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Meine ersten erfahrungen mit dem Map Editor

Antworten im Thema: 81 » Der letzte Beitrag (11. Oktober 2011, 01:30) ist von norderstedtalex.

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norderstedtalex

unregistriert

1

Mittwoch, 24. August 2011, 07:02

Meine ersten erfahrungen mit dem Map Editor

Hallo lieber Usergemeinde,
ich war heute Nacht an einem Punkt an dem ich mich entscheiden mußte, ob ich durchnmache oder doch lieber in der Falle verschwinde, weil ich heute früh hoch muß. Ich entschied mich auf zu bleiben und anzufagen an meiner Map zu arbeiten. Ich habe dabei folgende erfahrungen gesammelt: Map bau ist wenn man ein wenig herrum experementiert und ausprobiert - zu mindest in meinen Augen- am Amafang so schwer nicht, voorausgesetzt man weiß was man will und wie es geht.Und ich bin sicher das ich im laufe des Mapbaus wie der Ochs vorm Berg stehe und nicht weiter weiß. Kann auch sein das ich völlig auf dem Holzweg bin und ich mich total irre und ihr mich für einen absuluten beginner haltet der von nichts eine ahnung hat. Ich würde es euch nicht mal übel nehmen denn so ist es ja nun mal, ich kann Kritik ab keine Sorge. Ich beiße nicht ich knabber nur gern, am liebsten beim anderen Geschlecht aber das gehört hier nicht her.
Gut ich habe folgende erste Erfahrung gemacht:
Ich Starte den Editor wie gewohnt mit einer leeren Map - denke so kann man am einfachsten versuchen und ausprobieren, sprich sich an die Materie heran tasten) und wenn ich einfach nur auf " New item" und "road " gehe bzw dieses beides auswähle und bloß nur eine grade straße bauen will hängt sich das das ganze Spiel auf. Wenn ich aber auf "new item " gehe und "Prefab " auswähle und dabei dieses Autobahn kreuz habe kann ich machen was ich will es passieet nichts dann kann ich bauen bis zum umfallen. Keinen schimmer wieso. Die Log Datei liefer ich natürlich druckfrisch mit in der Hoffnung ihr könnt mir helfen.
So das soll es erstmal von mir gewesen sein
LG
Alex
P.S kann auch sein das hier schon der Fehler steckt:
05:24:45 : [fs] Unable to open file for reading. (/material/editor/germany.dds)
05:24:45 : [dds] Can not load '/material/editor/germany.dds'
05:40:51 : Saving empty map is not allowed!

