[WIP][REL] Egon's AI Traffic Pack
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Posting in the Mods forum (ATS and ETS2) is restricted to sharing free-to-the-public mods and providing support for mods. For more details, please check the Forum Rules.
SCS as a company do not wish to have paid mods on this forum. While we understand that not all paid mods use the Intellectual Property of other companies/people, it is very hard to moderate what is and isn't acceptable when money is involved. There are also concerns that it could look unfavorable to potential work partners going forward if SCS allow mods that may potentially use unlicensed branding.
Posting in the Mods forum (ATS and ETS2) is restricted to sharing free-to-the-public mods and providing support for mods. For more details, please check the Forum Rules.
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Egon
- Posts: 525
- Joined: 13 Apr 2019 13:58
Re: [WIP][REL] Egon's AI Traffic Pack
My pleasure, glad you like it 
Real AI Country Spawns Add-on for Jazzycat ----- Egon's AI pack ----- Emergency vehicles pack ----- Taxicabs AI pack ----- and more!
Check all of my AI mods here: AI mods by Egon on SCS forum
[ external image ]
Check all of my AI mods here: AI mods by Egon on SCS forum
[ external image ]
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kworey
- Posts: 98
- Joined: 07 Jan 2024 21:27
- Location: Portugal
Re: [WIP][REL] Egon's AI Traffic Pack
Your mod is popping a shader issue
Code: Select all
<ERROR> [dx11] Unable to map attribute (tex_coord_1) for shader (/effect/eut2/_shd/187521f272cd9124230bab91cc773609.sm5x.vso), buffer_layout=52, element=3/4!
<ERROR> [dx11] Failed to create vertex input layout for shader (/effect/eut2/_shd/187521f272cd9124230bab91cc773609.sm5x.vso), buffer_layout=52, elements=3/4 (0x80070057)
<ERROR> [dx11] shader input 0: mapping=normal
<ERROR> [dx11] shader input 1: mapping=position
<ERROR> [dx11] shader input 2: mapping=tex_coord_0
<ERROR> [dx11] shader input 3: mapping=tex_coord_1
<ERROR> [dx11] bound element 0: semantic=NORMAL0, slot=0, offset=12, format=13
<ERROR> [dx11] bound element 1: semantic=POSITION0, slot=0, offset=0, format=6
<ERROR> [dx11] bound element 2: semantic=TEXCOORD0, slot=0, offset=24, format=37Catch me up on my stream or discord:
https://twitch.tv/kworey
https://discord.gg/kworey
ProMods specialist and Portuguese (Portugal) translator
Trucky ambassator, tester and Portuguese (Portugal) translator
ETS2 and ATS Portuguese (Portugal) translator
https://twitch.tv/kworey
https://discord.gg/kworey
ProMods specialist and Portuguese (Portugal) translator
Trucky ambassator, tester and Portuguese (Portugal) translator
ETS2 and ATS Portuguese (Portugal) translator
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danilson402
- Posts: 17
- Joined: 25 Aug 2022 08:19
Re: [WIP][REL] Egon's AI Traffic Pack
Please fix this:
Code: Select all
00:00:35.720 : <WARNING> [traffic_vehicle] Nameless variant detected and renamed to: 'traffic.fiat_500e_20.variant0'
00:00:35.720 : <WARNING> [traffic_vehicle] Nameless variant detected and renamed to: 'traffic.fiat_500e_20.variant1'
00:00:35.720 : <WARNING> [traffic_vehicle] Nameless variant detected and renamed to: 'traffic.fiat_500e_20.variant2'
00:00:35.720 : <WARNING> [traffic_vehicle] Nameless variant detected and renamed to: 'traffic.fiat_500e_20.variant3'
00:00:35.720 : <WARNING> [traffic_vehicle] Nameless variant detected and renamed to: 'traffic.fiat_500e_20.variant4'
00:00:35.720 : <WARNING> [traffic_vehicle] Nameless variant detected and renamed to: 'traffic.fiat_500e_20.variant5'
00:00:35.720 : <WARNING> [traffic_vehicle] Nameless variant detected and renamed to: 'traffic.opel_viv21.variant0'
00:00:35.768 : <WARNING> [traffic_vehicle] Nameless variant detected and renamed to: 'traffic.iveco_evadys.look1.variant0'
00:00:35.768 : <WARNING> [traffic_vehicle] Nameless variant detected and renamed to: 'traffic.iveco_evadys.look1.variant1'
00:00:35.768 : <WARNING> [traffic_vehicle] Nameless variant detected and renamed to: 'traffic.iveco_evadys.look1.variant2'
00:00:35.768 : <WARNING> [traffic_vehicle] Nameless variant detected and renamed to: 'traffic.iveco_evadys.look1.pass.variant0'
00:00:35.768 : <WARNING> [traffic_vehicle] Nameless variant detected and renamed to: 'traffic.iveco_evadys.look1.pass.variant1'
00:00:35.768 : <WARNING> [traffic_vehicle] Nameless variant detected and renamed to: 'traffic.iveco_evadys.look1.pass.variant2''
00:11:16.441 : <ERROR> [mem server] Failed to init update for object '/automat/a6/.tobj'.
