[REL] Maghreb Map 0.3.3 [1.48]
Re: Morocco Map TSM ADDON (WIP)
For arabic signs the best solution is to use base sign models from the stock game (and they are plenty) using overlays for city names or other objectives (center, port and so on). In this situation the game "reads" a picture, not a text.
The second way is to make those signs in Zmodeler but in this case the amount of work is huge, because you will need individual signs for all objectives.
The template option is not valid for you because the game doesnt know how to "read" arabic fonts.
The second way is to make those signs in Zmodeler but in this case the amount of work is huge, because you will need individual signs for all objectives.
The template option is not valid for you because the game doesnt know how to "read" arabic fonts.
Re: Morocco Map TSM ADDON (WIP)
Yes, i know about the first Method but i still didn't find someone to show me how to do it or someone can do it for usArayas wrote: ↑May 24th, 2019, 10:20 amFor arabic signs the best solution is to use base sign models from the stock game (and they are plenty) using overlays for city names or other objectives (center, port and so on). In this situation the game "reads" a picture, not a text.
The second way is to make those signs in Zmodeler but in this case the amount of work is huge, because you will need individual signs for all objectives.
The template option is not valid for you because the game doesnt know how to "read" arabic fonts.
Re: Morocco Map TSM ADDON (WIP)
First method:
1.create an "overlay.anyname.sii" file in def/world folder
---------------------------------------------------------------------------------
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.
overlay_def : .overlay {
city_names[]: "city1"(instead of city1 use the real name of the city)
city_names[]: "city2"
city_names[]: "city3"
}
}
-----------------------------------------------------------------------------------
2. in material/overlay folder copy from original game 3 files for each city: a .mat file, a .tobj file, a .dds file and rename them exactly as your city is: city1, city2 and so on.
for example city1.mat will contain
------------------------------------------------------------------
material : "eut2.sign" {
texture[0] : "city1.tobj"
texture_name[0] : "texture_base"
diffuse : { 1 , 1 , 1 }
specular : { 0 , 0 , 0 }
shininess : 4
add_ambient : 0
}
--------------------------------------------------------------------
Obviously city1.tobj will point to city1.dds and that is a simple picture with a white text on a transparent background (not black as showed in the picture) Once you do this your names will be available to use them on hard signs (not templates) in drop down menus. What you see as text is actually picture The other method is to create actual images to use in template signs but it's more complicated (you need to create a project, an atlas and the materials for it). The advantage of this is you can adjust the size of the picture on the template.
1.create an "overlay.anyname.sii" file in def/world folder
---------------------------------------------------------------------------------
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.
overlay_def : .overlay {
city_names[]: "city1"(instead of city1 use the real name of the city)
city_names[]: "city2"
city_names[]: "city3"
}
}
-----------------------------------------------------------------------------------
2. in material/overlay folder copy from original game 3 files for each city: a .mat file, a .tobj file, a .dds file and rename them exactly as your city is: city1, city2 and so on.
for example city1.mat will contain
------------------------------------------------------------------
material : "eut2.sign" {
texture[0] : "city1.tobj"
texture_name[0] : "texture_base"
diffuse : { 1 , 1 , 1 }
specular : { 0 , 0 , 0 }
shininess : 4
add_ambient : 0
}
--------------------------------------------------------------------
Obviously city1.tobj will point to city1.dds and that is a simple picture with a white text on a transparent background (not black as showed in the picture) Once you do this your names will be available to use them on hard signs (not templates) in drop down menus. What you see as text is actually picture The other method is to create actual images to use in template signs but it's more complicated (you need to create a project, an atlas and the materials for it). The advantage of this is you can adjust the size of the picture on the template.