Spoiler Spoiler

******** : log created on : Wednesday August 24 2011 @ 05:24:40
05:24:40 : [sys] running on x86 / Windows 7 (version 6.1) / Service Pack 1
05:24:40 : [sys] DirectX version : 4.09.00.0904
05:24:40 : [cpu] GenuineIntel [ Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz] at ~3392MHz.
05:24:40 : [cpu] Features utilized: fpu cmov mmx sse sse2.
05:24:40 : [sys] using QPC / unknown timer (thread affinity: 1), frequency 3312832Hz
05:24:40 : [mem] physical memory detected (4194303K/4194303K)
05:24:40 : [mem] virtual memory detected (2097024K/2020440K)
05:24:40 : [mem] Trying to allocate memory pool (819200K)
05:24:40 : [zipfs] base.scs: mounted ok, 13054 entries [0x3677e796]
05:24:40 : [ufs] registered symlink from /custom_build/de_de to /
05:24:40 : [zipfs] <mem-addr-file>: mounted ok, 9 entries [0x321860e7]
05:24:40 : [ufs] Home directory: 'C:/Users/Norderstedtalex/Documents/German Truck Simulator'.
05:24:40 : exec /home/config.cfg
05:24:40 : [sys] Executing /home/config.cfg ...
05:24:40 : uset g_minicon "0"
05:24:40 : uset g_console "1"
05:24:40 : uset g_trackir "1"
05:24:40 : uset g_developer "1"
05:24:40 : uset g_cargo_sort "0"
05:24:40 : uset g_save_idx "1"
05:24:40 : uset g_mouse_control "0"
05:24:40 : uset g_steering_func_param "0.0"
05:24:40 : uset g_joy_axis_brake_dz "0.0"
05:24:40 : uset g_joy_axis_brake "7"
05:24:40 : uset g_joy_ff_gain "1.0"
05:24:40 : uset g_joy_axis_throttle_dz "0.0"
05:24:40 : uset g_joy_axis_throttle "7"
05:24:40 : uset g_joy_axis_ff "0"
05:24:40 : uset g_joy_axis_combine "0"
05:24:40 : uset g_joy_axis_steer_sens "0.6"
05:24:40 : uset g_joy_axis_steer_dz "0.0"
05:24:40 : uset g_joy_axis_steer "7"
05:24:40 : uset g_tutorial "1"
05:24:40 : uset g_mirrors "1"
05:24:40 : uset g_fatigue "1"
05:24:40 : uset g_police "1"
05:24:40 : uset g_subtitles "0"
05:24:40 : uset g_clock_24 "1"
05:24:40 : uset g_quality "1"
05:24:40 : uset g_reflection "0"
05:24:40 : uset g_mph "0"
05:24:40 : uset g_atrans "1"
05:24:40 : uset g_flyspeed "100.0"
05:24:40 : uset g_lang "de_de"
05:24:40 : uset g_colbox "0"
05:24:40 : uset r_gamma "1.0"
05:24:40 : uset r_path "5"
05:24:40 : uset r_msaa "8"
05:24:40 : uset r_fullscreen "0"
05:24:40 : uset r_mode "1024x768x32x0"
05:24:40 : uset r_device "gl"
05:24:40 : uset r_driver "gl"
05:24:40 : uset g_detail_veg "2"
05:24:40 : uset g_texture_usage_stats "0"
05:24:40 : uset g_fps "0"
05:24:40 : uset g_stream_exts ".ogg;.mp3"
05:24:40 : uset ds8_mix_channels "2"
05:24:40 : uset ds8_mix_depth "16"
05:24:40 : uset ds8_mix_rate "44100"
05:24:40 : uset ds8_reverse_stereo "0"
05:24:40 : uset s_acceleration "0"
05:24:40 : uset s_mix_channels "2"
05:24:40 : uset s_mix_depth "16"
05:24:40 : uset s_mix_rate "44100"
05:24:40 : uset s_sfx_enabled "1"
05:24:40 : uset s_music_enabled "1"
05:24:40 : uset s_sfx_volume "1.0"
05:24:40 : uset s_music_volume "0.8"
05:24:40 : uset s_reverse_stereo "0"
05:24:40 : uset s_device "ds8"
05:24:40 : uset r_vsync "1"
05:24:40 : uset r_quirks "0"
05:24:40 : uset r_anisotropy_factor "0.2"
05:24:40 : uset r_texture_detail "0"
05:24:40 : uset i_force_gain "1.0"
05:24:40 : uset i_feedback "1"
05:24:40 : uset i_joystick2 "-1"
05:24:40 : uset i_joystick1 "-1"
05:24:40 : uset i_deadzone "0.0"
05:24:40 : uset i_device "di8"
05:24:40 : uset m_invert "0"
05:24:40 : uset m_sensitivity "0.33"
05:24:40 : uset m_filter "0"
05:24:40 : uset g_view_dist "1.0"
05:24:40 : German Truck Simulator init ver.1.32 (rev. 27280)
05:24:40 : [gl] ICD OpenGL driver detected.
05:24:40 : [gl] driver: GeForce GT 530/PCI/SSE2
05:24:40 : [gl] vendor: NVIDIA Corporation
05:24:40 : [gl] version: 4.1.0
05:24:40 : [gl] GL extensions: GL_ARB_blend_func_extended 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location 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_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_map_buffer_range 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_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shading_language_100 GL_ARB_shading_language_include GL_ARB_shadow 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_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_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 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_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_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_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_EXT_vertex_attrib_64bit 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_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_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_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_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
05:24:40 : [gl] GL_max_texture_size: 16384
05:24:40 : [gl] taking advantage of 'GL_multitexture'
05:24:40 : [gl] Sampler count: 4
05:24:40 : [gl] taking advantage of 'GL_ARB_fragment_program'
05:24:40 : [gl] taking advantage of 'GL_texture_mirrored_repeat'
05:24:40 : [gl] taking advantage of 'GL_texture_border_clamp'
05:24:40 : [gl] taking advantage of 'GL_texture_compression'
05:24:40 : [gl] taking advantage of 'GL_EXT_texture_compression_s3tc'
05:24:40 : [gl] taking advantage of 'GL_texture_cube_map'
05:24:40 : [gl] taking advantage of 'GL_texture_env_crossbar'
05:24:40 : [gl] taking advantage of 'GL_texture_env_combine'
05:24:40 : [gl] taking advantage of 'GL_texture_rectangle'
05:24:40 : [gl] taking advantage of 'GL_transpose_matrix'
05:24:40 : [gl] taking advantage of 'GL_vertex_buffer_object'
05:24:40 : [gl] taking advantage of 'GL_ARB_vertex_program'
05:24:40 : [gl] Vertex attribute count: 16
05:24:40 : [gl] taking advantage of 'GL_shader_objects'
05:24:40 : [gl] taking advantage of 'GL_vertex_shader'
05:24:40 : [gl] taking advantage of 'GL_fragment_shader'
05:24:40 : [gl] taking advantage of 'GL_draw_buffers'
05:24:40 : [gl] taking advantage of 'GL_blend_color'
