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Darstellungsproblem mit Truck

Antworten im Thema: 10 » Der letzte Beitrag (28. Januar 2012, 15:12) ist von Tobias86.

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Tobias86

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1

Montag, 23. Januar 2012, 12:06

Darstellungsproblem mit Truck

Hallo zusammen,

ich habe mir vor kurzem einen MAN Truck (Gartner KG look) aus dem hiesigen Downloadbereich besorgt.

Momentan spiele ich den GTS in Version 1.32. Dieser Truck funktionierte auf Anhieb nicht sofort, war wohl noch auf 1.02 ausgelegt. Ich habe die definition gemäß dem Umschreibetutorial ETS->GTS (also alles ab physical von einem funktionierenden gleichwertigen GTS 1.32 Truck, in die MAN Gartner KG definition kopiert) geändert. Nun kann der Truck im Spiel gefahren werden, jedoch gibt es zahlreiche Darstellungsprobleme (siehe Bild).



Kann mir jemand helfen, die Darstellungsprobleme zu beheben. Das wäre richtig super. Schonmal danke vorab!!

Spoiler Spoiler

******** : log created on : Monday January 23 2012 @ 11:44:09
11:44:09 : [sys] running on x86 / Windows 7 (version 6.1) /
11:44:09 : [sys] DirectX version : 4.09.00.0904
11:44:09 : [cpu] GenuineIntel [Pentium(R) Dual-Core CPU T4500 @ 2.30GHz] at ~2294MHz.
11:44:09 : [cpu] Features utilized: fpu cmov mmx sse sse2.
11:44:09 : [sys] using QPC / unknown timer (thread affinity: 0), frequency 2240507Hz
11:44:09 : [mem] physical memory detected (4189108K/2897052K)
11:44:09 : [mem] virtual memory detected (2097024K/2025032K)
11:44:09 : [mem] Trying to allocate memory pool (819200K)
11:44:09 : [zipfs] base.scs: mounted ok, 13054 entries [0x3677e796]
11:44:09 : [ufs] registered symlink from /custom_build/de_de to /
11:44:09 : [zipfs] <mem-addr-file>: mounted ok, 9 entries [0x321860e7]
11:44:09 : [ufs] Home directory: 'C:/Users/debellumrom/Documents/German Truck Simulator'.
11:44:09 : Mounting extra package: C:/Users/debellumrom/Documents/German Truck Simulator/mod/Camera nr. 2.scs
11:44:09 : [zipfs] Camera nr. 2.scs: mounted ok, 6 entries [0xf66544d7]
11:44:09 : Mounting extra package: C:/Users/debellumrom/Documents/German Truck Simulator/mod/MAN TGX XXL 18.430 Low.scs
11:44:09 : [zipfs] Failed to process incompatible zip entry: vehicle/wheel
11:44:09 : [zipfs] MAN TGX XXL 18.430 Low.scs: mounted ok, 28 entries [0x5cab8650]
11:44:09 : Mounting extra package: C:/Users/debellumrom/Documents/German Truck Simulator/mod/Mega_Flare_Pack_V3.by_Harald-V70-VCB.scs
11:44:09 : [zipfs] Mega_Flare_Pack_V3.by_Harald-V70-VCB.scs: mounted ok, 470 entries [0x5c938adf]
11:44:09 : exec /home/config.cfg
11:44:09 : [sys] Executing /home/config.cfg ...
11:44:09 : uset g_minicon "0"
11:44:09 : uset g_console "1"
11:44:09 : uset g_trackir "1"
11:44:09 : uset g_developer "1"
11:44:09 : uset g_cargo_sort "0"
11:44:09 : uset g_save_idx "7"
11:44:09 : uset g_mouse_control "0"
11:44:09 : uset g_steering_func_param "0.18"
11:44:09 : uset g_joy_axis_brake_dz "0.0"
11:44:09 : uset g_joy_axis_brake "7"
11:44:09 : uset g_joy_ff_gain "1.0"
11:44:09 : uset g_joy_axis_throttle_dz "0.0"
11:44:09 : uset g_joy_axis_throttle "7"
11:44:09 : uset g_joy_axis_ff "0"
11:44:09 : uset g_joy_axis_combine "0"
11:44:09 : uset g_joy_axis_steer_sens "0.45"
11:44:09 : uset g_joy_axis_steer_dz "0"
11:44:09 : uset g_joy_axis_steer "0"
11:44:09 : uset g_tutorial "0"
11:44:09 : uset g_mirrors "1"
11:44:09 : uset g_fatigue "1"
11:44:09 : uset g_police "0"
11:44:09 : uset g_subtitles "0"
11:44:09 : uset g_clock_24 "1"
11:44:09 : uset g_quality "1"
11:44:09 : uset g_reflection "0"
11:44:09 : uset g_mph "0"
11:44:09 : uset g_atrans "1"
11:44:09 : uset g_flyspeed "100.0"
11:44:09 : uset g_lang "de_de"
11:44:09 : uset g_colbox "0"
11:44:09 : uset r_gamma "1.0"
11:44:09 : uset r_path "5"
11:44:09 : uset r_msaa "4"
11:44:09 : uset r_fullscreen "1"
11:44:09 : uset r_mode "1600x900x32x0"
11:44:09 : uset r_device "gl"
11:44:09 : uset r_driver "gl"
11:44:09 : uset g_detail_veg "2"
11:44:09 : uset g_texture_usage_stats "0"
11:44:09 : uset g_fps "0"
11:44:09 : uset g_stream_exts ".ogg;.mp3"
11:44:09 : uset ds8_mix_channels "2"
11:44:09 : uset ds8_mix_depth "16"
11:44:09 : uset ds8_mix_rate "44100"
11:44:09 : uset ds8_reverse_stereo "0"
11:44:09 : uset s_acceleration "0"
11:44:09 : uset s_mix_channels "2"
11:44:09 : uset s_mix_depth "16"
11:44:09 : uset s_mix_rate "44100"
11:44:09 : uset s_sfx_enabled "1"
11:44:09 : uset s_music_enabled "1"
11:44:09 : uset s_sfx_volume "1"
11:44:09 : uset s_music_volume "0.62"
11:44:09 : uset s_reverse_stereo "0"
11:44:09 : uset s_device "ds8"
11:44:09 : uset r_vsync "1"
11:44:09 : uset r_quirks "0"
11:44:09 : uset r_anisotropy_factor "0.2"
11:44:09 : uset r_texture_detail "0"
11:44:09 : uset i_force_gain "1.0"
11:44:09 : uset i_feedback "1"
11:44:09 : uset i_joystick2 "-1"
11:44:09 : uset i_joystick1 "-1"
11:44:09 : uset i_deadzone "0.0"