Re: Morocco Map TSM ADDON (WIP)
First methode i can write names on arabic city names ?Arayas wrote: ↑May 25th, 2019, 12:07 amFirst method:
1.create an "overlay.anyname.sii" file in def/world folder
---------------------------------------------------------------------------------
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.
overlay_def : .overlay {
city_names[]: "city1"(instead of city1 use the real name of the city)
city_names[]: "city2"
city_names[]: "city3"
}
}
-----------------------------------------------------------------------------------
2. in material/overlay folder copy from original game 3 files for each city: a .mat file, a .tobj file, a .dds file and rename them exactly as your city is: city1, city2 and so on.
for example city1.mat will contain
------------------------------------------------------------------
material : "eut2.sign" {
texture[0] : "city1.tobj"
texture_name[0] : "texture_base"
diffuse : { 1 , 1 , 1 }
specular : { 0 , 0 , 0 }
shininess : 4
add_ambient : 0
}
--------------------------------------------------------------------
Obviously city1.tobj will point to city1.dds and that is a simple picture with a white text on a transparent background (not black as showed in the picture)
city_d_metz.png
Once you do this your names will be available to use them on hard signs (not templates) in drop down menus. What you see as text is actually picture
overl.jpg
The other method is to create actual images to use in template signs but it's more complicated (you need to create a project, an atlas and the materials for it). The advantage of this is you can adjust the size of the picture on the template.
Re: Morocco Map TSM ADDON (WIP)
You can place anything in that picture: ANY text with any fonts as long as you can do it in your dds editor.
You can have not necesary transparent background, you can place a colored background and even colored text. Look how SCS did it.
You can have not necesary transparent background, you can place a colored background and even colored text. Look how SCS did it.
Re: Morocco Map TSM ADDON (WIP)
Can you explain me the second method ?
Re: Morocco Map TSM ADDON (WIP)
Re: Morocco Map TSM ADDON (WIP)
There are plenty non templated signs even in Italy or Baltic DLC, so, not that old.
The second method it's painfull. You need to insert a tones of images for atlas but you will do that also in first method, just as overlays. The pain starts when you need to create a template for any directional or informative sign and that means ALOT. Other problem is the pictures will look bad on templates, suited just for little pictures like arrows and so on.
The second method it's painfull. You need to insert a tones of images for atlas but you will do that also in first method, just as overlays. The pain starts when you need to create a template for any directional or informative sign and that means ALOT. Other problem is the pictures will look bad on templates, suited just for little pictures like arrows and so on.
Re: Morocco Map TSM ADDON (WIP)
I can't use non templated signs bcs Moroccan highway signs ( big ones ) are ver different ! So i need to make them realistic , i think the method of adding city names ( arabic fonts ) as images will be a better idea, i have a problem with small signs when i edit their template for example french board which contains roundabout direction, i edit it and save it as board and click on back but when i try to select my template i can't find it, idk what is the problemArayas wrote: ↑May 26th, 2019, 3:00 amThere are plenty non templated signs even in Italy or Baltic DLC, so, not that old.
The second method it's painfull. You need to insert a tones of images for atlas but you will do that also in first method, just as overlays. The pain starts when you need to create a template for any directional or informative sign and that means ALOT. Other problem is the pictures will look bad on templates, suited just for little pictures like arrows and so on.
Re: Morocco Map TSM ADDON (WIP)
The steps are edit board->save board under custom name->Back button->don't close template editor window->load saved board from the right menu option for that template->save template. This is when your template is saved.
Move board .sii file in boards, move template.sii file in templates. Edit template definition to use the board you just did. By default is not doing that.
Now......
Keep your signage work in one place (project)
STEP 1
Press 5 then E to place new sign. Click on "add new project", in the new window choose whatever fonts or templates and so on. Save. Close editor
Go in base/def/sign/project and you will find there morocco.sii . That's your project file. It has in it the things you saved and probably don't need. But this way you obtain the unique number of the project "sign_editor_project : _nameless.290.29ec.1ca0", very important for conflicts.
