Post by Redneck on Oct 5, 2004 8:32:45 GMT -5
Copied from trucksims.com for community help puposes.
By:Cctoide
------------------------------------------------------------------------
Ok, so here we go. These are basically some FAQs that have been asked over and over and answered, but keep getting pushed down the page.
How To Axis-Align Prefabs/Crosses/Forks
Many people have asked how to rotate prefabs. As explained by Sabre, doing so is impossible. The thing closer to that would be axis-alignment.
So, what is axis-alignment, you ask? Basically, axis-alignment is setting the orientation of an object in relation to the axis of movement (X, Y and Z).
This allows you to set, for example, a cross aligned 90º due North, South or any other direction.
To do axis-alignment, read the following steps.
1. Open up the editor (I trust most people interested in the editor already know how to do this ) Remember to start in windowed mode, as always.
2. From the right top list, select "New Item". From the bottom list select "Prefab/Cross/Fork", depending on what you want to place.
3. After this, in the buttons at the bottom of the screen, click "Set Defaults". A window will pop up. This may seem simple at first, but it has lots of potential.
4. Select your Prefab/cross/fork model and texture.
"Origin" determines where the connection/selection point will show up (the red dot that allows you to select almost everything in the editor, which in a prefab/cross/fork can show up at up to 4 points). Remember, you can't start roads at green dots, only connect end points.
"Orientation" determines the orientation of the object. This is where you do the so-called "axis-alignment". Like you learned in school, there are 360 degrees in a full circle. So, 0 is up, 90 is right, 180 is down and 270 is left. (360º=0º)
5. Now, click "OK" and place your prefab/cross/fork. You'll notice that it has a different heading. Done!
Credits: Me
How To Make Custom Sign Names
Ever wondered how "Washington", "Miami", and all of those names appear on heading signs, and how you've tried to make custom ones but never managed to?
Well, the solution is in your def files.
I will not be going through the small steps of how to open up the base.scs, I will only say that WinRAR/WinACE saves you the time of converting base.scs into base.zip.
1. Open base.scs with WinRAR. Navigate to defs/seg_server. Select "signs.def" and extract to My Documents/18 Wheels of Steel Across America, making sure "keep full file path" is checked.
2. Navigate to My Documents/18 Wheels of Steel Across America/defs/seg_server and open "signs.def" with Notepad. This file is a bit long but most of it doesn't interest us. Just go to the end of the file.
3. Here should be something like:
Code Sample
sign_texts_count:20
(...)
sign_text18:"Seattle"
sign_text19:"Washington"
Basically, these define what is available in the heading sign text drop-down menii.
To add a custom city name, just put in an extra line, like this:
Code Sample
sign_text20:"My City Name"
Important!!!: Every time you add a new signtext, remember to add a number to the first line.
For example, if you added a new line, the first line would be:
Code Sample
sign_texts_count:21
Remember that since there is a sign_text0, to figure out how many signtexts there are just take the last name of the last line (eg. sign_text56:"Blue montana" and add one (sign_texts_count:57)
That's all folks! The names you added should be available in the editor as city names. Have fun!
Written by: Me
Thanks to VN-770 Fan and Peterbilt>* for helping me realize where the .def file was. Thanks!
<<-------Side Note-------->>
Due to... err, popular demand...
To open the editor..
1. Go to My Documents/18 Wheels of Steel Across America and open config.cfg with Notepad.
2. Search for the lines where it says "uset g_console"0"".
3. Change that line to "uset g_console"1"".
4. Open up 18WOSAA in windowed mode.
5. Press \ (backward slash), which should be the key to the left of the "1" key and on top of the Tab key.
6. The Prism3d console comes up. Type in "edit" and press Enter. The editor should open.
7. Mess up big time.
--------------
Cctoide
Working On:
Maersk Container Trailer
Learning C++
By:Cctoide
------------------------------------------------------------------------
Ok, so here we go. These are basically some FAQs that have been asked over and over and answered, but keep getting pushed down the page.
How To Axis-Align Prefabs/Crosses/Forks
Many people have asked how to rotate prefabs. As explained by Sabre, doing so is impossible. The thing closer to that would be axis-alignment.
So, what is axis-alignment, you ask? Basically, axis-alignment is setting the orientation of an object in relation to the axis of movement (X, Y and Z).
This allows you to set, for example, a cross aligned 90º due North, South or any other direction.
To do axis-alignment, read the following steps.
1. Open up the editor (I trust most people interested in the editor already know how to do this ) Remember to start in windowed mode, as always.
2. From the right top list, select "New Item". From the bottom list select "Prefab/Cross/Fork", depending on what you want to place.
3. After this, in the buttons at the bottom of the screen, click "Set Defaults". A window will pop up. This may seem simple at first, but it has lots of potential.
4. Select your Prefab/cross/fork model and texture.
"Origin" determines where the connection/selection point will show up (the red dot that allows you to select almost everything in the editor, which in a prefab/cross/fork can show up at up to 4 points). Remember, you can't start roads at green dots, only connect end points.
"Orientation" determines the orientation of the object. This is where you do the so-called "axis-alignment". Like you learned in school, there are 360 degrees in a full circle. So, 0 is up, 90 is right, 180 is down and 270 is left. (360º=0º)
5. Now, click "OK" and place your prefab/cross/fork. You'll notice that it has a different heading. Done!
Credits: Me
How To Make Custom Sign Names
Ever wondered how "Washington", "Miami", and all of those names appear on heading signs, and how you've tried to make custom ones but never managed to?
Well, the solution is in your def files.
I will not be going through the small steps of how to open up the base.scs, I will only say that WinRAR/WinACE saves you the time of converting base.scs into base.zip.
1. Open base.scs with WinRAR. Navigate to defs/seg_server. Select "signs.def" and extract to My Documents/18 Wheels of Steel Across America, making sure "keep full file path" is checked.
2. Navigate to My Documents/18 Wheels of Steel Across America/defs/seg_server and open "signs.def" with Notepad. This file is a bit long but most of it doesn't interest us. Just go to the end of the file.
3. Here should be something like:
Code Sample
sign_texts_count:20
(...)
sign_text18:"Seattle"
sign_text19:"Washington"
Basically, these define what is available in the heading sign text drop-down menii.
To add a custom city name, just put in an extra line, like this:
Code Sample
sign_text20:"My City Name"
Important!!!: Every time you add a new signtext, remember to add a number to the first line.
For example, if you added a new line, the first line would be:
Code Sample
sign_texts_count:21
Remember that since there is a sign_text0, to figure out how many signtexts there are just take the last name of the last line (eg. sign_text56:"Blue montana" and add one (sign_texts_count:57)
That's all folks! The names you added should be available in the editor as city names. Have fun!
Written by: Me
Thanks to VN-770 Fan and Peterbilt>* for helping me realize where the .def file was. Thanks!
<<-------Side Note-------->>
Due to... err, popular demand...
To open the editor..
1. Go to My Documents/18 Wheels of Steel Across America and open config.cfg with Notepad.
2. Search for the lines where it says "uset g_console"0"".
3. Change that line to "uset g_console"1"".
4. Open up 18WOSAA in windowed mode.
5. Press \ (backward slash), which should be the key to the left of the "1" key and on top of the Tab key.
6. The Prism3d console comes up. Type in "edit" and press Enter. The editor should open.
7. Mess up big time.
--------------
Cctoide
Working On:
Maersk Container Trailer
Learning C++