11:44:09 : uset i_device "di8"
11:44:09 : uset m_invert "0"
11:44:09 : uset m_sensitivity "0.33"
11:44:09 : uset m_filter "0"
11:44:09 : uset g_view_dist "1.0"
11:44:09 : German Truck Simulator init ver.1.32 (rev. 27280)
11:44:10 : [gl] ICD OpenGL driver detected.
11:44:10 : [gl] driver: GeForce G210M/PCI/SSE2
11:44:10 : [gl] vendor: NVIDIA Corporation
11:44:10 : [gl] version: 3.1 NVIDIA 187.66
11:44:10 : [gl] GL extensions: GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_compatibility GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_framebuffer_object GL_ARB_geometry_shader4 GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader 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_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_bindable_uniform 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_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats 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_specular_color 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_sRGB GL_EXT_texture_swizzle GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render 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_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_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal 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_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NV_vertex_buffer_unified_memory GL_NV_shader_buffer_load 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
11:44:10 : [gl] GL_max_texture_size: 8192
11:44:10 : [gl] taking advantage of 'GL_multitexture'
11:44:10 : [gl] Sampler count: 4
11:44:10 : [gl] taking advantage of 'GL_ARB_fragment_program'
11:44:10 : [gl] taking advantage of 'GL_texture_mirrored_repeat'
11:44:10 : [gl] taking advantage of 'GL_texture_border_clamp'
11:44:10 : [gl] taking advantage of 'GL_texture_compression'
11:44:10 : [gl] taking advantage of 'GL_EXT_texture_compression_s3tc'
11:44:10 : [gl] taking advantage of 'GL_texture_cube_map'
11:44:10 : [gl] taking advantage of 'GL_texture_env_crossbar'
11:44:10 : [gl] taking advantage of 'GL_texture_env_combine'
11:44:10 : [gl] taking advantage of 'GL_texture_rectangle'
11:44:10 : [gl] taking advantage of 'GL_transpose_matrix'
11:44:10 : [gl] taking advantage of 'GL_vertex_buffer_object'
11:44:10 : [gl] taking advantage of 'GL_ARB_vertex_program'
11:44:10 : [gl] Vertex attribute count: 16
11:44:10 : [gl] taking advantage of 'GL_shader_objects'
11:44:10 : [gl] taking advantage of 'GL_vertex_shader'
11:44:10 : [gl] taking advantage of 'GL_fragment_shader'
11:44:10 : [gl] taking advantage of 'GL_draw_buffers'
11:44:10 : [gl] taking advantage of 'GL_blend_color'
11:44:10 : [gl] taking advantage of 'GL_EXT_compiled_vertex_array'
11:44:10 : [gl] taking advantage of 'GL_draw_range_elements'
11:44:10 : [gl] taking advantage of 'GL_rescale_normal'
11:44:10 : [gl] taking advantage of 'GL_secondary_color'
11:44:10 : [gl] taking advantage of 'GL_separate_spcular_color'
11:44:10 : [gl] taking advantage of 'GL_texture3D'
11:44:10 : [gl] taking advantage of 'GL_texture_edge_clamp'
11:44:10 : [gl] taking advantage of 'GL_texture_env_add'
11:44:10 : [gl] taking advantage of 'GL_EXT_texture_filter_anisotropic'
11:44:10 : [gl] Max anisotropy factor: 16
11:44:10 : [gl] taking advantage of 'GL_NV_register_combiners'
11:44:10 : [gl] taking advantage of 'GL_NV_register_combiners2'
11:44:10 : [gl] taking advantage of 'GL_NV_texture_env_combine4'
11:44:10 : [gl] taking advantage of 'GL_NV_texture_shader'
11:44:10 : [gl] taking advantage of 'GL_NV_texture_shader2'
11:44:10 : [gl] taking advantage of 'GL_NV_texture_shader3'
11:44:10 : [gl] taking advantage of 'GL_NV_fragment_program'
11:44:10 : [gl] taking advantage of 'GL_NV_fragment_program_option'
11:44:10 : [gl] taking advantage of 'GL_NV_fragment_program2'
11:44:10 : [gl] taking advantage of 'GL_NV_vertex_program2'
11:44:10 : [gl] taking advantage of 'GL_NV_vertex_program2_option'
11:44:10 : [gl] taking advantage of 'GL_NV_vertex_program3'
11:44:10 : [gl] taking advantage of 'GL_generate_mipmap'
11:44:10 : [gl] taking advantage of 'GL_framebuffer_object'
11:44:10 : [gl] taking advantage of 'WGL_ARB_extensions_string'
11:44:10 : [gl] WGL extensions: WGL_ARB_buffer_region 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_ARB_create_context WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
11:44:10 : [gl] taking advantage of 'WGL_EXT_swap_control'
11:44:10 : [gl] taking advantage of 'WGL_ARB_pixel_format'
11:44:10 : [gl] taking advantage of 'GL_ARB_multisample'
11:44:10 : [gl] Detected support for 16x anti-aliasing.
11:44:10 : [gl] Detected support for 8x anti-aliasing.
11:44:10 : [gl] Detected support for 4x anti-aliasing.
11:44:10 : [gl] Detected support for 2x anti-aliasing.
11:44:10 : [gl-quirk] Enabling workaround for alpha-testing overoptimization.
11:44:10 : Rendering path available: GL1X
