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Problem nach export (ingame)

Antworten im Thema: 16 » Der letzte Beitrag (23. August 2011, 01:32) ist von kk31.

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1

Sonntag, 21. August 2011, 12:53

Problem nach export (ingame)

hay,im voraus ich möchte mich endschuldigen wenn es dieses Thema schon gibt,aber ich habe es nicht gefunden.

So nun zu meinem Problem,ich habe ein truck importiert ,farben zugewiesen und danach nur ein teil abgebaut,anschließend exportiert
und die mat.dateien umgeschrieben,nur beim laden stürzt das spiel ab ,das probleme vermuhte ich mal ist : wrong vehicle model,aber hier noch mal
die log .

Spoiler Spoiler

******** : log created on : Sunday August 21 2011 @ 12:46:00
12:46:00 : [sys] running on x86 / Windows XP (version 5.1) / Service Pack 3
12:46:00 : [sys] DirectX version : 4.09.00.0904
12:46:00 : [cpu] AuthenticAMD [AMD Athlon(tm) II X2 250 Processor] at ~3000MHz.
12:46:00 : [cpu] Features utilized: fpu cmov mmx mmxext 3dnow 3dnowext sse sse2.
12:46:00 : [sys] using QPC / TSC timer (thread affinity: 0), frequency 3000080000Hz
12:46:00 : physical memory detected (2097151K/1848172K)
12:46:00 : virtual memory detected (2097024K/2061476K)
12:46:00 : Trying to allocate memory pool (409600K)
12:46:00 : [zipfs] base.scs: mounted ok, 9972 entries [crc_0x89e9427f]
12:46:00 : [ufs] registered symlink from /custom_build/de_de to /
12:46:00 : [zipfs] : mounted ok, 11 entries [crc_0xe4636951]
12:46:00 : [ufs] Home directory: 'C:/Dokumente und Einstellungen/Domi/Eigene Dateien/Euro Truck Simulator'.
12:46:00 : Mounting extra package: C:/Dokumente und Einstellungen/Domi/Eigene Dateien/Euro Truck Simulator/mod/zmod.test,man.scs
12:46:00 : [zipfs] C:/Dokumente und Einstellungen/Domi/Eigene Dateien/Euro Truck Simulator/mod/zmod.test,man.scs: mounted ok, 109 entries [crc_0x6225a4cd]
12:46:00 : exec /home/config.cfg
12:46:00 : [sys] Executing /home/config.cfg ...
12:46:00 : uset g_minicon "0"
12:46:00 : uset g_console "1"
12:46:00 : uset g_trackir "1"
12:46:00 : uset g_developer "0"
12:46:00 : uset g_save_idx "2"
12:46:00 : uset g_mouse_control "0"
12:46:00 : uset g_steering_func_param "0.0"
12:46:00 : uset g_joy_axis_brake_dz "0.0"
12:46:00 : uset g_joy_axis_brake "7"
12:46:00 : uset g_joy_ff_gain "1.0"
12:46:00 : uset g_joy_axis_throttle_dz "0.0"
12:46:00 : uset g_joy_axis_throttle "7"
12:46:00 : uset g_joy_axis_ff "0"
12:46:00 : uset g_joy_axis_combine "0"
12:46:00 : uset g_joy_axis_steer_sens "0.6"
12:46:00 : uset g_joy_axis_steer_dz "0.0"
12:46:00 : uset g_joy_axis_steer "7"
12:46:00 : uset g_tutorial "1"
12:46:00 : uset g_job_sort "0"
12:46:00 : uset g_gauges "1"
12:46:00 : uset g_mirrors "1"
12:46:00 : uset g_fatigue "0"
12:46:00 : uset g_police "0"
12:46:00 : uset g_subtitles "0"
12:46:00 : uset g_quality "1"
12:46:00 : uset g_reflection "0"
12:46:00 : uset g_atrans "1"
12:46:00 : uset g_flyspeed "100.0"
12:46:00 : uset g_lang "de_de"
12:46:00 : uset g_colbox "0"
12:46:00 : uset r_gamma "1.0"
12:46:00 : uset r_path "8"
12:46:00 : uset r_msaa "4"
12:46:00 : uset r_fullscreen "1"
12:46:00 : uset r_mode "800x600x32x0"
12:46:00 : uset r_device "gl"
12:46:00 : uset r_driver "gl"
12:46:00 : uset g_texture_usage_stats "0"
12:46:00 : uset g_fps "0"
12:46:00 : uset ds8_mix_channels "2"
12:46:00 : uset ds8_mix_depth "16"
12:46:00 : uset ds8_mix_rate "44100"
12:46:00 : uset ds8_reverse_stereo "0"
12:46:00 : uset s_acceleration "0"
12:46:00 : uset s_mix_channels "2"
12:46:00 : uset s_mix_depth "16"
12:46:00 : uset s_mix_rate "44100"
12:46:00 : uset s_sfx_enabled "1"
12:46:00 : uset s_music_enabled "1"
12:46:00 : uset s_sfx_volume "0.02"
12:46:00 : uset s_music_volume "0.72"
