traffic_storage_semi_trailer.muszek.sii', line 4:
<ERROR> Failed to open the file '/def/vehicle/trailer/cement_mixer_traffic.sii'.
<ERROR> load_filtered_unit_array() - Failed to load units from file (/def/vehicle/traffic_storage_semi_trailer.muszek.sii)
<ERROR> [traffic_trailer_type] Unable to load trailer storage from '/def/vehicle/traffic_storage_semi_trailer.sii'!
Thank you again, I really admire you that you just wanted to help me! A great man of you!

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