11:44:10 : Rendering path available: ARB1
11:44:10 : Rendering path available: NV1X
11:44:10 : Rendering path available: NV2X
11:44:10 : Rendering path available: NV3X
11:44:10 : Rendering path available: NV4X
11:44:10 : Rendering path available: ARB2
11:44:10 : Rendering path available: GL2X
11:44:10 : [dx9] Direct3D9Ex detected.
11:44:10 : [dx9] Number of adapters found: 1
11:44:10 : [dx9] Adapter #0: NVIDIA GeForce G210M (nvd3dum.dll) [driver version: 8.16.11.8766]
11:44:10 : Rendering path available: SM2X
11:44:10 : Rendering path available: SM3X
11:44:10 : [gl] CDS init: OK
11:44:11 : [gl] SetPixelFormat: OK (31, color 32 bits, depth 24 bits).
11:44:11 : [gl] wglCreateContext: OK
11:44:11 : [gl] OpenGL framebuffer context init OK
11:44:11 : [gfx] Created drawable (/procedural/truck0.tobj)
11:44:11 : [gfx] Created drawable (/procedural/truck1.tobj)
11:44:11 : [gfx] Created drawable (/procedural/truck2.tobj)
11:44:11 : [gfx] Created drawable (/procedural/truck3.tobj)
11:44:11 : [gfx] Created drawable (/procedural/truck4.tobj)
11:44:11 : [gfx] Created drawable (/procedural/truck5.tobj)
11:44:11 : [gfx] Created drawable (/procedural/truck6.tobj)
11:44:11 : [gfx] Created drawable (/procedural/truck7.tobj)
11:44:11 : [gfx] Created drawable (/procedural/truck8.tobj)
11:44:11 : [gfx] Created drawable (/procedural/truck9.tobj)
11:44:11 : [gfx] Created drawable (/procedural/dashboard.tobj)
11:44:11 : [gfx] Created drawable (/procedural/close_mirror.tobj)
11:44:11 : [gfx] Created drawable (/procedural/far_mirror.tobj)
11:44:11 : [gfx] Created drawable (/procedural/vehicle_env.tobj)
11:44:11 : [gfx] Created drawable (/procedural/generic_env.tobj)
11:44:11 : [gfx] Created drawable (/procedural/water_env.tobj)
11:44:11 : [gfx] Created drawable (/procedural/ocean_env.tobj)
11:44:11 : Setting UI reference mode to: 1152x864...
11:44:11 : [snd] select device (ds8)
11:44:11 : [ds8] Available device : Primärer Soundtreiber ().
11:44:11 : [ds8] Available device : Lautsprecher (Realtek High Definition Audio) ({0.0.0.00000000}.{40ccb6ba-9541-4ff1-aa75-541e1e221f6b}).
11:44:11 : [ds8] Available device : Realtek Digital Output (Realtek High Definition Audio) ({0.0.0.00000000}.{c672e529-b124-45ea-8a26-5481d5738515}).
11:44:11 : [ds8] Initialization OK.
11:44:11 : g_ui_recache
11:44:11 : exit
11:44:15 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
11:44:15 : Loading city data ....
11:44:15 : Loading cargo descriptions ....
11:44:26 : game
11:44:26 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
11:44:27 : Loading resource server data ....
11:44:27 : Loading road data ....
11:44:27 : Loading terrain data ....
11:44:27 : Loading railing data ....
11:44:27 : Loading building data ....
11:44:27 : Loading model data ....
11:44:27 : Loading prefab data ....
11:44:27 : Loading sign data ....
11:44:27 : Loading traffic lights data ....
11:44:27 : Loading vegetation data ....
11:44:27 : Loading hinges data ....
11:44:27 : Loading stamp data ....
11:44:27 : Loading movers data ....
11:44:27 : Loading animated models ....
11:44:27 : Loading sound item data ....
11:44:27 : Loading live stream data ....
11:44:27 : Loading cargo data ....
11:44:27 : Loading company data ....
11:44:27 : Loading city data ....
11:44:27 : Loading cargo descriptions ....
11:44:27 : Map '/map/germany.mbd' loading started ....
11:44:28 : Map successfully loaded ....
11:44:28 : Starting the saved game (/home/save/1) ...
11:44:55 : screenshot
11:44:56 : Screenshot written: '/screenshot/gts_00171.png'.
11:45:07 : exit
11:45:07 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
11:45:07 : Loading city data ....
11:45:07 : Loading cargo descriptions ....
11:45:10 : quit
11:45:10 : [gfx] Destroying drawable (/procedural/truck0.tobj)
11:45:10 : [gfx] Destroying drawable (/procedural/truck1.tobj)
11:45:10 : [gfx] Destroying drawable (/procedural/truck2.tobj)
11:45:10 : [gfx] Destroying drawable (/procedural/truck3.tobj)
11:45:10 : [gfx] Destroying drawable (/procedural/truck4.tobj)
11:45:10 : [gfx] Destroying drawable (/procedural/truck5.tobj)
11:45:10 : [gfx] Destroying drawable (/procedural/truck6.tobj)
11:45:10 : [gfx] Destroying drawable (/procedural/truck7.tobj)
11:45:10 : [gfx] Destroying drawable (/procedural/truck8.tobj)
11:45:10 : [gfx] Destroying drawable (/procedural/truck9.tobj)
11:45:10 : [gfx] Destroying drawable (/procedural/dashboard.tobj)
11:45:10 : [gfx] Destroying drawable (/procedural/close_mirror.tobj)
11:45:10 : [gfx] Destroying drawable (/procedural/far_mirror.tobj)
11:45:10 : [gfx] Destroying drawable (/procedural/water_env.tobj)
11:45:10 : [gfx] Destroying drawable (/procedural/ocean_env.tobj)
11:45:10 : [gfx] Destroying drawable (/procedural/generic_env.tobj)
11:45:10 : [gfx] Destroying drawable (/procedural/vehicle_env.tobj)
11:45:10 : [gl] Context shutdown
11:45:10 : [gl] CDS shutdown: OK
11:45:11 : [sys] process shutdown