05:24:40 : [gl] taking advantage of 'GL_EXT_compiled_vertex_array'
05:24:40 : [gl] taking advantage of 'GL_draw_range_elements'
05:24:40 : [gl] taking advantage of 'GL_rescale_normal'
05:24:40 : [gl] taking advantage of 'GL_secondary_color'
05:24:40 : [gl] taking advantage of 'GL_separate_spcular_color'
05:24:40 : [gl] taking advantage of 'GL_texture3D'
05:24:40 : [gl] taking advantage of 'GL_texture_edge_clamp'
05:24:40 : [gl] taking advantage of 'GL_texture_env_add'
05:24:40 : [gl] taking advantage of 'GL_EXT_texture_filter_anisotropic'
05:24:40 : [gl] Max anisotropy factor: 16
05:24:40 : [gl] taking advantage of 'GL_NV_register_combiners'
05:24:40 : [gl] taking advantage of 'GL_NV_register_combiners2'
05:24:40 : [gl] taking advantage of 'GL_NV_texture_env_combine4'
05:24:40 : [gl] taking advantage of 'GL_NV_texture_shader'
05:24:40 : [gl] taking advantage of 'GL_NV_texture_shader2'
05:24:40 : [gl] taking advantage of 'GL_NV_texture_shader3'
05:24:40 : [gl] taking advantage of 'GL_NV_fragment_program'
05:24:40 : [gl] taking advantage of 'GL_NV_fragment_program_option'
05:24:40 : [gl] taking advantage of 'GL_NV_fragment_program2'
05:24:40 : [gl] taking advantage of 'GL_NV_vertex_program2'
05:24:40 : [gl] taking advantage of 'GL_NV_vertex_program2_option'
05:24:40 : [gl] taking advantage of 'GL_NV_vertex_program3'
05:24:40 : [gl] taking advantage of 'GL_generate_mipmap'
05:24:40 : [gl] taking advantage of 'GL_framebuffer_object'
05:24:40 : [gl] taking advantage of 'WGL_ARB_extensions_string'
05:24:40 : [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_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
05:24:40 : [gl] taking advantage of 'WGL_EXT_swap_control'
05:24:40 : [gl] taking advantage of 'WGL_ARB_pixel_format'
05:24:40 : [gl] taking advantage of 'GL_ARB_multisample'
05:24:40 : [gl] Detected support for 16x anti-aliasing.
05:24:40 : [gl] Detected support for 8x anti-aliasing.
05:24:40 : [gl] Detected support for 4x anti-aliasing.
05:24:40 : [gl] Detected support for 2x anti-aliasing.
05:24:40 : [gl-quirk] Enabling workaround for alpha-testing overoptimization.
05:24:40 : Rendering path available: GL1X
05:24:40 : Rendering path available: ARB1
05:24:40 : Rendering path available: NV1X
05:24:40 : Rendering path available: NV2X
05:24:40 : Rendering path available: NV3X
05:24:40 : Rendering path available: NV4X
05:24:40 : Rendering path available: ARB2
05:24:40 : Rendering path available: GL2X
05:24:40 : [dx9] Direct3D9Ex detected.
05:24:40 : [dx9] Number of adapters found: 1
05:24:40 : [dx9] Adapter #0: NVIDIA GeForce GT 530 (nvd3dum.dll) [driver version: 8.17.12.6829]
05:24:40 : Rendering path available: SM2X
05:24:40 : Rendering path available: SM3X
05:24:40 : [gl] SetPixelFormat: OK (43, color 32 bits, depth 24 bits).
05:24:40 : [gl] wglCreateContext: OK
05:24:40 : [gl] OpenGL framebuffer context init OK
05:24:40 : [gfx] Created drawable (/procedural/truck0.tobj)
05:24:40 : [gfx] Created drawable (/procedural/truck1.tobj)
05:24:40 : [gfx] Created drawable (/procedural/truck2.tobj)
05:24:40 : [gfx] Created drawable (/procedural/truck3.tobj)
05:24:40 : [gfx] Created drawable (/procedural/truck4.tobj)
05:24:40 : [gfx] Created drawable (/procedural/truck5.tobj)
05:24:40 : [gfx] Created drawable (/procedural/truck6.tobj)
05:24:40 : [gfx] Created drawable (/procedural/truck7.tobj)
05:24:40 : [gfx] Created drawable (/procedural/truck8.tobj)
05:24:40 : [gfx] Created drawable (/procedural/truck9.tobj)
05:24:40 : [gfx] Created drawable (/procedural/dashboard.tobj)
05:24:40 : [gfx] Created drawable (/procedural/close_mirror.tobj)
05:24:40 : [gfx] Created drawable (/procedural/far_mirror.tobj)
05:24:40 : [gfx] Created drawable (/procedural/vehicle_env.tobj)
05:24:40 : [gfx] Created drawable (/procedural/generic_env.tobj)
05:24:40 : [gfx] Created drawable (/procedural/water_env.tobj)
05:24:40 : [gfx] Created drawable (/procedural/ocean_env.tobj)
05:24:40 : Setting UI reference mode to: 1152x864...
05:24:40 : [snd] select device (ds8)
05:24:40 : [ds8] Available device : Primärer Soundtreiber ().
05:24:40 : [ds8] Available device : Speakers (Realtek High Definition Audio) ({0.0.0.00000000}.{5d5fa948-d4e8-4fc9-a5f0-81d746863a2b}).
05:24:40 : [ds8] Available device : Philips 234EL-3 (NVIDIA High Definition Audio) ({0.0.0.00000000}.{930bb973-3ec2-46bc-bbdd-cc121f1c13ca}).
05:24:40 : [ds8] Available device : Realtek Digital Output (Realtek High Definition Audio) ({0.0.0.00000000}.{9d3294a4-dcc2-407d-842c-e982e48432b8}).
05:24:40 : [ds8] Initialization OK.
05:24:41 : [di8] Joystick/GamePad/Wheel device: \bP880
05:24:41 : [di8] Error disabling joystick autocenter (error code: 0x80004001).
05:24:41 : g_ui_recache
05:24:41 : exit
05:24:42 : ui t console:system_02
05:24:44 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
05:24:44 : Loading city data ....
05:24:44 : Loading cargo descriptions ....
05:24:45 : edit
05:24:45 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
05:24:45 : Loading resource server data ....
05:24:45 : Loading road data ....
05:24:45 : Loading terrain data ....
05:24:45 : Loading railing data ....
05:24:45 : Loading building data ....
05:24:45 : Loading model data ....
05:24:45 : Loading prefab data ....
05:24:45 : Loading sign data ....
05:24:45 : Loading traffic lights data ....
05:24:45 : Loading vegetation data ....
05:24:45 : Loading hinges data ....
05:24:45 : Loading stamp data ....
05:24:45 : Loading movers data ....
05:24:45 : Loading animated models ....
05:24:45 : Loading sound item data ....
05:24:45 : Loading live stream data ....
05:24:45 : Loading cargo data ....
05:24:45 : Loading company data ....
05:24:45 : Loading city data ....
05:24:45 : Loading cargo descriptions ....
05:24:45 : [fs] Unable to open file for reading. (/material/editor/germany.dds)
05:24:45 : [dds] Can not load '/material/editor/germany.dds'
05:40:51 : Saving empty map is not allowed!

