Using the Map Editor
Re: Using the Map Editor
Hello
Thank you very much, this is a perfect answer to my concern.
Eric
Thank you very much, this is a perfect answer to my concern.
Eric
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Re: Using the Map Editor
It was obviously not smart from me, but i used some "xmas"-objects in the editor. and now i got erros, because SCS seemed to removed them. it is not that much, 3 streets are missing and a few nice jeeps on parking lots. but the thing is, there are now little skull objects and i cannot delete them. any idea? Thanks!
Log:
00:00:29.724 : <ERROR> Unable to find 'road_mat.8_xmas' for 'Road' 0x517241D239800000
00:00:29.724 : <ERROR> Unable to find 'road_mat.8_xmas' for 'Road' 0x5182F59A17000000
00:00:29.724 : <ERROR> Unable to find 'road_mat.8_xmas' for 'Road' 0x5182FAD5C1000001
00:00:29.724 : <ERROR> Unable to find 'road_mat.8_xmas' for 'Road' 0x5182FDD34A000000
00:00:29.724 : <ERROR> Unable to find 'road_mat.8_xmas' for 'Road' 0x5183B380E4000001
00:00:29.724 : <ERROR> Unable to find 'road_mat.8_xmas' for 'Road' 0x5183D09961000000
00:00:29.724 : <ERROR> Unable to find 'road_mat.8_xmas' for 'Road' 0x518C52CD2E000001
00:00:29.724 : <ERROR> Unable to find 'road_mat.8_xmas' for 'Road' 0x518C915981800000
00:00:29.724 : <ERROR> Unable to find 'road_mat.8_xmas' for 'Road' 0x518D6DFB93800001
00:00:29.727 : Map base sectors successfully loaded.
00:00:29.727 : Map sectors loading started ....
00:00:29.728 : <ERROR> Unable to find 'model.xmas_4s002' for 'Model' 0x52548A1EA6800001
00:00:29.741 : <ERROR> Unable to find 'model.xmas_0700o' for 'Model' 0x52480ACC8A800001
00:00:29.741 : <ERROR> Unable to find 'model.xmas_0700o' for 'Model' 0x52480AD30C000001
00:00:29.741 : <ERROR> Unable to find 'model.xmas_0700o' for 'Model' 0x52480AD8AA000001
00:00:29.749 : <ERROR> [mover_item_t::post_load] Undefined mover model! (32114.128906;30.101563;71793.140625)
EDIT:
found a solution and i answer myself here in case somebody has the same issue:
Go to Debug/Validate Errors and then you can delete the errors with right click
Log:
00:00:29.724 : <ERROR> Unable to find 'road_mat.8_xmas' for 'Road' 0x517241D239800000
00:00:29.724 : <ERROR> Unable to find 'road_mat.8_xmas' for 'Road' 0x5182F59A17000000
00:00:29.724 : <ERROR> Unable to find 'road_mat.8_xmas' for 'Road' 0x5182FAD5C1000001
00:00:29.724 : <ERROR> Unable to find 'road_mat.8_xmas' for 'Road' 0x5182FDD34A000000
00:00:29.724 : <ERROR> Unable to find 'road_mat.8_xmas' for 'Road' 0x5183B380E4000001
00:00:29.724 : <ERROR> Unable to find 'road_mat.8_xmas' for 'Road' 0x5183D09961000000
00:00:29.724 : <ERROR> Unable to find 'road_mat.8_xmas' for 'Road' 0x518C52CD2E000001
00:00:29.724 : <ERROR> Unable to find 'road_mat.8_xmas' for 'Road' 0x518C915981800000
00:00:29.724 : <ERROR> Unable to find 'road_mat.8_xmas' for 'Road' 0x518D6DFB93800001
00:00:29.727 : Map base sectors successfully loaded.
00:00:29.727 : Map sectors loading started ....
00:00:29.728 : <ERROR> Unable to find 'model.xmas_4s002' for 'Model' 0x52548A1EA6800001
00:00:29.741 : <ERROR> Unable to find 'model.xmas_0700o' for 'Model' 0x52480ACC8A800001
00:00:29.741 : <ERROR> Unable to find 'model.xmas_0700o' for 'Model' 0x52480AD30C000001
00:00:29.741 : <ERROR> Unable to find 'model.xmas_0700o' for 'Model' 0x52480AD8AA000001
00:00:29.749 : <ERROR> [mover_item_t::post_load] Undefined mover model! (32114.128906;30.101563;71793.140625)
EDIT:
found a solution and i answer myself here in case somebody has the same issue:
Go to Debug/Validate Errors and then you can delete the errors with right click
- ItzHonzula
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Re: Using the Map Editor
i'll never get why SCS decided to remove those assets, they were actuallly good and useful insome cases
EuRoadNet and Projekt Česko developer.
silly nonbinary existence :3
silly nonbinary existence :3
- FunTrucker_18
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- Location: Germany
Re: Using the Map Editor
SCS Logic somtimes. "Oh, you find these assetes useful? Okay - Fuck them and fuck you, too!"
