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Fehler nach zmod Export.

Antworten im Thema: 4 » Der letzte Beitrag (1. Januar 2013, 18:17) ist von RedBull.

RedBull

Gigaline-Fahrer

  • »RedBull« ist männlich
  • »RedBull« ist der Autor dieses Themas

Beiträge: 759

Wohnort: Zeeland

OS: Windows 10 64-Bit

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1

Dienstag, 1. Januar 2013, 17:22

Fehler nach zmod Export.

Hallo Liebe Community,
Als ich meinen MAN Exportierte und das Spiele Startete kommt der Fehler in der Log :

Spoiler Spoiler

Reflectivity / env_factor ought be non-zero - fix the source of material '/vehicle/truck/tgx/crome_part.dif_spec.add.env.mat'.


Vielleicht kann mir ja jemand helfen.


MfG Markus

21Seconds

TS24 - Freund

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2

Dienstag, 1. Januar 2013, 17:27

Jow, du brauchst diesen Eintrag noch in deiner Mat:

env_factor : { 0.6 , 0.6 , 0.6 }


Ich werde Keinen PN Support Geben, Geiz ist Geil "Zitat: Joggi"


Es hat sich bereits 1 registrierter Benutzer bedankt.

Benutzer, die sich für diesen Beitrag bedankt haben:

RedBull

RedBull

Gigaline-Fahrer

  • »RedBull« ist männlich
  • »RedBull« ist der Autor dieses Themas

Beiträge: 759

Wohnort: Zeeland

OS: Windows 10 64-Bit

Danksagungen: 12873

  • Nachricht senden

3

Dienstag, 1. Januar 2013, 17:36

Danke aber nun bleibt es wieder Kleben :hmm:

