The Sign Editor: Tutorial
- MandelSoft
- Lead Developer
- Posts: 3835
- Joined: 08 Aug 2013 10:48
- Location: Delft [NL]
Yes, that is correct. You will see that the def files in ProMods are structured the same way
Your daily dose of wisdom!
╔═══╗────╔═╗╔═╗────╔╗
║╔═╗║────║║╚╝║║────║║
║╚═╝╠═╦══╣╔╗╔╗╠══╦═╝╠══╗
║╔══╣╔╣╔╗║║║║║║╔╗║╔╗║══╣
║║──║║║╚╝║║║║║║╚╝║╚╝╠══║
╚╝──╚╝╚══╩╝╚╝╚╩══╩══╩══╝
Don't ask us for a release date; we don't know either.
╔═══╗────╔═╗╔═╗────╔╗
║╔═╗║────║║╚╝║║────║║
║╚═╝╠═╦══╣╔╗╔╗╠══╦═╝╠══╗
║╔══╣╔╣╔╗║║║║║║╔╗║╔╗║══╣
║║──║║║╚╝║║║║║║╚╝║╚╝╠══║
╚╝──╚╝╚══╩╝╚╝╚╩══╩══╩══╝
Don't ask us for a release date; we don't know either.
- MandelSoft
- Lead Developer
- Posts: 3835
- Joined: 08 Aug 2013 10:48
- Location: Delft [NL]
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.
╔═══╗────╔═╗╔═╗────╔╗
║╔═╗║────║║╚╝║║────║║
║╚═╝╠═╦══╣╔╗╔╗╠══╦═╝╠══╗
║╔══╣╔╣╔╗║║║║║║╔╗║╔╗║══╣
║║──║║║╚╝║║║║║║╚╝║╚╝╠══║
╚╝──╚╝╚══╩╝╚╝╚╩══╩══╩══╝
Don't ask us for a release date; we don't know either.
For the reason MandelSoft just told you.
Developer for Austria and Svalbard
Creator of the Radiator Springs mod for ATS
Mods by ETS2-User: Facebook page
Creator of the Radiator Springs mod for ATS
Mods by ETS2-User: Facebook page
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- Posts: 68
- Joined: 17 Nov 2014 20:03
- Donation rank:
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...
Oh well. Can only use it in Denmark, Norway, Sweden and France...
- MandelSoft
- Lead Developer
- Posts: 3835
- Joined: 08 Aug 2013 10:48
- Location: Delft [NL]
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.
╔═══╗────╔═╗╔═╗────╔╗
║╔═╗║────║║╚╝║║────║║
║╚═╝╠═╦══╣╔╗╔╗╠══╦═╝╠══╗
║╔══╣╔╣╔╗║║║║║║╔╗║╔╗║══╣
║║──║║║╚╝║║║║║║╚╝║╚╝╠══║
╚╝──╚╝╚══╩╝╚╝╚╩══╩══╩══╝
Don't ask us for a release date; we don't know either.
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- Posts: 68
- Joined: 17 Nov 2014 20:03
- Donation rank:
I'll have to tinker with it a bit then, see what it looks like Plus with a standalone map you get away with overwriting things >:)
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- Posts: 3
- Joined: 01 Jun 2014 16:24
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
ps sorry for the English I'm using google translator
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)
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
Currently working on another bit of Estonia, you'll see it in the Euromir thread soon enough
Currently working on another bit of Estonia, you'll see it in the Euromir thread soon enough
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