Gruß,
Tobias

Henne

TS24 - Freund

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  • »Henne« ist ein verifizierter Benutzer

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2

Montag, 23. Januar 2012, 14:17

Also aus der Vernutung heraus denke ich das du mit dx9 spielst. Es kann sein das der skin eine png Datei ist, also nur unter Open gl spielbar ist. Also ich würde dir Raten das um zustellen. Dann müsste es gehen. Und Pack die win rar Datei mal neu ;)

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chloro

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3

Montag, 23. Januar 2012, 14:53

alle dateien in DXT 5 abspeichern, dann geht es.
png´s werden nur bei GTS 1.0 moch erkannt. ;)


mfg chloro
Spinn ich oder ist das absurd
(Dr.House; Staffel 2, Folge 1) :thumbsup:
Achtung Koffeiniker :this:

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Tobias86

unregistriert

4

Montag, 23. Januar 2012, 22:18

Nabend zusammen,

erstmal vielen Dank für diese Tipps.

Habe mir das .dds Plugin für mein Photoshop runtergeladen und die .png Dateien als DIXT 5 abgespeichert. Danach die 4 .png durch die 4 neuen .dds Dateien ersetzt.

Bedauerlicherweise stürzt nun das spiel beim Laden des savegames ab. Habe ich was vergessen?


Poste gleichmal das aktuelle Log.