12:46:00 : uset s_reverse_stereo "0"
12:46:00 : uset s_device "ds8"
12:46:00 : uset r_vsync "1"
12:46:00 : uset r_quirks "0"
12:46:00 : uset r_anisotropy_factor "0.2"
12:46:00 : uset r_texture_detail "0"
12:46:00 : uset i_force_gain "1.0"
12:46:00 : uset i_feedback "1"
12:46:00 : uset i_joystick2 "-1"
12:46:00 : uset i_joystick1 "-1"
12:46:00 : uset i_deadzone "0.0"
12:46:00 : uset i_device "di8"
12:46:00 : uset m_invert "0"
12:46:00 : uset m_sensitivity "0.33"
12:46:00 : uset m_filter "0"
12:46:00 : Euro Truck Simulator init ver.1.3 (rev. 24412)
12:46:01 : [gl] ICD OpenGL driver detected.
12:46:01 : [gl] driver: GeForce GT 220/PCI/SSE2/3DNOW!
12:46:01 : [gl] vendor: NVIDIA Corporation
12:46:01 : [gl] version: 3.2.0
12:46:01 : [gl] GL extensions: GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
12:46:01 : [gl] GL_max_texture_size: 8192
12:46:01 : [gl] taking advantage of 'GL_ARB_multitexture'
12:46:01 : [gl] Sampler count: 4
12:46:01 : [gl] taking advantage of 'GL_ARB_fragment_program'
12:46:01 : [gl] taking advantage of 'GL_ARB_texture_mirrored_repeat'
12:46:01 : [gl] taking advantage of 'GL_ARB_texture_border_clamp'
12:46:01 : [gl] taking advantage of 'GL_ARB_texture_compression'
12:46:01 : [gl] taking advantage of 'GL_EXT_texture_compression_s3tc'
12:46:01 : [gl] taking advantage of 'GL_ARB_texture_cube_map'
12:46:01 : [gl] taking advantage of 'GL_ARB_texture_env_crossbar'
12:46:01 : [gl] taking advantage of 'GL_ARB_texture_env_combine'
12:46:01 : [gl] taking advantage of 'GL_ARB_texture_rectangle'
12:46:01 : [gl] taking advantage of 'GL_ARB_transpose_matrix'
12:46:01 : [gl] taking advantage of 'GL_ARB_vertex_buffer_object'
12:46:01 : [gl] taking advantage of 'GL_ARB_vertex_program'
12:46:01 : [gl] Vertex attribute count: 16
12:46:01 : [gl] taking advantage of 'GL_ARB_shader_objects'
12:46:01 : [gl] taking advantage of 'GL_ARB_vertex_shader'
12:46:01 : [gl] taking advantage of 'GL_ARB_fragment_shader'
12:46:01 : [gl] taking advantage of 'GL_ATI_draw_buffers'
12:46:01 : [gl] taking advantage of 'GL_EXT_blend_color'
12:46:01 : [gl] taking advantage of 'GL_EXT_compiled_vertex_array'
12:46:01 : [gl] taking advantage of 'GL_EXT_draw_range_elements'
12:46:01 : [gl] taking advantage of 'GL_EXT_rescale_normal'
12:46:01 : [gl] taking advantage of 'GL_EXT_secondary_color'
12:46:01 : [gl] taking advantage of 'GL_EXT_separate_specular_color'
12:46:01 : [gl] taking advantage of 'GL_EXT_texture3D'
12:46:01 : [gl] taking advantage of 'GL_EXT_texture_edge_clamp'
12:46:01 : [gl] taking advantage of 'GL_EXT_texture_env_add'
12:46:01 : [gl] taking advantage of 'GL_EXT_texture_filter_anisotropic'
12:46:01 : [gl] Max anisotropy factor: 16
12:46:01 : [gl] taking advantage of 'GL_NV_register_combiners'
12:46:01 : [gl] taking advantage of 'GL_NV_register_combiners2'
12:46:01 : [gl] taking advantage of 'GL_NV_texture_env_combine4'
12:46:01 : [gl] taking advantage of 'GL_NV_texture_shader'
12:46:01 : [gl] taking advantage of 'GL_NV_texture_shader2'
12:46:01 : [gl] taking advantage of 'GL_NV_texture_shader3'
12:46:01 : [gl] taking advantage of 'GL_NV_fragment_program'
12:46:01 : [gl] taking advantage of 'GL_NV_fragment_program_option'
12:46:01 : [gl] taking advantage of 'GL_NV_fragment_program2'
12:46:01 : [gl] taking advantage of 'GL_NV_vertex_program'
12:46:01 : [gl] taking advantage of 'GL_NV_vertex_program2'
12:46:01 : [gl] taking advantage of 'GL_NV_vertex_program2_option'
12:46:01 : [gl] taking advantage of 'GL_NV_vertex_program3'
12:46:01 : [gl] taking advantage of 'GL_SGIS_generate_mipmap'
12:46:01 : [gl] taking advantage of 'WGL_ARB_extensions_string'