--------------------------------------------------------------------------------------------------------
SiiNunit
{
sign_editor_project : _nameless.290.29ec.1ca0 {
name: morocco
fonts: 1
fonts[0]: "/font/sign/swe.font"
colors: 2
colors[0]: 0
colors[1]: 16777215
city_name_upper: false
atlas_paths: 1
atlas_paths[0]: "/def/sign/atlas/yellow_broken_dk.sii"
frame_paths: 1
frame_paths[0]: "/def/sign/frame/yellow_rounded_dk.sii"
sign_template_names: 2
sign_template_names[0]: "sign_templ.ara21"
sign_template_names[1]: "sign_templ.balt_178"
quick_texts: 1
quick_texts[0]: morocco
}
}
-----------------------------------------------------------------------------------------------
Edit this according to your work. For example for atlas if you add 3 images
atlas_paths: 3 (zero is counted!)
atlas_paths[0]: "/def/sign/atlas/image1.sii"
atlas_paths[1]: "/def/sign/atlas/image2.sii"
atlas_paths[2]: "/def/sign/atlas/image3.sii"
Same for templates, frames or custom text (supported by the game not arabic)
STEP 2
Create the path from project definition /def/sign/atlas/image1.sii
COPY from original game from the exact path a definition for image1 and look for size (512x512 or 512x256 and so on), for example image1
-----------------------------------------------------
SiiNunit
{
image_atlas : atlas.image1
{
atlas_name: "image1"
material_path: "/material/sign/atlas/image1.mat"
# names
images_names: 1
images_names[0]: "image1"
# left right bottom top
images_coords: 1
images_coords[0]: (0, 512, 256, 0) [512- width, 256 - hight]
}
}
--------------------------------------------------------------------------
Now go to /material/sign/atlas/ and create image1.mat to point to image1.tobj to point to image1.dds
--------------------------------------------------
material : "ui"
{
texture : "image1.tobj"
texture_name : "texture"
}
--------------------------------------------------
DDS should be in this case exactly like in your sii file 512x256
Now, you have your image in the editor under your project.
Move board .sii file in boards, move template.sii file in templates. Edit template definition to use the board you just did. By default is not doing that.
Now......
Keep your signage work in one place (project)
STEP 1
Press 5 then E to place new sign. Click on "add new project", in the new window choose whatever fonts or templates and so on. Save. Close editor
Go in base/def/sign/project and you will find there morocco.sii . That's your project file. It has in it the things you saved and probably don't need. But this way you obtain the unique number of the project "sign_editor_project : _nameless.290.29ec.1ca0", very important for conflicts.
--------------------------------------------------------------------------------------------------------
SiiNunit
{
sign_editor_project : _nameless.290.29ec.1ca0 {
name: morocco
fonts: 1
fonts[0]: "/font/sign/swe.font"
colors: 2
colors[0]: 0
colors[1]: 16777215
city_name_upper: false
atlas_paths: 1
atlas_paths[0]: "/def/sign/atlas/yellow_broken_dk.sii"
frame_paths: 1
frame_paths[0]: "/def/sign/frame/yellow_rounded_dk.sii"
sign_template_names: 2
sign_template_names[0]: "sign_templ.ara21"
sign_template_names[1]: "sign_templ.balt_178"
quick_texts: 1
quick_texts[0]: morocco
}
}
-----------------------------------------------------------------------------------------------
Edit this according to your work. For example for atlas if you add 3 images
atlas_paths: 3 (zero is counted!)
atlas_paths[0]: "/def/sign/atlas/image1.sii"
atlas_paths[1]: "/def/sign/atlas/image2.sii"
atlas_paths[2]: "/def/sign/atlas/image3.sii"
Same for templates, frames or custom text (supported by the game not arabic)
STEP 2
Create the path from project definition /def/sign/atlas/image1.sii
COPY from original game from the exact path a definition for image1 and look for size (512x512 or 512x256 and so on), for example image1
-----------------------------------------------------
SiiNunit
{
image_atlas : atlas.image1
{
atlas_name: "image1"
material_path: "/material/sign/atlas/image1.mat"
# names
images_names: 1
images_names[0]: "image1"
# left right bottom top
images_coords: 1
images_coords[0]: (0, 512, 256, 0) [512- width, 256 - hight]
}
}
--------------------------------------------------------------------------
Now go to /material/sign/atlas/ and create image1.mat to point to image1.tobj to point to image1.dds
--------------------------------------------------
material : "ui"
{
texture : "image1.tobj"
texture_name : "texture"
}
--------------------------------------------------
DDS should be in this case exactly like in your sii file 512x256
Now, you have your image in the editor under your project.