Spoiler Spoiler

******** : log created on : Monday January 23 2012 @ 22:09:09
22:09:09 : [sys] running on x86 / Windows 7 (version 6.1) /
22:09:09 : [sys] DirectX version : 4.09.00.0904
22:09:09 : [cpu] GenuineIntel [Pentium(R) Dual-Core CPU T4500 @ 2.30GHz] at ~2294MHz.
22:09:09 : [cpu] Features utilized: fpu cmov mmx sse sse2.
22:09:09 : [sys] using QPC / unknown timer (thread affinity: 0), frequency 2240517Hz
22:09:09 : [mem] physical memory detected (4189108K/2509032K)
22:09:09 : [mem] virtual memory detected (2097024K/2025032K)
22:09:09 : [mem] Trying to allocate memory pool (819200K)
22:09:10 : [zipfs] base.scs: mounted ok, 13054 entries [0x3677e796]
22:09:10 : [ufs] registered symlink from /custom_build/de_de to /
22:09:10 : [zipfs] <mem-addr-file>: mounted ok, 9 entries [0x321860e7]
22:09:10 : [ufs] Home directory: 'C:/Users/debellumrom/Documents/German Truck Simulator'.
22:09:10 : Mounting extra package: C:/Users/debellumrom/Documents/German Truck Simulator/mod/MAN TGX XXL 18.430 Low.scs
22:09:10 : [zipfs] Failed to process incompatible zip entry: vehicle/wheel
22:09:10 : [zipfs] MAN TGX XXL 18.430 Low.scs: mounted ok, 28 entries [0x40381bf7]
22:09:10 : exec /home/config.cfg
22:09:10 : [sys] Executing /home/config.cfg ...
22:09:10 : uset g_minicon "0"
22:09:10 : uset g_console "1"
22:09:10 : uset g_trackir "1"
22:09:10 : uset g_developer "1"
22:09:10 : uset g_cargo_sort "0"
22:09:10 : uset g_save_idx "7"
22:09:10 : uset g_mouse_control "0"
22:09:10 : uset g_steering_func_param "0.18"
22:09:10 : uset g_joy_axis_brake_dz "0.0"
22:09:10 : uset g_joy_axis_brake "7"
22:09:10 : uset g_joy_ff_gain "1.0"
22:09:10 : uset g_joy_axis_throttle_dz "0.0"
22:09:10 : uset g_joy_axis_throttle "7"
22:09:10 : uset g_joy_axis_ff "0"
22:09:10 : uset g_joy_axis_combine "0"
22:09:10 : uset g_joy_axis_steer_sens "0.45"
22:09:10 : uset g_joy_axis_steer_dz "0"
22:09:10 : uset g_joy_axis_steer "0"
22:09:10 : uset g_tutorial "0"
22:09:10 : uset g_mirrors "1"
22:09:10 : uset g_fatigue "1"
22:09:10 : uset g_police "0"
22:09:10 : uset g_subtitles "0"
22:09:10 : uset g_clock_24 "1"
22:09:10 : uset g_quality "1"
22:09:10 : uset g_reflection "0"
22:09:10 : uset g_mph "0"
22:09:10 : uset g_atrans "1"
22:09:10 : uset g_flyspeed "100.0"
22:09:10 : uset g_lang "de_de"
22:09:10 : uset g_colbox "0"
22:09:10 : uset r_gamma "1.0"
22:09:10 : uset r_path "5"
22:09:10 : uset r_msaa "4"
22:09:10 : uset r_fullscreen "1"
22:09:10 : uset r_mode "1600x900x32x0"
22:09:10 : uset r_device "gl"
22:09:10 : uset r_driver "gl"
22:09:10 : uset g_detail_veg "2"
22:09:10 : uset g_texture_usage_stats "0"
22:09:10 : uset g_fps "0"
22:09:10 : uset g_stream_exts ".ogg;.mp3"
22:09:10 : uset ds8_mix_channels "2"
22:09:10 : uset ds8_mix_depth "16"
22:09:10 : uset ds8_mix_rate "44100"
22:09:10 : uset ds8_reverse_stereo "0"
22:09:10 : uset s_acceleration "0"
22:09:10 : uset s_mix_channels "2"
22:09:10 : uset s_mix_depth "16"
22:09:10 : uset s_mix_rate "44100"
22:09:10 : uset s_sfx_enabled "1"
22:09:10 : uset s_music_enabled "1"
22:09:10 : uset s_sfx_volume "1"
22:09:10 : uset s_music_volume "0.62"
22:09:10 : uset s_reverse_stereo "0"
22:09:10 : uset s_device "ds8"
22:09:10 : uset r_vsync "1"
22:09:10 : uset r_quirks "0"
22:09:10 : uset r_anisotropy_factor "0.2"
22:09:10 : uset r_texture_detail "0"
22:09:10 : uset i_force_gain "1.0"
22:09:10 : uset i_feedback "1"
22:09:10 : uset i_joystick2 "-1"
22:09:10 : uset i_joystick1 "-1"
22:09:10 : uset i_deadzone "0.0"
22:09:10 : uset i_device "di8"
22:09:10 : uset m_invert "0"
22:09:10 : uset m_sensitivity "0.33"
22:09:10 : uset m_filter "0"
22:09:10 : uset g_view_dist "1.0"
22:09:10 : German Truck Simulator init ver.1.32 (rev. 27280)
22:09:10 : [gl] ICD OpenGL driver detected.
22:09:10 : [gl] driver: GeForce G210M/PCI/SSE2
22:09:10 : [gl] vendor: NVIDIA Corporation
22:09:10 : [gl] version: 3.1 NVIDIA 187.66
22:09:10 : [gl] GL extensions: GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_compatibility GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_framebuffer_object GL_ARB_geometry_shader4 GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader 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_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_bindable_uniform 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_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats 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_specular_color 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_sRGB GL_EXT_texture_swizzle GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render 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_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_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal 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_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NV_vertex_buffer_unified_memory GL_NV_shader_buffer_load 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
22:09:10 : [gl] GL_max_texture_size: 8192
22:09:10 : [gl] taking advantage of 'GL_multitexture'
22:09:10 : [gl] Sampler count: 4
22:09:10 : [gl] taking advantage of 'GL_ARB_fragment_program'
22:09:10 : [gl] taking advantage of 'GL_texture_mirrored_repeat'
22:09:10 : [gl] taking advantage of 'GL_texture_border_clamp'
22:09:10 : [gl] taking advantage of 'GL_texture_compression'
22:09:10 : [gl] taking advantage of 'GL_EXT_texture_compression_s3tc'
22:09:10 : [gl] taking advantage of 'GL_texture_cube_map'
22:09:10 : [gl] taking advantage of 'GL_texture_env_crossbar'
22:09:10 : [gl] taking advantage of 'GL_texture_env_combine'
22:09:10 : [gl] taking advantage of 'GL_texture_rectangle'
22:09:10 : [gl] taking advantage of 'GL_transpose_matrix'
22:09:10 : [gl] taking advantage of 'GL_vertex_buffer_object'
22:09:10 : [gl] taking advantage of 'GL_ARB_vertex_program'
22:09:10 : [gl] Vertex attribute count: 16
22:09:10 : [gl] taking advantage of 'GL_shader_objects'
22:09:10 : [gl] taking advantage of 'GL_vertex_shader'
22:09:10 : [gl] taking advantage of 'GL_fragment_shader'
22:09:10 : [gl] taking advantage of 'GL_draw_buffers'
22:09:10 : [gl] taking advantage of 'GL_blend_color'
22:09:10 : [gl] taking advantage of 'GL_EXT_compiled_vertex_array'
22:09:10 : [gl] taking advantage of 'GL_draw_range_elements'
22:09:10 : [gl] taking advantage of 'GL_rescale_normal'