12:46:01 : [gl] WGL extensions: WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_profile WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle WGL_NVX_DX_interop
12:46:01 : [gl] taking advantage of 'WGL_EXT_swap_control'
12:46:01 : [gl] taking advantage of 'WGL_ARB_pixel_format'
12:46:01 : [gl] taking advantage of 'WGL_ARB_pbuffer'
12:46:01 : [gl] taking advantage of 'WGL_ARB_render_texture'
12:46:01 : [gl] taking advantage of 'WGL_NV_render_texture_rectangle'
12:46:01 : [gl] taking advantage of 'GL_ARB_multisample'
12:46:03 : [gl] Detected support for 16x anti-aliasing.
12:46:03 : [gl] Detected support for 8x anti-aliasing.
12:46:03 : [gl] Detected support for 4x anti-aliasing.
12:46:03 : [gl] Detected support for 2x anti-aliasing.
12:46:03 : [gl-quirk] Enabling workaround for alpha-testing overoptimization.
12:46:03 : Rendering path available: GL1X
12:46:03 : Rendering path available: ARB1
12:46:03 : Rendering path available: NV1X
12:46:03 : Rendering path available: NV2X
12:46:03 : Rendering path available: NV3X
12:46:03 : Rendering path available: NV4X
12:46:03 : Rendering path available: ARB2
12:46:03 : Rendering path available: GL2X
12:46:03 : [dx9] Direct3D9 detected.
12:46:03 : [dx9] Number of adapters found: 1
12:46:03 : [dx9] Adapter #0: NVIDIA GeForce GT 220 (nv4_disp.dll) [driver version: 6.14.11.9745]
12:46:03 : Rendering path available: SM2X
12:46:03 : Rendering path available: SM3X
12:46:04 : [gl] CDS init: OK
12:46:04 : [gl] SetPixelFormat: OK (31, color 32 bits, depth 24 bits).
12:46:04 : [gl] wglCreateContext: OK
12:46:05 : [gl] OpenGL framebuffer context init OK
12:46:05 : [gfx] Created drawable (/procedural/dashboard.tobj)
12:46:05 : [gfx] Created drawable (/procedural/vehicle_env.tobj)
12:46:05 : [gfx] Created drawable (/procedural/generic_env.tobj)
12:46:05 : [gfx] Created drawable (/procedural/water_env.tobj)
12:46:05 : [snd] select device (ds8)
12:46:05 : [ds8] Available device : Primärer Soundtreiber ().
12:46:05 : [ds8] Available device : HD Audio rear output 2 (viahduaa.sys).
12:46:05 : [ds8] Available device : Virtual Cable 1 (vrtaucbl.sys).
12:46:05 : [ds8] Available device : Virtual Cable 2 (vrtaucbl.sys).
12:46:05 : [ds8] Initialization OK.
12:46:07 : g_ui_recache
12:46:07 : exit
12:46:08 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
12:46:09 : [fs] Unable to open file for reading. (/vehicle/truck/man_tgx/lod.pmd)
12:46:09 : [ld] failed to open /vehicle/truck/man_tgx/lod.pmd
12:46:10 : Loading city data ....
12:46:10 : Loading country data ....
12:46:10 : Loading cargo data ....
12:46:25 : game
12:46:25 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
12:46:25 : [fs] Unable to open file for reading. (/vehicle/truck/man_tgx/lod.pmd)
12:46:25 : [ld] failed to open /vehicle/truck/man_tgx/lod.pmd
12:46:28 : Loading resource server data ....
12:46:28 : Loading road data ....
12:46:28 : Loading terrain data ....
12:46:28 : Loading railing data ....
12:46:28 : Loading building data ....
12:46:29 : Loading model data ....
12:46:30 : Loading prefab data ....
12:46:31 : Loading sign data ....
12:46:32 : Loading traffic lights data ....
12:46:32 : Loading vegetation data ....
12:46:32 : Loading hinges data ....
12:46:32 : Loading stamp data ....
12:46:32 : Loading movers data ....
12:46:32 : Loading animated models ....
12:46:32 : Loading ferries ....
12:46:32 : Loading city data ....
12:46:32 : Loading cargo data ....
12:46:32 : Loading company data ....
12:46:32 : Loading country data ....
12:46:39 : Map successfully loaded ....
12:46:40 : Starting the campaign ...
12:46:50 : [model] Unknown variant name 'a' on model '/vehicle/truck/truck/truck.pmd'
12:46:50 : .\vehicle\physics_vehicle.cpp(1027): ?load_visual_model@physics_vehicle_u@prism@@IAEXXZ: Wrong vehicle model!