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »norderstedtalex« (24. August 2011, 07:02)


vanDongen

unregistriert

2

Mittwoch, 24. August 2011, 07:48

schau mal hier: [Fix] SimpleFix
da is nen dl-link drinne, für die fehlende germany.dds

norderstedtalex

unregistriert

3

Mittwoch, 24. August 2011, 13:55

danke für den Tipp, nur wie bekomme ich die Datei in den Material ordner rein? mit Winrar geht es nicht habe es grade ausprobiert

LG
Alex

Harry Piel

unregistriert

4

Mittwoch, 24. August 2011, 16:26

Deiner Frage nach zu urteilen, versuchtst Du den Mod in die base.scs zu kopieren. Wenn Du mal aufmerksam hier im Forum gelesen hast, wird Dir sicherlich aufgefallen sein, dass an der base.scs nicht, aber auch gar nichts geändert wird. Dies kann zum Absturz führen und zukünftige Patches lassen sich nicht mehr einspielen.

Die Datei liegt als *.rar auf dem Server des Filehosters. Nach dem Download wird die Datei einmal entpackt. Die dann vorhandene *.scs-Datei einfach nur in den ModOrdner kopieren. Das war es schon!

norderstedtalex

unregistriert

5

Mittwoch, 24. August 2011, 19:59

Danke für den Tipp, da muß ich in der Nacht wohl irgendetwas falsch gemacht haben, werde das ändern damit es endlich reibungslos klappt. Ach übrigens wie kann man hier Bilder Posten?

Gruß
Alex

Steven2012

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6

Mittwoch, 24. August 2011, 20:19

Du musst die Bilder bei einem Bilderhoster hochladen. Wenn du einen Beitrag hier im Forum erstellst kannst du im Beitragseditor unten deine Bilder hochladen, z.B. bei "Abload-Upload" oder "Directupload-Upload". Das kann man aber auch in den Forenregeln lesen.
MfG, Steven

norderstedtalex

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7

Mittwoch, 24. August 2011, 21:49

oki das werde ich mal machen danke für den HInweiß
So ich bin noch mal die anordnung der Ordner durchgegangen, doch ich konnte keinen Fehler finden. Hier ist nochmal die neuste Log Datei:

Spoiler Spoiler

******** : log created on : Wednesday August 24 2011 @ 21:46:07
21:46:07 : [sys] running on x86 / Windows 7 (version 6.1) / Service Pack 1
21:46:07 : [sys] DirectX version : 4.09.00.0904
21:46:07 : [cpu] GenuineIntel [ Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz] at ~3392MHz.
21:46:07 : [cpu] Features utilized: fpu cmov mmx sse sse2.
21:46:07 : [sys] using QPC / unknown timer (thread affinity: 4), frequency 3312832Hz
21:46:07 : [mem] physical memory detected (4194303K/3517968K)
21:46:07 : [mem] virtual memory detected (2097024K/2024336K)
21:46:07 : [mem] Trying to allocate memory pool (819200K)
21:46:07 : [zipfs] base.scs: mounted ok, 13054 entries [0x3677e796]
21:46:07 : [ufs] registered symlink from /custom_build/de_de to /
21:46:07 : [zipfs] <mem-addr-file>: mounted ok, 9 entries [0x321860e7]
21:46:07 : [ufs] Home directory: 'C:/Users/Norderstedtalex/Documents/German Truck Simulator'.
21:46:07 : exec /home/config.cfg
21:46:07 : [sys] Executing /home/config.cfg ...
21:46:07 : uset g_minicon "0"
21:46:07 : uset g_console "1"
21:46:07 : uset g_trackir "1"
21:46:07 : uset g_developer "1"
21:46:07 : uset g_cargo_sort "0"
21:46:07 : uset g_save_idx "1"
21:46:07 : uset g_mouse_control "0"
21:46:07 : uset g_steering_func_param "0.0"
21:46:07 : uset g_joy_axis_brake_dz "0.0"
21:46:07 : uset g_joy_axis_brake "7"
21:46:07 : uset g_joy_ff_gain "1.0"
21:46:07 : uset g_joy_axis_throttle_dz "0.0"
21:46:07 : uset g_joy_axis_throttle "7"
21:46:07 : uset g_joy_axis_ff "0"
21:46:07 : uset g_joy_axis_combine "0"
21:46:07 : uset g_joy_axis_steer_sens "0.6"
21:46:07 : uset g_joy_axis_steer_dz "0.0"
21:46:07 : uset g_joy_axis_steer "7"
21:46:07 : uset g_tutorial "1"
21:46:07 : uset g_mirrors "1"
21:46:07 : uset g_fatigue "1"
21:46:07 : uset g_police "1"
21:46:07 : uset g_subtitles "0"
21:46:07 : uset g_clock_24 "1"
21:46:07 : uset g_quality "1"
21:46:07 : uset g_reflection "0"
21:46:07 : uset g_mph "0"
21:46:07 : uset g_atrans "1"
21:46:07 : uset g_flyspeed "100.0"
21:46:07 : uset g_lang "de_de"
21:46:07 : uset g_colbox "0"
21:46:07 : uset r_gamma "1.0"
21:46:07 : uset r_path "5"
21:46:07 : uset r_msaa "8"
21:46:07 : uset r_fullscreen "0"
21:46:07 : uset r_mode "1024x768x32x0"
21:46:07 : uset r_device "gl"
21:46:07 : uset r_driver "gl"
21:46:07 : uset g_detail_veg "2"
21:46:07 : uset g_texture_usage_stats "0"
21:46:07 : uset g_fps "0"
21:46:07 : uset g_stream_exts ".ogg;.mp3"
21:46:07 : uset ds8_mix_channels "2"
21:46:07 : uset ds8_mix_depth "16"
21:46:07 : uset ds8_mix_rate "44100"
21:46:07 : uset ds8_reverse_stereo "0"
21:46:07 : uset s_acceleration "0"
21:46:07 : uset s_mix_channels "2"
21:46:07 : uset s_mix_depth "16"
21:46:07 : uset s_mix_rate "44100"
21:46:07 : uset s_sfx_enabled "1"
21:46:07 : uset s_music_enabled "1"
21:46:07 : uset s_sfx_volume "1.0"
21:46:07 : uset s_music_volume "0.8"
21:46:07 : uset s_reverse_stereo "0"
21:46:07 : uset s_device "ds8"
21:46:07 : uset r_vsync "1"
21:46:07 : uset r_quirks "0"
21:46:07 : uset r_anisotropy_factor "0.2"
21:46:07 : uset r_texture_detail "0"
21:46:07 : uset i_force_gain "1.0"
21:46:07 : uset i_feedback "1"
21:46:07 : uset i_joystick2 "-1"
21:46:07 : uset i_joystick1 "-1"
21:46:07 : uset i_deadzone "0.0"
21:46:07 : uset i_device "di8"
21:46:07 : uset m_invert "0"
21:46:07 : uset m_sensitivity "0.33"
21:46:07 : uset m_filter "0"
21:46:07 : uset g_view_dist "1.0"
21:46:07 : German Truck Simulator init ver.1.32 (rev. 27280)
21:46:07 : [gl] ICD OpenGL driver detected.
21:46:07 : [gl] driver: GeForce GT 530/PCI/SSE2
21:46:07 : [gl] vendor: NVIDIA Corporation
21:46:07 : [gl] version: 4.1.0
21:46:07 : [gl] GL extensions: GL_ARB_blend_func_extended 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location 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_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_map_buffer_range 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_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shading_language_100 GL_ARB_shading_language_include GL_ARB_shadow 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_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_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 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_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_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_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_EXT_vertex_attrib_64bit 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_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_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_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_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
21:46:07 : [gl] GL_max_texture_size: 16384
21:46:07 : [gl] taking advantage of 'GL_multitexture'
21:46:07 : [gl] Sampler count: 4
21:46:07 : [gl] taking advantage of 'GL_ARB_fragment_program'
21:46:07 : [gl] taking advantage of 'GL_texture_mirrored_repeat'
21:46:07 : [gl] taking advantage of 'GL_texture_border_clamp'
21:46:07 : [gl] taking advantage of 'GL_texture_compression'
21:46:07 : [gl] taking advantage of 'GL_EXT_texture_compression_s3tc'
21:46:07 : [gl] taking advantage of 'GL_texture_cube_map'
21:46:07 : [gl] taking advantage of 'GL_texture_env_crossbar'
21:46:07 : [gl] taking advantage of 'GL_texture_env_combine'
21:46:07 : [gl] taking advantage of 'GL_texture_rectangle'
21:46:07 : [gl] taking advantage of 'GL_transpose_matrix'
21:46:07 : [gl] taking advantage of 'GL_vertex_buffer_object'
21:46:07 : [gl] taking advantage of 'GL_ARB_vertex_program'
21:46:07 : [gl] Vertex attribute count: 16
21:46:07 : [gl] taking advantage of 'GL_shader_objects'
21:46:07 : [gl] taking advantage of 'GL_vertex_shader'
21:46:07 : [gl] taking advantage of 'GL_fragment_shader'
21:46:07 : [gl] taking advantage of 'GL_draw_buffers'
21:46:07 : [gl] taking advantage of 'GL_blend_color'
21:46:07 : [gl] taking advantage of 'GL_EXT_compiled_vertex_array'
21:46:07 : [gl] taking advantage of 'GL_draw_range_elements'
21:46:07 : [gl] taking advantage of 'GL_rescale_normal'
21:46:07 : [gl] taking advantage of 'GL_secondary_color'
21:46:07 : [gl] taking advantage of 'GL_separate_spcular_color'
21:46:07 : [gl] taking advantage of 'GL_texture3D'
21:46:07 : [gl] taking advantage of 'GL_texture_edge_clamp'
21:46:07 : [gl] taking advantage of 'GL_texture_env_add'
21:46:07 : [gl] taking advantage of 'GL_EXT_texture_filter_anisotropic'
21:46:07 : [gl] Max anisotropy factor: 16
21:46:07 : [gl] taking advantage of 'GL_NV_register_combiners'
21:46:07 : [gl] taking advantage of 'GL_NV_register_combiners2'
21:46:07 : [gl] taking advantage of 'GL_NV_texture_env_combine4'
21:46:07 : [gl] taking advantage of 'GL_NV_texture_shader'
21:46:07 : [gl] taking advantage of 'GL_NV_texture_shader2'
21:46:07 : [gl] taking advantage of 'GL_NV_texture_shader3'
21:46:07 : [gl] taking advantage of 'GL_NV_fragment_program'
21:46:07 : [gl] taking advantage of 'GL_NV_fragment_program_option'
21:46:07 : [gl] taking advantage of 'GL_NV_fragment_program2'
21:46:07 : [gl] taking advantage of 'GL_NV_vertex_program2'
21:46:07 : [gl] taking advantage of 'GL_NV_vertex_program2_option'
21:46:07 : [gl] taking advantage of 'GL_NV_vertex_program3'
21:46:07 : [gl] taking advantage of 'GL_generate_mipmap'
21:46:07 : [gl] taking advantage of 'GL_framebuffer_object'
21:46:07 : [gl] taking advantage of 'WGL_ARB_extensions_string'
21:46:07 : [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_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
21:46:07 : [gl] taking advantage of 'WGL_EXT_swap_control'
21:46:07 : [gl] taking advantage of 'WGL_ARB_pixel_format'
21:46:07 : [gl] taking advantage of 'GL_ARB_multisample'
21:46:07 : [gl] Detected support for 16x anti-aliasing.
21:46:07 : [gl] Detected support for 8x anti-aliasing.
21:46:07 : [gl] Detected support for 4x anti-aliasing.
21:46:07 : [gl] Detected support for 2x anti-aliasing.
21:46:07 : [gl-quirk] Enabling workaround for alpha-testing overoptimization.
21:46:07 : Rendering path available: GL1X
21:46:07 : Rendering path available: ARB1
21:46:07 : Rendering path available: NV1X
21:46:07 : Rendering path available: NV2X
21:46:07 : Rendering path available: NV3X
21:46:07 : Rendering path available: NV4X
21:46:07 : Rendering path available: ARB2
21:46:07 : Rendering path available: GL2X
21:46:07 : [dx9] Direct3D9Ex detected.
21:46:07 : [dx9] Number of adapters found: 1
21:46:07 : [dx9] Adapter #0: NVIDIA GeForce GT 530 (nvd3dum.dll) [driver version: 8.17.12.6829]
21:46:07 : Rendering path available: SM2X
21:46:07 : Rendering path available: SM3X
21:46:07 : [gl] SetPixelFormat: OK (43, color 32 bits, depth 24 bits).
21:46:07 : [gl] wglCreateContext: OK
21:46:07 : [gl] OpenGL framebuffer context init OK
21:46:07 : [gfx] Created drawable (/procedural/truck0.tobj)
21:46:07 : [gfx] Created drawable (/procedural/truck1.tobj)
21:46:07 : [gfx] Created drawable (/procedural/truck2.tobj)
21:46:07 : [gfx] Created drawable (/procedural/truck3.tobj)
21:46:07 : [gfx] Created drawable (/procedural/truck4.tobj)
21:46:07 : [gfx] Created drawable (/procedural/truck5.tobj)
21:46:07 : [gfx] Created drawable (/procedural/truck6.tobj)
21:46:07 : [gfx] Created drawable (/procedural/truck7.tobj)
21:46:07 : [gfx] Created drawable (/procedural/truck8.tobj)
21:46:07 : [gfx] Created drawable (/procedural/truck9.tobj)
21:46:07 : [gfx] Created drawable (/procedural/dashboard.tobj)
21:46:07 : [gfx] Created drawable (/procedural/close_mirror.tobj)
21:46:07 : [gfx] Created drawable (/procedural/far_mirror.tobj)
21:46:07 : [gfx] Created drawable (/procedural/vehicle_env.tobj)
21:46:07 : [gfx] Created drawable (/procedural/generic_env.tobj)
21:46:07 : [gfx] Created drawable (/procedural/water_env.tobj)
21:46:07 : [gfx] Created drawable (/procedural/ocean_env.tobj)
21:46:07 : Setting UI reference mode to: 1152x864...
21:46:07 : [snd] select device (ds8)
21:46:07 : [ds8] Available device : Primärer Soundtreiber ().
21:46:07 : [ds8] Available device : Speakers (Realtek High Definition Audio) ({0.0.0.00000000}.{5d5fa948-d4e8-4fc9-a5f0-81d746863a2b}).
21:46:07 : [ds8] Available device : Philips 234EL-3 (NVIDIA High Definition Audio) ({0.0.0.00000000}.{930bb973-3ec2-46bc-bbdd-cc121f1c13ca}).
21:46:07 : [ds8] Available device : Realtek Digital Output (Realtek High Definition Audio) ({0.0.0.00000000}.{9d3294a4-dcc2-407d-842c-e982e48432b8}).
21:46:07 : [ds8] Initialization OK.
21:46:07 : [di8] Joystick/GamePad/Wheel device: \bP880
21:46:07 : [di8] Error disabling joystick autocenter (error code: 0x80004001).
21:46:07 : g_ui_recache
21:46:07 : exit
21:46:09 : ui t console:system_02
21:46:11 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
21:46:11 : Loading city data ....
21:46:11 : Loading cargo descriptions ....
21:46:12 : edit
21:46:13 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
21:46:13 : Loading resource server data ....
21:46:13 : Loading road data ....
21:46:13 : Loading terrain data ....
21:46:13 : Loading railing data ....
21:46:13 : Loading building data ....
21:46:13 : Loading model data ....
21:46:13 : Loading prefab data ....
21:46:13 : Loading sign data ....
21:46:13 : Loading traffic lights data ....
21:46:13 : Loading vegetation data ....
21:46:13 : Loading hinges data ....
21:46:13 : Loading stamp data ....
21:46:13 : Loading movers data ....
21:46:13 : Loading animated models ....
21:46:13 : Loading sound item data ....
21:46:13 : Loading live stream data ....
21:46:13 : Loading cargo data ....
21:46:13 : Loading company data ....
21:46:13 : Loading city data ....
21:46:13 : Loading cargo descriptions ....
21:46:13 : [fs] Unable to open file for reading. (/material/editor/germany.dds)
21:46:13 : [dds] Can not load '/material/editor/germany.dds'