22:09:10 : [gl] taking advantage of 'GL_secondary_color'
22:09:10 : [gl] taking advantage of 'GL_separate_spcular_color'
22:09:10 : [gl] taking advantage of 'GL_texture3D'
22:09:10 : [gl] taking advantage of 'GL_texture_edge_clamp'
22:09:10 : [gl] taking advantage of 'GL_texture_env_add'
22:09:10 : [gl] taking advantage of 'GL_EXT_texture_filter_anisotropic'
22:09:10 : [gl] Max anisotropy factor: 16
22:09:10 : [gl] taking advantage of 'GL_NV_register_combiners'
22:09:10 : [gl] taking advantage of 'GL_NV_register_combiners2'
22:09:10 : [gl] taking advantage of 'GL_NV_texture_env_combine4'
22:09:10 : [gl] taking advantage of 'GL_NV_texture_shader'
22:09:10 : [gl] taking advantage of 'GL_NV_texture_shader2'
22:09:10 : [gl] taking advantage of 'GL_NV_texture_shader3'
22:09:10 : [gl] taking advantage of 'GL_NV_fragment_program'
22:09:10 : [gl] taking advantage of 'GL_NV_fragment_program_option'
22:09:10 : [gl] taking advantage of 'GL_NV_fragment_program2'
22:09:10 : [gl] taking advantage of 'GL_NV_vertex_program2'
22:09:10 : [gl] taking advantage of 'GL_NV_vertex_program2_option'
22:09:10 : [gl] taking advantage of 'GL_NV_vertex_program3'
22:09:10 : [gl] taking advantage of 'GL_generate_mipmap'
22:09:10 : [gl] taking advantage of 'GL_framebuffer_object'
22:09:10 : [gl] taking advantage of 'WGL_ARB_extensions_string'
22:09:10 : [gl] WGL extensions: WGL_ARB_buffer_region 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_ARB_create_context WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
22:09:10 : [gl] taking advantage of 'WGL_EXT_swap_control'
22:09:10 : [gl] taking advantage of 'WGL_ARB_pixel_format'
22:09:10 : [gl] taking advantage of 'GL_ARB_multisample'
22:09:10 : [gl] Detected support for 16x anti-aliasing.
22:09:10 : [gl] Detected support for 8x anti-aliasing.
22:09:10 : [gl] Detected support for 4x anti-aliasing.
22:09:10 : [gl] Detected support for 2x anti-aliasing.
22:09:10 : [gl-quirk] Enabling workaround for alpha-testing overoptimization.
22:09:10 : Rendering path available: GL1X
22:09:10 : Rendering path available: ARB1
22:09:10 : Rendering path available: NV1X
22:09:10 : Rendering path available: NV2X
22:09:10 : Rendering path available: NV3X
22:09:10 : Rendering path available: NV4X
22:09:10 : Rendering path available: ARB2
22:09:10 : Rendering path available: GL2X
22:09:10 : [dx9] Direct3D9Ex detected.
22:09:10 : [dx9] Number of adapters found: 1
22:09:10 : [dx9] Adapter #0: NVIDIA GeForce G210M (nvd3dum.dll) [driver version: 8.16.11.8766]
22:09:10 : Rendering path available: SM2X
22:09:10 : Rendering path available: SM3X
22:09:11 : [gl] CDS init: OK
22:09:11 : [gl] SetPixelFormat: OK (31, color 32 bits, depth 24 bits).
22:09:11 : [gl] wglCreateContext: OK
22:09:11 : [gl] OpenGL framebuffer context init OK
22:09:11 : [gfx] Created drawable (/procedural/truck0.tobj)
22:09:11 : [gfx] Created drawable (/procedural/truck1.tobj)
22:09:11 : [gfx] Created drawable (/procedural/truck2.tobj)
22:09:11 : [gfx] Created drawable (/procedural/truck3.tobj)
22:09:11 : [gfx] Created drawable (/procedural/truck4.tobj)
22:09:11 : [gfx] Created drawable (/procedural/truck5.tobj)
22:09:11 : [gfx] Created drawable (/procedural/truck6.tobj)
22:09:11 : [gfx] Created drawable (/procedural/truck7.tobj)
22:09:11 : [gfx] Created drawable (/procedural/truck8.tobj)
22:09:11 : [gfx] Created drawable (/procedural/truck9.tobj)
22:09:11 : [gfx] Created drawable (/procedural/dashboard.tobj)
22:09:11 : [gfx] Created drawable (/procedural/close_mirror.tobj)
22:09:11 : [gfx] Created drawable (/procedural/far_mirror.tobj)
22:09:11 : [gfx] Created drawable (/procedural/vehicle_env.tobj)
22:09:11 : [gfx] Created drawable (/procedural/generic_env.tobj)
22:09:11 : [gfx] Created drawable (/procedural/water_env.tobj)
22:09:11 : [gfx] Created drawable (/procedural/ocean_env.tobj)
22:09:11 : Setting UI reference mode to: 1152x864...
22:09:11 : [snd] select device (ds8)
22:09:11 : [ds8] Available device : Primärer Soundtreiber ().
22:09:11 : [ds8] Available device : Lautsprecher (Realtek High Definition Audio) ({0.0.0.00000000}.{40ccb6ba-9541-4ff1-aa75-541e1e221f6b}).
22:09:11 : [ds8] Available device : Realtek Digital Output (Realtek High Definition Audio) ({0.0.0.00000000}.{c672e529-b124-45ea-8a26-5481d5738515}).
22:09:11 : [ds8] Initialization OK.
22:09:11 : g_ui_recache
22:09:11 : exit
22:09:15 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
22:09:15 : Loading city data ....
22:09:15 : Loading cargo descriptions ....
22:09:25 : game
22:09:25 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
22:09:25 : [unit] File '/vehicle/truck/definition/volvo_fh16_b.sii', line 37:
22:09:25 : Included at '/vehicle/truck/truck_storage.sii', line 2:
22:09:25 : [unit] The unit 'vehicle.volvo.fh16.b' of type 'driveable_vehicle_data' has no attribute named 'game_points'.
22:09:25 : load_filtered_unit_array() - Failed to load units from file (/vehicle/truck/truck_storage.sii)
22:09:26 : Loading resource server data ....
22:09:26 : Loading road data ....
22:09:26 : Loading terrain data ....
22:09:26 : Loading railing data ....
22:09:26 : Loading building data ....
22:09:26 : Loading model data ....
22:09:26 : Loading prefab data ....
22:09:26 : Loading sign data ....
22:09:26 : Loading traffic lights data ....
22:09:26 : Loading vegetation data ....
22:09:26 : Loading hinges data ....
22:09:26 : Loading stamp data ....
22:09:26 : Loading movers data ....
22:09:26 : Loading animated models ....
22:09:26 : Loading sound item data ....
22:09:26 : Loading live stream data ....
22:09:26 : Loading cargo data ....
22:09:26 : Loading company data ....
22:09:26 : Loading city data ....
22:09:27 : Loading cargo descriptions ....
22:09:27 : Map '/map/germany.mbd' loading started ....
22:09:27 : Map successfully loaded ....
22:09:27 : [unit] File '/save/1/game.sii':
22:09:27 : [unit] The unit '_nameless.40A4.4F40' of type 'vehicle' has dangling pointer (to 'vehicle.volvo.fh16.b') in the attribute named 'permanent_vehicle_data'.
22:09:27 : [unit] File '/save/1/game.sii':
22:09:27 : [unit] The pointer to 'vehicle.volvo.fh16.b' looks like dangling pointer.
22:09:27 : load_unit_tree() - Failed to load unit tree from file (/home/save/1/game.sii)
22:09:27 : .\management\game_ctrl.cpp(613): ?create_economy@game_ctrl_u@prism@@IAEXABVstring@2@@Z: Unable to create economy unit!


