The Sign Editor: Tutorial

Modding school: Learn it from the masters
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MandelSoft
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Location: Delft [NL]

26 Apr 2016 19:30

Yes, that is correct. You will see that the def files in ProMods are structured the same way
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╔═══╗────╔═╗╔═╗────╔╗
║╔═╗║────║║╚╝║║────║║
║╚═╝╠═╦══╣╔╗╔╗╠══╦═╝╠══╗
║╔══╣╔╣╔╗║║║║║║╔╗║╔╗║══╣
║║──║║║╚╝║║║║║║╚╝║╚╝╠══║
╚╝──╚╝╚══╩╝╚╝╚╩══╩══╩══╝
Don't ask us for a release date; we don't know either.

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EG0611
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Joined: 27 Apr 2016 08:53

28 May 2016 07:57

I have another question. How I can add a new font to the game? I want to add Turkish font.
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MandelSoft
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Location: Delft [NL]

28 May 2016 10:32

May I quote myself from the first post?
MandelSoft wrote:NOTE: this tutorial does NOT cover creating new sign fonts, as this requires specialised non-publicly available software.
Your daily dose of wisdom!
╔═══╗────╔═╗╔═╗────╔╗
║╔═╗║────║║╚╝║║────║║
║╚═╝╠═╦══╣╔╗╔╗╠══╦═╝╠══╗
║╔══╣╔╣╔╗║║║║║║╔╗║╔╗║══╣
║║──║║║╚╝║║║║║║╚╝║╚╝╠══║
╚╝──╚╝╚══╩╝╚╝╚╩══╩══╩══╝
Don't ask us for a release date; we don't know either.

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EG0611
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Joined: 27 Apr 2016 08:53

28 May 2016 12:33

My question was not according to this helpful tutorial but it was in general. Also the internet has absolutely 0 info about fonts.
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ETS2-User
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Location: Oberösterreich

28 May 2016 15:54

For the reason MandelSoft just told you. :roll:
Developer for Austria and Svalbard
Creator of the Radiator Springs mod for ATS
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SimulatorSam
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Joined: 17 Nov 2014 20:03
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03 Jun 2016 07:18

I would be using and learning the sign editor for my standalone map based in the UK,if I could create fonts for it.

Oh well. Can only use it in Denmark, Norway, Sweden and France...

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MandelSoft
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Location: Delft [NL]

03 Jun 2016 07:42

You are aware that the font that Denmark uses is a derivative of the British Transport font? I personally like the tweaks they did to their number characters ;)
Your daily dose of wisdom!
╔═══╗────╔═╗╔═╗────╔╗
║╔═╗║────║║╚╝║║────║║
║╚═╝╠═╦══╣╔╗╔╗╠══╦═╝╠══╗
║╔══╣╔╣╔╗║║║║║║╔╗║╔╗║══╣
║║──║║║╚╝║║║║║║╚╝║╚╝╠══║
╚╝──╚╝╚══╩╝╚╝╚╩══╩══╩══╝
Don't ask us for a release date; we don't know either.

SimulatorSam
Posts: 68
Joined: 17 Nov 2014 20:03
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03 Jun 2016 07:46

I'll have to tinker with it a bit then, see what it looks like :P Plus with a standalone map you get away with overwriting things >:)

salvatore1969
Posts: 3
Joined: 01 Jun 2014 16:24

18 Jul 2016 13:53

hi, I have a small problem in practice I added a new 3D template signal by the classical procedures by entering the name in (later def.sign.sii model. sign. navigation. etc. etc..) why when I go to sign editor appears ? what am I doing wrong? I thank you in advance.

ps sorry for the English I'm using google translator

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martinusK
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Location: Tallinn, Eesti Vabariik
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20 Nov 2016 18:08

00:00:28.469 : <ERROR> [unit] The file '/def/sign/atlas/atlas.ee.sii' does not contain serialised units - missing magic mark.
00:00:28.469 : <ERROR> load_unit() - Failed to load units from file (/def/sign/atlas/atlas.ee.sii)

Code: Select all

SiiNUnit
{
image_atlas : atlas.ee
{
  atlas_name: "Atlas EE"
  material_path: "/material/sign/atlas/atlas_ee.mat"
   
  # names
  images_names: 23
  images_names[0]: "Arrow vertical wh"
  images_names[1]: "Arrow vertical bl"
  images_names[2]: "Arrow horizontal wh"
  images_names[3]: "Arrow horizontal bl"
  images_names[4]: "Arrow turn wh"
  images_names[5]: "Arrow turn bl"
 
  images_names[6]: "Truck black EE"
  images_names[7]: "Deny EE"
  images_names[8]: "Container EE"
  images_names[9]: "Airport EE"
  images_names[10]: "Train EE"
  images_names[11]: "Bus EE"
  images_names[12]: "Ship EE"
  images_names[13]: "Industry EE"
  images_names[14]: "Truck EE"

  images_names[15]: "Main road EE"
  images_names[16]: "Main road EE brk"
  images_names[17]: "E road EE"
  images_names[18]: "E road EE brk"
  images_names[19]: "Basic road EE"
  images_names[20]: "Basic road EE brk"
  images_names[21]: "Side road EE"
  images_names[22]: "Side road EE brk"
   
  # left right bottom top
  images_coords: 23
  images_coords[0]:  (   0, 247, 338,   3)
  images_coords[1]:  ( 248, 496, 338,   3)
  images_coords[2]:  (  39, 446, 387, 660)
  images_coords[3]:  (  39, 446, 954, 660)
  images_coords[4]:  ( 507, 916, 338,   3)
  images_coords[5]:  ( 507, 916, 338, 673)
    
  images_coords[6]:  ( 530, 982, 939, 695)
  images_coords[7]:  (   5,1140, 964,1319)
  images_coords[8]:  ( 382, 682,1257, 955)
  images_coords[9]:  ( 382, 682,1558,1258)
  images_coords[10]: ( 382, 682,1859,1559)
  images_coords[11]: ( 684, 984,1257, 955)
  images_coords[12]: ( 684, 984,1558,1258)
  images_coords[13]: ( 684, 984,1859,1559)
  images_coords[14]: ( 987,1509,1558,1258)
  
  images_coords[15]: (1035,1375, 263,   0)
  images_coords[16]: (1379,1719, 263,   0)
  images_coords[17]: (1035,1375, 531, 267)
  images_coords[18]: (1379,1719, 531, 267)
  images_coords[19]: (1035,1375, 797, 534)
  images_coords[20]: (1379,1719, 797, 534)
  images_coords[21]: (1379,1719,1459, 799)
  images_coords[22]: (1379,1719,1459, 799)
  
}
}
ProMods developer for Estonia Image
Currently working on another bit of Estonia, you'll see it in the Euromir thread soon enough



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