00:11:17.341 : <ERROR> [material] Sampler info not provided by the material and the texture '/automat/a6/.tobj' is not backed by any resource, using default.
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Egon
- Posts: 525
- Joined: 13 Apr 2019 13:58
Re: [WIP][REL] Egon's AI Traffic Pack
@kworey I can't replicate shader issue on my side.
@danilson402 This is unknown SCS issue, pops up everytime since 1.60. No idea how to fix that, name of the variant doesn't matter, if I rename it and reexport vehicle from Blender, it does it anyway. In fact you can't have "nameless" variant as gamelog says, otherwise game would have crash. It looks like some kind of autofix. However it doesn't have any impact on gameplay.
@danilson402 This is unknown SCS issue, pops up everytime since 1.60. No idea how to fix that, name of the variant doesn't matter, if I rename it and reexport vehicle from Blender, it does it anyway. In fact you can't have "nameless" variant as gamelog says, otherwise game would have crash. It looks like some kind of autofix. However it doesn't have any impact on gameplay.
Real AI Country Spawns Add-on for Jazzycat ----- Egon's AI pack ----- Emergency vehicles pack ----- Taxicabs AI pack ----- and more!
Check all of my AI mods here: AI mods by Egon on SCS forum
[ external image ]
Check all of my AI mods here: AI mods by Egon on SCS forum
[ external image ]
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danilson402
- Posts: 17
- Joined: 25 Aug 2022 08:19
Re: [WIP][REL] Egon's AI Traffic Pack
Bug Report, Feedback & Fixes for Mod Update (v1.61)Egon wrote: 22 Aug 2026 08:05 @kworey I can't replicate shader issue on my side.
@danilson402 This is unknown SCS issue, pops up everytime since 1.60 No idea how to fix that, name of the variant doesn't matter, if I rename it and reexport vehicle from Blender, it does it anyway. In fact, you can't have "nameless" variant as gamelog says, otherwise game would have crash. It looks like some kind of autofix. However, it doesn't have any impact on gameplay.
Hello,
I would like to report a few critical issues found in the game log and material files, along with suggestions to help update and optimize the mod for the latest game version (1.61).
1. DirectX 11 Layout & Shader Errors
The game log reports multiple rendering errors related to missing model attributes:
<ERROR> [dx11] Unable to map attribute (tangent)
<ERROR> [dx11] Unable to map attribute (tex_coord_1)
<ERROR> [dx11] Failed to create vertex input layout for shader...
Cause: The 3D geometry lacks essential tangent vectors and secondary UV coordinate channels required by the current DirectX 11 graphics engine rendering pipeline.
2. Broken Material File (960d89b4c0a3b477.mat)
Inspection of this specific material file revealed an incomplete texture path reference: source: ".tobj".
Cause: This usually occurs when 3D models containing V-Ray materials are exported without converting them to native SCS eut2 shaders, generating empty .tobj assignments.
Recommendation: As a fellow modder, I know leftover files happen. Please check if this .mat file is actually mapped to a 3D model.
Option A (Delete): If it's just a forgotten/leftover working file from your export process, simply delete it from the mod archive so the engine stops trying to read it.