Danke!!

Tobias86

unregistriert

5

Dienstag, 24. Januar 2012, 13:30

Hallo,

so habe das nochmal in Ruhe angegangen. Trotzdem bin ich nicht wirklich weiter gekommen. Brauche also dringend kompetente Hilfe ;) . Ich will mein Vorgehen (ist mein erstes Mal überhaupt, dass ich etwas in texture dateien abspeichere) erläutern.

Anfang ist zu sagen, dass das Spiel wieder lädt, ich weiß nicht warum der gestern Abend immer abgebrochen ist.

Ich habe das jetzt mal schrittweise versucht. Hab erstmal mit den Rädern begonnen. Also die wheel.png (ihr hattet recht, in der scs Datei des Trucks befinden sich tatsächlich png Dateien. Und zwar 1 für die Räder, 3 für den Truck) mit Photoshop geöffnet und mittels dds Plugin für Photoshop dann abgespeichert.



Mit diesen Einstellungen (rote Pfeile) erhalte ich dann, nachdem ich die wheels.png durch die wheels.dds in der dazugehörigen scs - Datei ersetze, folgendes Ergebnis im Spiel.




Ferner habe ich einwenig mit den einzelnen Einstellungen beim Abspeichern der dxt5 ( 2D Textures, Mip maps) gespielt und jedes Mal die rosa Reifen erhalten. (auch beim Abspeichern beisp. unter DIXT3)

Weiterhin habe ich alle 4 png Dateien durch dds Dateien ersetzt und erhalte einen komplett rosa Truck.

Die Frage kommt mir jetzt auf, ob man irgendwo ein Häkchen beim Abspeichern setzen, oder noch andere Dateien bearbeiten. :?:

Achja, ein aktuelles Log habe ich auch.