Spoiler Spoiler

******** : log created on : Tuesday January 01 2013 @ 17:35:18
17:35:18 : [sys] running on x86 / Windows 7 (version 6.1) / Service Pack 1
17:35:18 : [sys] DirectX version : 4.09.00.0904
17:35:18 : [cpu] AuthenticAMD [AMD A4-3400 APU with Radeon(tm) HD Graphics] at ~2695MHz.
17:35:18 : [cpu] Features utilized: fpu cmov mmx mmxext 3dnow 3dnowext sse sse2.
17:35:18 : [sys] using QPC / unknown timer (thread affinity: 1), frequency 2632031Hz
17:35:18 : [mem] physical memory detected (4171400K/2503568K)
17:35:18 : [mem] virtual memory detected (2097024K/2028544K)
17:35:18 : [mem] Trying to allocate memory pool (819200K)
17:35:23 : [zipfs] base.scs: mounted ok, 13054 entries [0x3677e796]
17:35:23 : [ufs] registered symlink from /custom_build/de_de to /
17:35:23 : [zipfs] <mem-addr-file>: mounted ok, 9 entries [0x321860e7]
17:35:23 : [ufs] Home directory: 'C:/Users/Markus/Documents/German Truck Simulator'.
17:35:23 : Mounting extra package: C:/Users/Markus/Documents/German Truck Simulator/mod/MAN_TGX_18.680_by_DANZ_for_GTS_1.02.scs
17:35:23 : [zipfs] MAN_TGX_18.680_by_DANZ_for_GTS_1.02.scs: mounted ok, 34 entries [0xd985261]
17:35:23 : exec /home/config.cfg
17:35:23 : [sys] Executing /home/config.cfg ...
17:35:23 : uset g_minicon "0"
17:35:23 : uset g_console "0"
17:35:23 : uset g_trackir "1"
17:35:23 : uset g_developer "0"
17:35:23 : uset g_cargo_sort "0"
17:35:23 : uset g_save_idx "1"
17:35:23 : uset g_mouse_control "0"
17:35:23 : uset g_steering_func_param "0.77"
17:35:23 : uset g_joy_axis_brake_dz "0.0"
17:35:23 : uset g_joy_axis_brake "1"
17:35:23 : uset g_joy_ff_gain "1.0"
17:35:23 : uset g_joy_axis_throttle_dz "0.0"
17:35:23 : uset g_joy_axis_throttle "5"
17:35:23 : uset g_joy_axis_ff "1"
17:35:23 : uset g_joy_axis_combine "0"
17:35:23 : uset g_joy_axis_steer_sens "0.66"
17:35:23 : uset g_joy_axis_steer_dz "0.0"
17:35:23 : uset g_joy_axis_steer "0"
17:35:23 : uset g_tutorial "0"
17:35:23 : uset g_mirrors "1"
17:35:23 : uset g_fatigue "1"
17:35:23 : uset g_police "1"
17:35:23 : uset g_subtitles "0"
17:35:23 : uset g_clock_24 "1"
17:35:23 : uset g_quality "1"
17:35:23 : uset g_reflection "0"
17:35:23 : uset g_mph "0"
17:35:23 : uset g_atrans "0"
17:35:23 : uset g_flyspeed "100.0"
17:35:23 : uset g_lang "de_de"
17:35:23 : uset g_colbox "0"
17:35:23 : uset r_gamma "1.0"
17:35:23 : uset r_path "5"
17:35:23 : uset r_msaa "4"
17:35:23 : uset r_fullscreen "1"
17:35:23 : uset r_mode "1280x800x32x0"
17:35:23 : uset r_device "gl"
17:35:23 : uset r_driver "gl"
17:35:23 : uset g_detail_veg "2"
17:35:23 : uset g_texture_usage_stats "0"
17:35:23 : uset g_fps "0"
17:35:23 : uset g_stream_exts ".ogg;.mp3"
17:35:23 : uset ds8_mix_channels "2"
17:35:23 : uset ds8_mix_depth "16"
17:35:23 : uset ds8_mix_rate "44100"
17:35:23 : uset ds8_reverse_stereo "0"
17:35:23 : uset s_acceleration "0"
17:35:23 : uset s_mix_channels "2"
17:35:23 : uset s_mix_depth "16"
17:35:23 : uset s_mix_rate "44100"
17:35:23 : uset s_sfx_enabled "1"
17:35:23 : uset s_music_enabled "0"
17:35:23 : uset s_sfx_volume "1.0"
17:35:23 : uset s_music_volume "0.8"
17:35:23 : uset s_reverse_stereo "0"
17:35:23 : uset s_device "ds8"
17:35:23 : uset r_vsync "1"
17:35:23 : uset r_quirks "0"
17:35:23 : uset r_anisotropy_factor "0.2"
17:35:23 : uset r_texture_detail "0"
17:35:23 : uset i_force_gain "1.0"
17:35:23 : uset i_feedback "1"
17:35:23 : uset i_joystick2 "-1"
17:35:23 : uset i_joystick1 "0"
17:35:23 : uset i_deadzone "0.0"
17:35:23 : uset i_device "di8"
17:35:23 : uset m_invert "0"
17:35:23 : uset m_sensitivity "0.33"
17:35:23 : uset m_filter "0"
17:35:23 : German Truck Simulator init ver.1.32 (rev. 27280)
17:35:23 : [gl] ICD OpenGL driver detected.
17:35:23 : [gl] driver: GeForce GT 520/PCIe/SSE2
17:35:23 : [gl] vendor: NVIDIA Corporation
17:35:23 : [gl] version: 4.3.0