selbst wenn ich die variant nummer in default umschreibe passiert genau dasselbe.
Ich hoffe ihr könnt mir helfen,danke im voraus.

GPunkt™

TS24 - Freund

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2

Sonntag, 21. August 2011, 13:02

Ich denke mal, der Fehler liegt hier:

Quellcode

1
2
12:46:09 : [fs] Unable to open file for reading. (/vehicle/truck/man_tgx/lod.pmd)
12:46:09 : [ld] failed to open /vehicle/truck/man_tgx/lod.pmd

Es müsste "/vehicle/truck/truck/lod.pmd" heißen, wenn mich nicht alles täuscht.
MfG

3

Sonntag, 21. August 2011, 13:15

nee,sry ich habs probiert und es geht leider noch nicht ,währe ja auch zu schön gewesen so früh :D

aber vielen dank für deine tolle idee ;)

lg

Freeway__

Sprinter-Fahrer

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4

Sonntag, 21. August 2011, 15:58

Trag mal bei lod den gleichen Pfad ein wie bei Model & Collision.

vanDongen

unregistriert

5

Sonntag, 21. August 2011, 17:50

entweder machst es so, wie gpunkt es schon geschrieben hatte : "/vehicle/truck/truck/lod.pmd" und änderst den modeltyp von "a" auf "default"

die andere möglichkeit wäre das du die original ETS lod.pmd nimmst... "vehicle/truck/mercedes_actros/lod.pmd"

6

Sonntag, 21. August 2011, 19:34

freeyway, bei dir klappt es leider nicht,wieder wrong verhicle model,

bei mic_haj bei der ersten varianta kackt das game auch ab,bei der zweiten auch ,
ich glaube er kann die dateien (tobj nicht lesen,hier mal ein ausschnicht die log, währe vieel zu groß ;)

1. Bei der wenn ich dazu default oder variant a schreibe kommt das heraus :

Spoiler Spoiler

18:55:25 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
18:55:25 : [fs] Unable to open file for reading. (/vehicle/truck/truck/.pmd)
18:55:25 : [ld] failed to open /vehicle/truck/truck/.pmd
18:55:25 : [fs] Unable to open file for reading. (/vehicle/truck/truck/.pmc)
18:55:25 : [ld] failed to open /vehicle/truck/truck/.pmc
18:55:25 : No base model found: @@trk_mercedes_actros_a@@