Option B (Rework): If the material is actually needed, the 3D model must be cleaned up in Blender (SCS Tools) or ZModeler3, removing V-Ray shaders and assigning correct eut2 shaders with proper .tobj paths.
I found another missing texture error in the game log regarding your mod (Egons_ai_traffic_pack_1.1.scs).
The material file located at automat\a6\a6d76b5999efaf02.mat is trying to load a texture directly from Jazzycat's mod. Here is the code inside your file:
source: "/vehicle/ai/jazzycat/audi_q3_14/inter.tobj"
Since Jazzycat's mods are locked, this causes an error in the log. You might want to update this .mat file to use your own interior texture instead of pointing to Jazzycat's directory. Hope this helps!
3. 3D Model Password & Traffic Vehicle Fixes (Iveco, Opel, Fiat)
Regarding the AI traffic vehicles, there were syntax errors in the .sii definition files for the Iveco, Opel, and Fiat, which prevented them from spawning correctly.
I have already fixed the syntax errors for these cars. I will provide you with a direct download link containing the corrected files so you can easily include them in your next update.
https://drive.google.com/file/d/19ndxNt ... sp=sharing
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Egon
- Posts: 525
- Joined: 13 Apr 2019 13:58
Re: [WIP][REL] Egon's AI Traffic Pack
Hello, thanks for trying to help me out!
1. I can't confirm this error, doesn't appear on my side.
2. Found it and removed it.
3. I don't have my mod password protected, that's one thing. Secondly, can you point out what syntax error was that in my vans and bus?
Thank you.
1. I can't confirm this error, doesn't appear on my side.
2. Found it and removed it.
3. I don't have my mod password protected, that's one thing. Secondly, can you point out what syntax error was that in my vans and bus?
Thank you.
Real AI Country Spawns Add-on for Jazzycat ----- Egon's AI pack ----- Emergency vehicles pack ----- Taxicabs AI pack ----- and more!
Check all of my AI mods here: AI mods by Egon on SCS forum
[ external image ]
Check all of my AI mods here: AI mods by Egon on SCS forum
[ external image ]
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danilson402
- Posts: 17
- Joined: 25 Aug 2022 08:19
Re: [WIP][REL] Egon's AI Traffic Pack
Hi Egon,Egon wrote: 26 Aug 2026 17:01 Hello, thanks for trying to help me out!
1. I can't confirm this error, doesn't appear on my side.
2. Found it and removed it.
3. I don't have my mod password protected, that's one thing. Secondly, can you point out what syntax error was that in my vans and bus?
Thank you.
I wanted to follow up and clarify a few details regarding the missing .mat files and the DX11 errors.
I deleted the first file (/automat/96/960d89b4c0a3b477.mat), and the DX11 errors stopped. However, my console is now throwing the standard "missing file" errors for both:
<ERROR> [resource_task] Can not open '/automat/96/960d89b4c0a3b477.mat'
<ERROR> [resource_task] Can not open '/automat/a6/a6d76b5999efaf02.mat'
Here is what I found out:
Regarding the second file (...f02.mat): It is highly probable that this file triggers the DX11 errors when driving in the "Beyond the Baltic Sea" DLC territory. Since the internal reference points to one of Jazzycat's cars, could you please check it? Alternatively, if this file is no longer required for the mod, it can simply be deleted.
Regarding the first file (...477.mat): Could you check which specific car is utilizing it? If a vehicle is supposed to use this material, you will need to either re-export it properly or update the references to the correct material, so it stops calling this faulty 477.mat file.
You mentioned earlier that you "deleted it" on your end, but could you clarify exactly which of the two files you removed?
Also, regarding your question about how I fixed the syntax issue: I simply removed the dot (.) in front of traffic.variant. For the game engine to parse it correctly, the syntax must not have that leading dot.
As a friendly recommendation, updating Blender and the SCS Tools to the latest versions and performing a fresh re-export of the mod will most likely resolve all these material reference and syntax issues automatically.
Finally, if you ever need a beta tester for your mods before release, I would be happy to help! I play strictly on the vanilla SCS map (no map mods), and my Steam client is set to always download the latest Experimental or Open Beta versions. Aside from your mod, the only other one I use is a Real Companies mod, making my game a very clean and ideal environment for testing.
Best regards,
Daniel
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