17:35:23 : [gl] GL extensions: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc 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_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array 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_multisample_blit_scaled 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_shader_image_load_store 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_dxt1 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_format_BGRA8888 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_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_compute_program5 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_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth 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_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 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_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object 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_lod_clamp GL_NV_texture_multisample 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_attrib_integer_64bit 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_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float 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
17:35:23 : [gl] GL_max_texture_size: 16384
17:35:23 : [gl] taking advantage of 'GL_multitexture'
17:35:23 : [gl] Sampler count: 4
17:35:23 : [gl] taking advantage of 'GL_ARB_fragment_program'
17:35:23 : [gl] taking advantage of 'GL_texture_mirrored_repeat'
17:35:23 : [gl] taking advantage of 'GL_texture_border_clamp'
17:35:23 : [gl] taking advantage of 'GL_texture_compression'
17:35:23 : [gl] taking advantage of 'GL_EXT_texture_compression_s3tc'
17:35:23 : [gl] taking advantage of 'GL_texture_cube_map'
17:35:23 : [gl] taking advantage of 'GL_texture_env_crossbar'
17:35:23 : [gl] taking advantage of 'GL_texture_env_combine'
17:35:23 : [gl] taking advantage of 'GL_texture_rectangle'
17:35:23 : [gl] taking advantage of 'GL_transpose_matrix'
17:35:23 : [gl] taking advantage of 'GL_vertex_buffer_object'
17:35:23 : [gl] taking advantage of 'GL_ARB_vertex_program'
17:35:23 : [gl] Vertex attribute count: 16
17:35:23 : [gl] taking advantage of 'GL_shader_objects'
17:35:23 : [gl] taking advantage of 'GL_vertex_shader'
17:35:23 : [gl] taking advantage of 'GL_fragment_shader'
17:35:23 : [gl] taking advantage of 'GL_draw_buffers'
17:35:23 : [gl] taking advantage of 'GL_blend_color'
17:35:23 : [gl] taking advantage of 'GL_EXT_compiled_vertex_array'
17:35:23 : [gl] taking advantage of 'GL_draw_range_elements'
17:35:23 : [gl] taking advantage of 'GL_rescale_normal'
17:35:23 : [gl] taking advantage of 'GL_secondary_color'
17:35:23 : [gl] taking advantage of 'GL_separate_spcular_color'
17:35:23 : [gl] taking advantage of 'GL_texture3D'
17:35:23 : [gl] taking advantage of 'GL_texture_edge_clamp'
17:35:23 : [gl] taking advantage of 'GL_texture_env_add'
17:35:23 : [gl] taking advantage of 'GL_EXT_texture_filter_anisotropic'
17:35:23 : [gl] Max anisotropy factor: 16
17:35:23 : [gl] taking advantage of 'GL_NV_register_combiners'
17:35:23 : [gl] taking advantage of 'GL_NV_register_combiners2'
17:35:23 : [gl] taking advantage of 'GL_NV_texture_env_combine4'
17:35:23 : [gl] taking advantage of 'GL_NV_texture_shader'
17:35:23 : [gl] taking advantage of 'GL_NV_texture_shader2'
17:35:23 : [gl] taking advantage of 'GL_NV_texture_shader3'
17:35:23 : [gl] taking advantage of 'GL_NV_fragment_program'
17:35:23 : [gl] taking advantage of 'GL_NV_fragment_program_option'
17:35:23 : [gl] taking advantage of 'GL_NV_fragment_program2'
17:35:23 : [gl] taking advantage of 'GL_NV_vertex_program2'
17:35:23 : [gl] taking advantage of 'GL_NV_vertex_program2_option'
17:35:23 : [gl] taking advantage of 'GL_NV_vertex_program3'
17:35:23 : [gl] taking advantage of 'GL_generate_mipmap'
17:35:23 : [gl] taking advantage of 'GL_framebuffer_object'
17:35:23 : [gl] taking advantage of 'WGL_ARB_extensions_string'
17:35:23 : [gl] WGL extensions: WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_profile WGL_ARB_create_context_robustness 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_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
17:35:23 : [gl] taking advantage of 'WGL_EXT_swap_control'
17:35:23 : [gl] taking advantage of 'WGL_ARB_pixel_format'
17:35:23 : [gl] taking advantage of 'GL_ARB_multisample'
17:35:23 : [gl] Detected support for 16x anti-aliasing.
17:35:24 : [gl] Detected support for 8x anti-aliasing.
17:35:24 : [gl] Detected support for 4x anti-aliasing.
17:35:24 : [gl] Detected support for 2x anti-aliasing.
17:35:24 : [gl-quirk] Enabling workaround for alpha-testing overoptimization.
17:35:24 : Rendering path available: GL1X