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »norderstedtalex« (24. August 2011, 21:49)


Harry Piel

unregistriert

8

Mittwoch, 24. August 2011, 23:43

Nach der LOG-Datei hast Du keinen Mod im Mod-Ordner!

Das ist der Pfad zum ModOrdner >>> Home directory: 'C:/Users/Norderstedtalex/Documents/German Truck Simulator'.

So sieht der Inhalt des GTS-Verzeichnisses aus:


In dem Verzeichnis 'German Truck Simulator' befinden sich vier Ordner und die Log-Datei. In den Ordner 'Mod' muss die scs-Datei 'SimpleFix' hineinkopiert werden. Dann erscheint auch nicht mehr die Meldung >>>
21:46:13 : [fs] Unable to open file for reading. (/material/editor/germany.dds)
21:46:13 : [dds] Can not load '/material/editor/germany.dds'

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Harry Piel« (25. August 2011, 00:06)


kk31

SCS - Junkie

  • »kk31« ist ein verifizierter Benutzer

Beiträge: 599

Danksagungen: 2124

  • Nachricht senden

9

Donnerstag, 25. August 2011, 00:02

Norderstedtalex, du musst auch den mapeditor in fenstermodus machen.



wenn das nicht gemacht wird, dann wird der dir immer wieder abstürtzen.

;)

edit:
ach, was das auch sein kann ist dass du die map nicht mit im mod-ordner hast.
das kann auch diesen absturz machen.


hab nochmal die log angeschaut, fenstermodus haste ja drin, daher dieser edit.

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »kk31« (25. August 2011, 00:02)


norderstedtalex

unregistriert

10

Donnerstag, 25. August 2011, 00:18

Ich bin für eure Hilfe sehr dankbar ich habe grade 2 Std an meinen MAp idee gebastelt habe dann gespeichert. War dann anderweitig zu gange und wollte dann meine Map weiter bauen,gehe auf load Map und was kommt? na klar, die Original Map. So ich habe GTS noch mal Deinstaliert die Pachtes neu instaliert. Ich werde noch einmal das Tutorial von G.Punkt Buchstabe für Buchstabe nach machen und wenn das nicht klappt weiß ich auch nicht weiter.

LG
Alex

P.S mein Schreibtisch hat seit heute einen Gebissabdruck von mir auf der Platte :cursing: :cursing: :cursing: :cursing:


Edit: Ich bin jetzt beim G.Punkt tutorial bei Punkt 4.4 in dem es darum geht aus der mdb datei eine Zip datei zu machen und sobald ich auf "ok " klicke kommt die Meldung" konnte Map.zip nicht erstellen.
Wo liegt mein Fehler??????????
Ich weiß einfach nicht weiter. Hier die aktuelle Log datei

