ETS2 Studio [v0.7.0.1 > 10.01.2016]

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akm74
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Re: ETS2 Studio V0.4.2

#41 Post by akm74 » 16 Oct 2013 22:42

Reinhard wrote:
WerewolfCustoms wrote:Yes, it could be that. Similar to truck/trailer models.
I'm thinking that roads - including terrain - are the only type of 3D-object (based on a mesh) in the game that doesn't come with a PMD/PMG representation.

In my view, each road type is established by a kind of "dynamic" mesh that is created by the engine, on runtime, depending on the data in "road.look.sii". Which is good, as it is more flexible than to create a base 3D-model with an editor, for each road type. And you can apply any available material, no preset definition list of materials necessary, like in a PMD.
Thats correct.

“road_look.sii” located in “Def / World” subdirectory. In order to extend it you must create new “road_look.anyCustomName.sii” file with at least one road. It will look like this:

-------------------------------------------------------------------------------

SiiNunit
{

road_look : road.look777 {
name: "My New Road"

road_size_left: 4.5
road_size_right: 4.5

road_offset: 0.0
ai_road_offset: 0.0


tex1_left: 0.752
tex0_left: 0.5
tex0_right: 0.5
tex1_right: 0.752

trans_tex0_left: 0.944
trans_tex1_left: 1.0
trans_tex0_right: 0.944
trans_tex1_right: 1.0

shoulder_size_right: 1.0
shoulder_tex0_right: 0.88
shoulder_tex1_right: 0.944

shoulder_size_left: 1.0
shoulder_tex0_left: 0.88
shoulder_tex1_left: 0.944

center_line_left_offset: 0.02
center_line_right_offset: 0.02

center_line_left_width: 0.2
center_line_right_width: 0.2

center_line_left_style: 3
center_line_right_style: 3
inner_line_style: 0
outer_line_style: 1

ai_lane_count: 1
actor_lane_count: 1
ai_speed_type: 1

one_way: no
road_trans_style: 0
}
}
------------------------------------------------------------------------------------------
Some of this value easy to understand… but how they work in combination with each others… i don’t know.

Second: in order for map editor to see/recognaze you new road it must be added to defaul “road.sii” with proper array numbers. For example:

road_material[30]: "/material/road/old_city_road.mat"
road_material[31]: "/material/road/y_ground_path5.mat"
road_material[32]: "/material/road/ground_poland.mat"
road_material[33]: "/material/road/my_new_road.mat"
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WerewolfCustoms
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Re: ETS2 Studio V0.4.2

#42 Post by WerewolfCustoms » 17 Oct 2013 05:50

@akm74:

I'll start working on it in a day or two.

In a couple of days I'll send you the prototype for testing :)
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Mohegan13
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Re: ETS2 Studio V0.4.2

#43 Post by Mohegan13 » 17 Oct 2013 16:05

So I am having difficulties with this. I have added a new cargo for the trailer (beer for the sake of testing) but after turning the mod onp it never appears in the job list.

I have done 6 sleeps in total and it still hasn't shown up. For the sake of testing I enabled half the companies to have this for in and out going. Any ideas what is wrong?
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Re: ETS2 Studio V0.4.2

#44 Post by WerewolfCustoms » 17 Oct 2013 16:19

Could you please send me your mod?
(scs file?)

Did any errors show up in the log?

From the top of my head, I would think you gave your trailer or cargo a long internal name.
Unfortunately, I have a bad system of combining them. Will fix that in a later version.

P.S.
I also test with 'beer' :)



(edit: removed quote so ohaha doesn't have to.)
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Mohegan13
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Re: ETS2 Studio V0.4.2

#45 Post by Mohegan13 » 17 Oct 2013 16:22

actually yes i did give the trailer a long internal name. If you give me a sec I will try changing that first. :mrgreen:
Last edited by Mohegan13 on 17 Oct 2013 16:27, edited 2 times in total.
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Re: ETS2 Studio V0.4.2

#46 Post by WerewolfCustoms » 17 Oct 2013 16:25

Moh1336 wrote:actually yes i did give the trailer a long internal name. If you give me a sec I will try changing that first. :mrgreen:
Try keeping trailer + cargo name under 11 characters.
That should work.
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Re: ETS2 Studio V0.4.2

#47 Post by Mohegan13 » 17 Oct 2013 16:28

Yes that was the problem. it didn't like the fact I called the trailer 'whitestokes' :lol: Working fine now 8-)
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akm74
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Re: ETS2 Studio V0.4.2

#48 Post by akm74 » 17 Oct 2013 22:08

WerewolfCustoms wrote:@akm74:

I'll start working on it in a day or two.

In a couple of days I'll send you the prototype for testing :)
Just keep in mind. After we tweak first two parameters, all default prefabs like intersection, exit other connectors… will not be compatible anymore. We still can connect them, but they will not be aligned properly. Until we find easy way to adjust prefabs, custom road looks still not enough for complete overhaul
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Re: ETS2 Studio V0.4.2

#49 Post by Mohegan13 » 18 Oct 2013 07:14

WerewolfCustoms do you have any plans to include the tanker/cement trailers into the studio?

Gotta say I really do love the studio. It makes adding new cargo/trailers so much quicker than doing it by hand. I'll probably start using it for quickly putting truck skins together too. :D
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Re: ETS2 Studio V0.4.2

#50 Post by WerewolfCustoms » 18 Oct 2013 07:29

@Moh1336:

Yes, tanker/cement trailers will be included. :)

Tanker trailers will be available in the v.0.5. (next release, hopefully)
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