2. Nun habe ich das hier (/vehicle/truck/truck/.pmd) auch mal mit mercedes_actros versucht das Ergebnis : es kommt genau das selbe wie davor er kann die truck pmc und pmd nicht lesen ,aber vielen dank für euren bemühung

lg

EDIT by GPunkt: p.s hier nochmal der link ,falls ihr selber gucken wollt ;)
MAN

das ist der rot schwarze der bei megaupload hochgeladen ist,nochmals vielen dank

Auch Du kannst deinen letzten Beitrag innerhalb von 24 Stunden bearbeiten, sofern Keiner nach dir etwas gepostet hat. Auch der bearbeitete Beitrag wird im Hauptmenü als ungelesen angezeigt. Bei Zuwiderhandlung mußt Du mit einer Verwarnung rechnen.

kk31

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7

Sonntag, 21. August 2011, 20:19

vorher: (/vehicle/truck/truck/.pmd)
nachher: (/vehicle/truck/truck/***.pmd)
schau mal den unterschied

8

Sonntag, 21. August 2011, 20:35

aah,ok ich glaube du willst mir sagen dass ich den pfad angegeben hab : vehicle/truck(hauptordner)/truck(hier ist der lkw drinne also die dateien)
und ich hab vergesse die truck pmd anzugeben ,also sollte der pfad so aussehen vehicle/truck/truck/truck ?

naja vielen danke für deine antwort ich probier es nochmal :)

//// hay es geht noch immer nicht ,ich währe echt sehr dankbar wenn jemand noch ne idee hat.

lg

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »domi« (21. August 2011, 20:47)


kk31

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9

Sonntag, 21. August 2011, 20:59

poste mal die definition.

10

Montag, 22. August 2011, 15:22

Definition

Spoiler Spoiler

driveable_vehicle_data: vehicle.mercedes.actros.a
{
name: "@@trk_mercedes_actros_a@@"

price: 176900
tank_size:850
avg_consumption:45

#--------
# models
#--------
model: "/vehicle/truck/truck/truck.pmd"
lod: "/vehicle/truck/man_tgx/lod.pmd"
collision: "/vehicle/truck/truck/truck.pmc"
variant: default

fwheel_model: "/vehicle/wheel/speedf1/wheel.pmd"
rwheel_model: "/vehicle/wheel/speedr1/wheel.pmd"


#----------------
# physics params
#----------------
wheel_mass: 20.0

#-------------
# Child units
#-------------
chasis_data: chasis.1

sdata_ext: sound.0.ext
sdata_int: sound.0.int



preview: "mercedes"

game_points: 4

vehicle_class: 1

behind_camera: camera.behind.basic
interior_camera: camera.interior.mercedes.actros
bumper_camera: camera.bumper.basic

cabin_camera: camera.cabin.basic
cabin_cam_off: (0.0, 4.5, -0.1)

wheel_camera: camera.wheel.basic
top_camera: camera.top.basic
tv_camera: camera.tv.basic

interior_data: interior.mercedes.actros.exclusive

sleeper: true

# Red Green Blue Alpha
default_colors[]:(178, 166, 150, 255)
default_colors[]:(198, 13, 24, 255)
default_colors[]:(101, 101, 101, 255)
default_colors[]:( 6, 90, 77, 255)
default_colors[]:( 23, 36, 73, 255)
default_colors[]:(253, 253, 253, 255)
default_colors[]:(131, 148, 167, 255)


# used for UI truck rendering
reflection_offset: (0.0, 2.50, 0.0)

upgrade_power1:8000
upgrade_power2:10000
upgrade_handling1:10000
upgrade_handling2:12000
upgrade_consumption1:2000
upgrade_consumption2:2500
upgrade_consumption3:5100


facts[]: "@@ui_engine@@: 425 kW (578 @@ui_hp@@) 2700 Nm, V8 16l"
facts[]: "@@ui_transmission@@: 14-@@ui_speeds@@"
facts[]: "@@ui_fuel_tank@@: 850 l"
}




lg

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