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Post by Deleted on Apr 14, 2013 15:58:40 GMT -5
Thanks Highroller!! Long time no talk man!
That's on lee's sight from back in the day!
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Post by texaslonewolf on Apr 15, 2013 2:22:02 GMT -5
after all these years of playing & editing these games i just joined SCS Software games forum and asked them if it is possible to edit these files and what program could be used...waiting on a reply Gooooooooooood Luck! Brother...... just check to see if any of those Developers responded...over 1500 views to my topic in the last 4 days and no frenkin answer... oh well.... i tried
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~Outlaw~/.
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Post by ~Outlaw~/. on Apr 15, 2013 3:02:16 GMT -5
Gooooooooooood Luck! Brother...... just check to see if any of those Developers responded...over 1500 views to my topic in the last 4 days and no frenkin answer... oh well.... i tried No doubt brother. No biggy though, Top and I brainstormed the other day about this topic, and there is still a few tricks in the bag. If it can be done, we can make it an easy universal process for others, one way or another.
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Post by texaslonewolf on Apr 15, 2013 5:37:25 GMT -5
10 - 4
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topdog5184
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Post by topdog5184 on Apr 16, 2013 22:02:41 GMT -5
Hey guys. I see now what HighRoller's talkin about. spent the last 2 hours digging through the game files. just fiddling lookin for some new ways to modernize it. Anyways was usin zmod to open psms lookin for bits of "coding" here & there. (what naming makes a red light, etc etc). went through the sawmill folder (in prefabs) and found that the sawmill is split in two. Here's a breakdown of what ive found tonight. usin a mix of zmod, psp, and map editor I decided to try the colbox trick IN the map editor. the depots have 2 lines through all of them. these same multicolored lines are found on the roads. apparently they're basically path lines, for AI and us to "follow". as well as the depots having a slew of red light options. Break it all down now: The pbd is essentially many models (some with animations) combined together. this is why zmod will never be able to mod them. it cant handle anims, or "multi-models". Where highroller kicks in: The sawmill pbd is a "blank". it holds the "keys" for where the red lights go, the "traffic" paths, and the spawn points. HOWEVER the ACTUAL MODEL of the depot is in a psm. hence that depot can be "rebuilt". just make sure you line the doors up with the spawn point of the trailer. we all know by now where the trailers spawn at in that depot Also I'm tinkerin with how the trailers spawn. I think i'm on to something btu have no way to test it now, so no sense bringing it up just yet. In closing ive seen on some boards from other countrys guys made new roads and depots (dunno if the work with traffic). if anybody wants to dig around and see what they can find from the world feel free. lemme know what you come up with. The 'Ol 'Dog
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Post by Deleted on Apr 16, 2013 23:28:57 GMT -5
Very inyeresting!
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Post by Deleted on Apr 17, 2013 14:53:24 GMT -5
Very interesting indeed. Makes sense that Zmod can't handle the animations I suppose.
Didn't think of that one, Pingu!
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~Outlaw~/.
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Post by ~Outlaw~/. on Apr 28, 2013 3:19:59 GMT -5
Very interesting indeed. Makes sense that Zmod can't handle the animations I suppose. Didn't think of that one, Pingu! Oh contrair there Sir. Penguin. Animations and their paths can be edited as far as scenery props. As far as animations with the trucks and trailers, the Brazilians figured it out, somewhere between higher versions of zmod, and using what are called (blenders), out there floating around now. Once we ourselves can figure out how they did it, we will be going into full blown tutorial mode. lol That could be a few months off though, depending.
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Post by texaslonewolf on Apr 28, 2013 9:00:33 GMT -5
ahhhh very nice
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Post by Deleted on May 4, 2013 11:05:34 GMT -5
Very interesting indeed. Makes sense that Zmod can't handle the animations I suppose. Didn't think of that one, Pingu! Oh contrair there Sir. Penguin. Animations and their paths can be edited as far as scenery props. As far as animations with the trucks and trailers, the Brazilians figured it out, somewhere between higher versions of zmod, and using what are called (blenders), out there floating around now. Once we ourselves can figure out how they did it, we will be going into full blown tutorial mode. lol That could be a few months off though, depending. It's mind-boggling when you think about it. Editing animations in Zmod? Hello future! Penguin
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Post by Deleted on May 4, 2013 12:18:07 GMT -5
Haulin animations can probably be moved but theres no way to move or edit pttm animations with zmod atleast.
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Post by Deleted on May 14, 2013 18:51:52 GMT -5
Maybe I just didn't give it enough time then. It was fun but creating a map, or even editing it to an extent is a big task. Possible, but time consuming. I did a little modding in the default PttM map. You can read about it, and download it here. hawkdawg.com/18WoS/PttM/I then decided to create a new map, based on a fictional land I created for Railroad Tycoon. I finally figured out how to eliminate all the default cities so I could add my own without the default cities showing up in the start selection list. I've also added a few new companies and cargoes, and I'm probably going to change the names of some, if not all of the default companies. This is my third attempt at this map. I ran into a problem on the first attempt, and the second attempt just didn't suit me. It definitely is time consuming, and it doesn't take much to make a mistake that sends the map into the trash. Hawk
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