- FunTrucker_18
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Re: Using the Map Editor
After a long hiatus I've decided to come back to mapping as a "part time" job. While Project Caucasus is maintained by our Fixer-God Jerry and the map feels good with him, I wanted to keep "Road to Aral" fresh with minor adjustments to the updates because the dickwart I trusted the map with lost interested after just 1 small update. But I've ran into a hitch:
Guys, what is this, why are these roads missing? In the game itself they're there but in the editor the roads (and prefabs, signs etc.) are just gone. Do I need to replace them all or is there a trick to bring them back?
ets2_20240408_230552_00
Guys, what is this, why are these roads missing? In the game itself they're there but in the editor the roads (and prefabs, signs etc.) are just gone. Do I need to replace them all or is there a trick to bring them back?
ets2_20240408_230552_00
Re: Using the Map Editor
If a road has assigned to it some vegetation or terrain profile removed from the game/map, thats the result.
editor.log is your friend, there you will see all problems.
editor.log is your friend, there you will see all problems.
- FunTrucker_18
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Re: Using the Map Editor
Seems like SCS removed a LOT of things, at least 600 Prefabs are gone, the ones from FLD I managed to bring back, which will reduce my work time
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Re: Using the Map Editor
So for my map i started editing the traffic_rules, traffic_rules_spawn and traffic_lane in def/world. Because with default settings my big cities were too dead and with existing traffic mods my cities were just fine but my little roads in the countryside were too busy. my problem: i have the feeling that my traffic areas i created in traffic_rules dont function 100%, sometimes in areas where i made traffic areas still the traffic is spawned like it is said in traffic_lane.
for example. i have in traffic_rules this traffic area:
traffic_rule_data : traffic_rule.mytraffic_xl
{
name: "[context][urban]Mytraffic Extreme Low"
additional_rules[]: traffic_rule.s_car_xl
additional_rules[]: traffic_rule.s_trl_xr
}
but in the map where i made a traffic area there are still busses spawning according to the traffic_lane of that road:
traffic_lane_data : traffic_lane.road.local.no_overtake
{
speed_class: local_road
rank: 50
traffic_rules[]: traffic_rule.road
traffic_rules[]: traffic_rule.s_car_vl
traffic_rules[]: traffic_rule.s_trl_xr
traffic_rules[]: traffic_rule.s_bus_xl
# traffic_rules[]: traffic_rule.s_cust_r
traffic_rules[]: traffic_rule.overtake_alw # Allow overtaking (including 'wrong way')
}
I get no errors in the log. and also the traffic area is set right, all segments area within the area. Can it be that sometimes the spawn-mechanism is just ignoring the area/rules and just takes it from the traffic_lane?
I hope, you can understand what i am trying to say.
for example. i have in traffic_rules this traffic area:
traffic_rule_data : traffic_rule.mytraffic_xl
{
name: "[context][urban]Mytraffic Extreme Low"
additional_rules[]: traffic_rule.s_car_xl
additional_rules[]: traffic_rule.s_trl_xr
}
but in the map where i made a traffic area there are still busses spawning according to the traffic_lane of that road:
traffic_lane_data : traffic_lane.road.local.no_overtake
{
speed_class: local_road
rank: 50
traffic_rules[]: traffic_rule.road
traffic_rules[]: traffic_rule.s_car_vl
traffic_rules[]: traffic_rule.s_trl_xr
traffic_rules[]: traffic_rule.s_bus_xl
# traffic_rules[]: traffic_rule.s_cust_r
traffic_rules[]: traffic_rule.overtake_alw # Allow overtaking (including 'wrong way')
}
I get no errors in the log. and also the traffic area is set right, all segments area within the area. Can it be that sometimes the spawn-mechanism is just ignoring the area/rules and just takes it from the traffic_lane?
I hope, you can understand what i am trying to say.
Re: Using the Map Editor
dont play with traffic rules, its an world of pain, as SCS edit that every update deleting or adding parameters.
traffic mods are dealing with it using just traffic_rules_spawn.sui
for example (from Supertraffic)
that is self explanatory, car in urban enviroment, spawn by day/hour interval, count limit = "not more than"
traffic mods are dealing with it using just traffic_rules_spawn.sui
for example (from Supertraffic)
Code: Select all
traffic_rule_data : traffic_rule.s_car_u
{
# name: "Spawn density car urban"
rule: "density"
str_params[]: "car"
num_params[]: 7.0 # 7:00
num_params[]: 1 # frequency
num_params[]: 25 # count limit
num_params[]: 12.0 # 12:00
num_params[]: 1 # frequency
num_params[]: 15 # count limit
num_params[]: 16.0 # 16:00
num_params[]: 1 # frequency
num_params[]: 25 # count limit
num_params[]: 19.0 # 00:00
num_params[]: 1 # frequency
num_params[]: 15 # count limit
num_params[]: 2.0 # 00:00
num_params[]: 1 # frequency
num_params[]: 10 # count limit
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Re: Using the Map Editor
thanks. but how do you use it when you want a specific traffic density for a specific area? because in your example "traffic_rule.s_car_u" i only can add this to types of roads in traffic_lane but not as a traffic area?