Spoiler Spoiler

******** : log created on : Thursday August 25 2011 @ 00:55:27
00:55:27 : [sys] running on x86 / Windows 7 (version 6.1) / Service Pack 1
00:55:27 : [sys] DirectX version : 4.09.00.0904
00:55:27 : [cpu] GenuineIntel [ Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz] at ~3392MHz.
00:55:27 : [cpu] Features utilized: fpu cmov mmx sse sse2.
00:55:27 : [sys] using QPC / unknown timer (thread affinity: 1), frequency 3312832Hz
00:55:27 : [mem] physical memory detected (4194303K/4194303K)
00:55:27 : [mem] virtual memory detected (2097024K/2024336K)
00:55:27 : [mem] Trying to allocate memory pool (819200K)
00:55:27 : [zipfs] base.scs: mounted ok, 13054 entries [0x3677e796]
00:55:27 : [ufs] registered symlink from /custom_build/de_de to /
00:55:27 : [zipfs] <mem-addr-file>: mounted ok, 9 entries [0x321860e7]
00:55:27 : [ufs] Home directory: 'C:/Users/Norderstedtalex/Documents/German Truck Simulator'.
00:55:27 : exec /home/config.cfg
00:55:27 : [sys] Executing /home/config.cfg ...
00:55:27 : uset g_minicon "0"
00:55:27 : uset g_console "1"
00:55:27 : uset g_trackir "1"
00:55:27 : uset g_developer "1"
00:55:27 : uset g_cargo_sort "0"
00:55:27 : uset g_save_idx "1"
00:55:27 : uset g_mouse_control "0"
00:55:27 : uset g_steering_func_param "0.0"
00:55:27 : uset g_joy_axis_brake_dz "0.0"
00:55:27 : uset g_joy_axis_brake "7"
00:55:27 : uset g_joy_ff_gain "1.0"
00:55:27 : uset g_joy_axis_throttle_dz "0.0"
00:55:27 : uset g_joy_axis_throttle "7"
00:55:27 : uset g_joy_axis_ff "0"
00:55:27 : uset g_joy_axis_combine "0"
00:55:27 : uset g_joy_axis_steer_sens "0.6"
00:55:27 : uset g_joy_axis_steer_dz "0.0"
00:55:27 : uset g_joy_axis_steer "7"
00:55:27 : uset g_tutorial "1"
00:55:27 : uset g_mirrors "1"
00:55:27 : uset g_fatigue "1"
00:55:27 : uset g_police "1"
00:55:27 : uset g_subtitles "0"
00:55:27 : uset g_clock_24 "1"
00:55:27 : uset g_quality "1"
00:55:27 : uset g_reflection "0"
00:55:27 : uset g_mph "0"
00:55:27 : uset g_atrans "1"
00:55:27 : uset g_flyspeed "100.0"
00:55:27 : uset g_lang "de_de"
00:55:27 : uset g_colbox "0"
00:55:27 : uset r_gamma "1.0"
00:55:27 : uset r_path "5"
00:55:27 : uset r_msaa "4"
00:55:27 : uset r_fullscreen "0"
00:55:27 : uset r_mode "1024x768x32x0"
00:55:27 : uset r_device "gl"
00:55:27 : uset r_driver "gl"
00:55:27 : uset g_detail_veg "2"
00:55:27 : uset g_texture_usage_stats "0"
00:55:27 : uset g_fps "0"
00:55:27 : uset g_stream_exts ".ogg;.mp3"
00:55:27 : uset ds8_mix_channels "2"
00:55:27 : uset ds8_mix_depth "16"
00:55:27 : uset ds8_mix_rate "44100"
00:55:27 : uset ds8_reverse_stereo "0"
00:55:27 : uset s_acceleration "0"
00:55:27 : uset s_mix_channels "2"
00:55:27 : uset s_mix_depth "16"
00:55:27 : uset s_mix_rate "44100"
00:55:27 : uset s_sfx_enabled "1"
00:55:27 : uset s_music_enabled "1"
00:55:27 : uset s_sfx_volume "1.0"
00:55:27 : uset s_music_volume "0.8"
00:55:27 : uset s_reverse_stereo "0"
00:55:27 : uset s_device "ds8"
00:55:27 : uset r_vsync "1"
00:55:27 : uset r_quirks "0"
00:55:27 : uset r_anisotropy_factor "0.2"
00:55:27 : uset r_texture_detail "0"
00:55:27 : uset i_force_gain "1.0"
00:55:27 : uset i_feedback "1"
00:55:27 : uset i_joystick2 "-1"
00:55:27 : uset i_joystick1 "-1"
00:55:27 : uset i_deadzone "0.0"
00:55:27 : uset i_device "di8"
00:55:27 : uset m_invert "0"
00:55:27 : uset m_sensitivity "0.33"
00:55:27 : uset m_filter "0"
00:55:27 : uset g_view_dist "1.0"
00:55:27 : German Truck Simulator init ver.1.32 (rev. 27280)
00:55:27 : [gl] ICD OpenGL driver detected.
00:55:27 : [gl] driver: GeForce GT 530/PCI/SSE2
00:55:27 : [gl] vendor: NVIDIA Corporation
00:55:27 : [gl] version: 4.1.0
00:55:27 : [gl] GL extensions: GL_ARB_blend_func_extended 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location 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_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_map_buffer_range 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_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shading_language_100 GL_ARB_shading_language_include GL_ARB_shadow 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_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_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 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_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_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_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_EXT_vertex_attrib_64bit 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_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_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_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_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
00:55:27 : [gl] GL_max_texture_size: 16384
00:55:27 : [gl] taking advantage of 'GL_multitexture'
00:55:27 : [gl] Sampler count: 4
00:55:27 : [gl] taking advantage of 'GL_ARB_fragment_program'
00:55:27 : [gl] taking advantage of 'GL_texture_mirrored_repeat'
00:55:27 : [gl] taking advantage of 'GL_texture_border_clamp'
00:55:27 : [gl] taking advantage of 'GL_texture_compression'
00:55:27 : [gl] taking advantage of 'GL_EXT_texture_compression_s3tc'
00:55:27 : [gl] taking advantage of 'GL_texture_cube_map'
00:55:27 : [gl] taking advantage of 'GL_texture_env_crossbar'
00:55:27 : [gl] taking advantage of 'GL_texture_env_combine'
00:55:27 : [gl] taking advantage of 'GL_texture_rectangle'
00:55:27 : [gl] taking advantage of 'GL_transpose_matrix'
00:55:27 : [gl] taking advantage of 'GL_vertex_buffer_object'
00:55:27 : [gl] taking advantage of 'GL_ARB_vertex_program'
00:55:27 : [gl] Vertex attribute count: 16
00:55:27 : [gl] taking advantage of 'GL_shader_objects'
00:55:27 : [gl] taking advantage of 'GL_vertex_shader'
00:55:27 : [gl] taking advantage of 'GL_fragment_shader'
00:55:27 : [gl] taking advantage of 'GL_draw_buffers'
00:55:27 : [gl] taking advantage of 'GL_blend_color'
00:55:27 : [gl] taking advantage of 'GL_EXT_compiled_vertex_array'
00:55:27 : [gl] taking advantage of 'GL_draw_range_elements'
00:55:27 : [gl] taking advantage of 'GL_rescale_normal'
00:55:27 : [gl] taking advantage of 'GL_secondary_color'
00:55:27 : [gl] taking advantage of 'GL_separate_spcular_color'
00:55:27 : [gl] taking advantage of 'GL_texture3D'
00:55:27 : [gl] taking advantage of 'GL_texture_edge_clamp'
00:55:27 : [gl] taking advantage of 'GL_texture_env_add'
00:55:27 : [gl] taking advantage of 'GL_EXT_texture_filter_anisotropic'
00:55:27 : [gl] Max anisotropy factor: 16
00:55:27 : [gl] taking advantage of 'GL_NV_register_combiners'
00:55:27 : [gl] taking advantage of 'GL_NV_register_combiners2'
00:55:27 : [gl] taking advantage of 'GL_NV_texture_env_combine4'
00:55:27 : [gl] taking advantage of 'GL_NV_texture_shader'