17:35:24 : Rendering path available: ARB1
17:35:24 : Rendering path available: NV1X
17:35:24 : Rendering path available: NV2X
17:35:24 : Rendering path available: NV3X
17:35:24 : Rendering path available: NV4X
17:35:24 : Rendering path available: ARB2
17:35:24 : Rendering path available: GL2X
17:35:24 : [dx9] Direct3D9Ex detected.
17:35:24 : [dx9] Number of adapters found: 1
17:35:24 : [dx9] Adapter #0: NVIDIA GeForce GT 520 (nvd3dum.dll) [driver version: 9.18.13.1070]
17:35:24 : Rendering path available: SM2X
17:35:24 : Rendering path available: SM3X
17:35:24 : [gl] CDS init: OK
17:35:24 : [gl] SetPixelFormat: OK (31, color 32 bits, depth 24 bits).
17:35:24 : [gl] wglCreateContext: OK
17:35:24 : [gl] OpenGL framebuffer context init OK
17:35:24 : [gfx] Created drawable (/procedural/truck0.tobj)
17:35:24 : [gfx] Created drawable (/procedural/truck1.tobj)
17:35:24 : [gfx] Created drawable (/procedural/truck2.tobj)
17:35:24 : [gfx] Created drawable (/procedural/truck3.tobj)
17:35:24 : [gfx] Created drawable (/procedural/truck4.tobj)
17:35:24 : [gfx] Created drawable (/procedural/truck5.tobj)
17:35:24 : [gfx] Created drawable (/procedural/truck6.tobj)
17:35:24 : [gfx] Created drawable (/procedural/truck7.tobj)
17:35:24 : [gfx] Created drawable (/procedural/truck8.tobj)
17:35:24 : [gfx] Created drawable (/procedural/truck9.tobj)
17:35:24 : [gfx] Created drawable (/procedural/dashboard.tobj)
17:35:24 : [gfx] Created drawable (/procedural/close_mirror.tobj)
17:35:24 : [gfx] Created drawable (/procedural/far_mirror.tobj)
17:35:24 : [gfx] Created drawable (/procedural/vehicle_env.tobj)
17:35:24 : [gfx] Created drawable (/procedural/generic_env.tobj)
17:35:24 : [gfx] Created drawable (/procedural/water_env.tobj)
17:35:24 : [gfx] Created drawable (/procedural/ocean_env.tobj)
17:35:24 : Setting UI reference mode to: 1152x864...
17:35:24 : [snd] select device (ds8)
17:35:24 : [ds8] Available device : Primärer Soundtreiber ().
17:35:24 : [ds8] Available device : Lautsprecher (VIA High Definition Audio) ({0.0.0.00000000}.{99a51c82-046a-445a-a498-fc80a0607fab}).
17:35:24 : [ds8] Initialization OK.
17:35:24 : [di8] Joystick/GamePad/Wheel device: \bRGT Force Feedback Pro
17:35:25 : g_ui_recache
17:35:25 : exit
17:35:28 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
17:35:28 : Loading city data ....
17:35:28 : Loading cargo descriptions ....
17:35:39 : game
17:35:39 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
17:35:42 : Loading resource server data ....
17:35:42 : Loading road data ....
17:35:42 : Loading terrain data ....
17:35:42 : Loading railing data ....
17:35:42 : Loading building data ....
17:35:42 : Loading model data ....
17:35:42 : Loading prefab data ....
17:35:42 : Loading sign data ....
17:35:42 : Loading traffic lights data ....
17:35:42 : Loading vegetation data ....
17:35:42 : Loading hinges data ....
17:35:42 : Loading stamp data ....
17:35:42 : Loading movers data ....
17:35:42 : Loading animated models ....
17:35:42 : Loading sound item data ....
17:35:43 : Loading live stream data ....
17:35:43 : Loading cargo data ....
17:35:43 : Loading company data ....
17:35:43 : Loading city data ....
17:35:43 : Loading cargo descriptions ....
17:35:43 : Map '/map/germany.mbd' loading started ....
17:35:43 : Map successfully loaded ....
17:35:43 : Starting the saved game (/home/save/1) ...



MfG Markus

21Seconds

TS24 - Freund

  • »21Seconds« ist ein verifizierter Benutzer

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4

Dienstag, 1. Januar 2013, 17:38

Sieht die mat mit dem Env factor auch so aus ?

Quellcode

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material : "eut.dif_spec.add.env.fx" {
	texture[0] : "color.tobj"
        texture[1] : "/material/environment/vehicle_reflection.tobj"
        ambient : { 1 , 1 , 1 }
        diffuse : { 0.7 , 0.7 , 0.7 }
        specular : { 0.55 , 0.55 , 0.55 }
        shininess : 10
        tint : { 1 , 1 , 1 }
        env_factor : { 0.6 , 0.6 , 0.6 }
}


Ich werde Keinen PN Support Geben, Geiz ist Geil "Zitat: Joggi"


RedBull

Gigaline-Fahrer

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5

Dienstag, 1. Januar 2013, 18:17

Danke es Funzt :)

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