00:55:27 : [gl] taking advantage of 'GL_NV_texture_shader2'
00:55:27 : [gl] taking advantage of 'GL_NV_texture_shader3'
00:55:27 : [gl] taking advantage of 'GL_NV_fragment_program'
00:55:27 : [gl] taking advantage of 'GL_NV_fragment_program_option'
00:55:27 : [gl] taking advantage of 'GL_NV_fragment_program2'
00:55:27 : [gl] taking advantage of 'GL_NV_vertex_program2'
00:55:27 : [gl] taking advantage of 'GL_NV_vertex_program2_option'
00:55:27 : [gl] taking advantage of 'GL_NV_vertex_program3'
00:55:27 : [gl] taking advantage of 'GL_generate_mipmap'
00:55:27 : [gl] taking advantage of 'GL_framebuffer_object'
00:55:27 : [gl] taking advantage of 'WGL_ARB_extensions_string'
00:55:27 : [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_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
00:55:27 : [gl] taking advantage of 'WGL_EXT_swap_control'
00:55:27 : [gl] taking advantage of 'WGL_ARB_pixel_format'
00:55:27 : [gl] taking advantage of 'GL_ARB_multisample'
00:55:27 : [gl] Detected support for 16x anti-aliasing.
00:55:27 : [gl] Detected support for 8x anti-aliasing.
00:55:27 : [gl] Detected support for 4x anti-aliasing.
00:55:27 : [gl] Detected support for 2x anti-aliasing.
00:55:27 : [gl-quirk] Enabling workaround for alpha-testing overoptimization.
00:55:27 : Rendering path available: GL1X
00:55:27 : Rendering path available: ARB1
00:55:27 : Rendering path available: NV1X
00:55:27 : Rendering path available: NV2X
00:55:27 : Rendering path available: NV3X
00:55:27 : Rendering path available: NV4X
00:55:27 : Rendering path available: ARB2
00:55:27 : Rendering path available: GL2X
00:55:27 : [dx9] Direct3D9Ex detected.
00:55:27 : [dx9] Number of adapters found: 1
00:55:27 : [dx9] Adapter #0: NVIDIA GeForce GT 530 (nvd3dum.dll) [driver version: 8.17.12.6829]
00:55:27 : Rendering path available: SM2X
00:55:27 : Rendering path available: SM3X
00:55:27 : [gl] SetPixelFormat: OK (31, color 32 bits, depth 24 bits).
00:55:27 : [gl] wglCreateContext: OK
00:55:27 : [gl] OpenGL framebuffer context init OK
00:55:27 : [gfx] Created drawable (/procedural/truck0.tobj)
00:55:27 : [gfx] Created drawable (/procedural/truck1.tobj)
00:55:27 : [gfx] Created drawable (/procedural/truck2.tobj)
00:55:27 : [gfx] Created drawable (/procedural/truck3.tobj)
00:55:27 : [gfx] Created drawable (/procedural/truck4.tobj)
00:55:27 : [gfx] Created drawable (/procedural/truck5.tobj)
00:55:27 : [gfx] Created drawable (/procedural/truck6.tobj)
00:55:27 : [gfx] Created drawable (/procedural/truck7.tobj)
00:55:27 : [gfx] Created drawable (/procedural/truck8.tobj)
00:55:27 : [gfx] Created drawable (/procedural/truck9.tobj)
00:55:27 : [gfx] Created drawable (/procedural/dashboard.tobj)
00:55:27 : [gfx] Created drawable (/procedural/close_mirror.tobj)
00:55:27 : [gfx] Created drawable (/procedural/far_mirror.tobj)
00:55:27 : [gfx] Created drawable (/procedural/vehicle_env.tobj)
00:55:27 : [gfx] Created drawable (/procedural/generic_env.tobj)
00:55:27 : [gfx] Created drawable (/procedural/water_env.tobj)
00:55:27 : [gfx] Created drawable (/procedural/ocean_env.tobj)
00:55:27 : Setting UI reference mode to: 1152x864...
00:55:27 : [snd] select device (ds8)
00:55:27 : [ds8] Available device : Primärer Soundtreiber ().
00:55:27 : [ds8] Available device : Speakers (Realtek High Definition Audio) ({0.0.0.00000000}.{5d5fa948-d4e8-4fc9-a5f0-81d746863a2b}).
00:55:27 : [ds8] Available device : Philips 234EL-3 (NVIDIA High Definition Audio) ({0.0.0.00000000}.{930bb973-3ec2-46bc-bbdd-cc121f1c13ca}).
00:55:27 : [ds8] Available device : Realtek Digital Output (Realtek High Definition Audio) ({0.0.0.00000000}.{9d3294a4-dcc2-407d-842c-e982e48432b8}).
00:55:27 : [ds8] Initialization OK.
00:55:27 : [di8] Joystick/GamePad/Wheel device: \bP880
00:55:27 : [di8] Error disabling joystick autocenter (error code: 0x80004001).
00:55:27 : g_ui_recache
00:55:27 : exit
00:55:29 : ui t console:system_02
00:55:31 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
00:55:31 : Loading city data ....
00:55:31 : Loading cargo descriptions ....
00:55:32 : edit
00:55:32 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
00:55:32 : Loading resource server data ....
00:55:32 : Loading road data ....
00:55:32 : Loading terrain data ....
00:55:32 : Loading railing data ....
00:55:32 : Loading building data ....
00:55:32 : Loading model data ....
00:55:32 : Loading prefab data ....
00:55:32 : Loading sign data ....
00:55:32 : Loading traffic lights data ....
00:55:32 : Loading vegetation data ....
00:55:32 : Loading hinges data ....
00:55:32 : Loading stamp data ....
00:55:32 : Loading movers data ....
00:55:32 : Loading animated models ....
00:55:32 : Loading sound item data ....
00:55:32 : Loading live stream data ....
00:55:32 : Loading cargo data ....
00:55:32 : Loading company data ....
00:55:32 : Loading city data ....
00:55:32 : Loading cargo descriptions ....
00:55:32 : [fs] Unable to open file for reading. (/material/editor/germany.dds)
00:55:32 : [dds] Can not load '/material/editor/germany.dds'
00:55:37 : mm_flush
00:55:37 : Map '/map/germany.mbd' loading started ....
00:55:37 : Map successfully loaded ....
00:55:46 : quit
00:55:46 : [gfx] Destroying drawable (/procedural/truck0.tobj)
00:55:46 : [gfx] Destroying drawable (/procedural/truck1.tobj)
00:55:46 : [gfx] Destroying drawable (/procedural/truck2.tobj)
00:55:46 : [gfx] Destroying drawable (/procedural/truck3.tobj)
00:55:46 : [gfx] Destroying drawable (/procedural/truck4.tobj)
00:55:46 : [gfx] Destroying drawable (/procedural/truck5.tobj)
00:55:46 : [gfx] Destroying drawable (/procedural/truck6.tobj)
00:55:46 : [gfx] Destroying drawable (/procedural/truck7.tobj)
00:55:46 : [gfx] Destroying drawable (/procedural/truck8.tobj)
00:55:46 : [gfx] Destroying drawable (/procedural/truck9.tobj)
00:55:46 : [gfx] Destroying drawable (/procedural/dashboard.tobj)
00:55:46 : [gfx] Destroying drawable (/procedural/close_mirror.tobj)
00:55:46 : [gfx] Destroying drawable (/procedural/far_mirror.tobj)
00:55:46 : [gfx] Destroying drawable (/procedural/water_env.tobj)
00:55:46 : [gfx] Destroying drawable (/procedural/ocean_env.tobj)
00:55:46 : [gfx] Destroying drawable (/procedural/generic_env.tobj)
00:55:46 : [gfx] Destroying drawable (/procedural/vehicle_env.tobj)
00:55:46 : [gl] Context shutdown
00:55:46 : [sys] process shutdown

Ich kann machen was ich will es kommt immer die original Map und selbst wenn ich die veränder bleibt nach dem Laden alles beim alten ich war auch schon mal weiter ich weiß aber keine Ahnung wie ich das gemacht habe

LG
Alex

Dieser Beitrag wurde bereits 3 mal editiert, zuletzt von »norderstedtalex« (25. August 2011, 01:02)


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