Spoiler Spoiler

******** : log created on : Tuesday January 24 2012 @ 13:03:03
13:03:03 : [sys] running on x86 / Windows 7 (version 6.1) /
13:03:03 : [sys] DirectX version : 4.09.00.0904
13:03:03 : [cpu] GenuineIntel [Pentium(R) Dual-Core CPU T4500 @ 2.30GHz] at ~2294MHz.
13:03:03 : [cpu] Features utilized: fpu cmov mmx sse sse2.
13:03:03 : [sys] using QPC / unknown timer (thread affinity: 1), frequency 2240527Hz
13:03:03 : [mem] physical memory detected (4189108K/2222384K)
13:03:03 : [mem] virtual memory detected (2097024K/2025032K)
13:03:03 : [mem] Trying to allocate memory pool (819200K)
13:03:03 : [zipfs] base.scs: mounted ok, 13054 entries [0x3677e796]
13:03:03 : [ufs] registered symlink from /custom_build/de_de to /
13:03:03 : [zipfs] <mem-addr-file>: mounted ok, 9 entries [0x321860e7]
13:03:03 : [ufs] Home directory: 'C:/Users/debellumrom/Documents/German Truck Simulator'.
13:03:03 : Mounting extra package: C:/Users/debellumrom/Documents/German Truck Simulator/mod/MAN TGX XXL 18.430 Low.scs
13:03:03 : [zipfs] Failed to process incompatible zip entry: vehicle/wheel
13:03:03 : [zipfs] MAN TGX XXL 18.430 Low.scs: mounted ok, 28 entries [0xbdd968d]
13:03:03 : exec /home/config.cfg
13:03:03 : [sys] Executing /home/config.cfg ...
13:03:03 : uset g_minicon "0"
13:03:03 : uset g_console "1"
13:03:03 : uset g_trackir "1"
13:03:03 : uset g_developer "1"
13:03:03 : uset g_cargo_sort "0"
13:03:03 : uset g_save_idx "7"
13:03:03 : uset g_mouse_control "0"
13:03:03 : uset g_steering_func_param "0.18"
13:03:03 : uset g_joy_axis_brake_dz "0.0"
13:03:03 : uset g_joy_axis_brake "7"
13:03:03 : uset g_joy_ff_gain "1.0"
13:03:03 : uset g_joy_axis_throttle_dz "0.0"
13:03:03 : uset g_joy_axis_throttle "7"
13:03:03 : uset g_joy_axis_ff "0"
13:03:03 : uset g_joy_axis_combine "0"
13:03:03 : uset g_joy_axis_steer_sens "0.45"
13:03:03 : uset g_joy_axis_steer_dz "0"
13:03:03 : uset g_joy_axis_steer "0"
13:03:03 : uset g_tutorial "0"
13:03:03 : uset g_mirrors "1"
13:03:03 : uset g_fatigue "1"
13:03:03 : uset g_police "0"
13:03:03 : uset g_subtitles "0"
13:03:03 : uset g_clock_24 "1"
13:03:03 : uset g_quality "1"
13:03:03 : uset g_reflection "0"
13:03:03 : uset g_mph "0"
13:03:03 : uset g_atrans "1"
13:03:03 : uset g_flyspeed "100.0"
13:03:03 : uset g_lang "de_de"
13:03:03 : uset g_colbox "0"
13:03:03 : uset r_gamma "1.0"
13:03:03 : uset r_path "5"
13:03:03 : uset r_msaa "4"
13:03:03 : uset r_fullscreen "1"
13:03:03 : uset r_mode "1600x900x32x0"
13:03:03 : uset r_device "gl"
13:03:03 : uset r_driver "gl"
13:03:03 : uset g_detail_veg "2"
13:03:03 : uset g_texture_usage_stats "0"
13:03:03 : uset g_fps "0"
13:03:03 : uset g_stream_exts ".ogg;.mp3"
13:03:03 : uset ds8_mix_channels "2"
13:03:03 : uset ds8_mix_depth "16"
13:03:03 : uset ds8_mix_rate "44100"
13:03:03 : uset ds8_reverse_stereo "0"
13:03:03 : uset s_acceleration "0"
13:03:03 : uset s_mix_channels "2"
13:03:03 : uset s_mix_depth "16"
13:03:03 : uset s_mix_rate "44100"
13:03:03 : uset s_sfx_enabled "1"
13:03:03 : uset s_music_enabled "1"
13:03:03 : uset s_sfx_volume "1"
13:03:03 : uset s_music_volume "0.62"
13:03:03 : uset s_reverse_stereo "0"
13:03:03 : uset s_device "ds8"
13:03:03 : uset r_vsync "1"
13:03:03 : uset r_quirks "0"
13:03:03 : uset r_anisotropy_factor "0.2"
13:03:03 : uset r_texture_detail "0"
13:03:03 : uset i_force_gain "1.0"
13:03:03 : uset i_feedback "1"
13:03:03 : uset i_joystick2 "-1"
13:03:03 : uset i_joystick1 "-1"
13:03:03 : uset i_deadzone "0.0"
13:03:03 : uset i_device "di8"
13:03:03 : uset m_invert "0"
13:03:03 : uset m_sensitivity "0.33"
13:03:03 : uset m_filter "0"
13:03:03 : uset g_view_dist "1.0"
13:03:03 : German Truck Simulator init ver.1.32 (rev. 27280)
13:03:04 : [gl] ICD OpenGL driver detected.
13:03:04 : [gl] driver: GeForce G210M/PCI/SSE2
13:03:04 : [gl] vendor: NVIDIA Corporation
13:03:04 : [gl] version: 3.1 NVIDIA 187.66
13:03:04 : [gl] GL extensions: GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_compatibility GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_framebuffer_object GL_ARB_geometry_shader4 GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader 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_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_bindable_uniform 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_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats 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_specular_color 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_sRGB GL_EXT_texture_swizzle GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render 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_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_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal 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_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NV_vertex_buffer_unified_memory GL_NV_shader_buffer_load 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
13:03:04 : [gl] GL_max_texture_size: 8192
13:03:04 : [gl] taking advantage of 'GL_multitexture'
13:03:04 : [gl] Sampler count: 4
13:03:04 : [gl] taking advantage of 'GL_ARB_fragment_program'
13:03:04 : [gl] taking advantage of 'GL_texture_mirrored_repeat'
13:03:04 : [gl] taking advantage of 'GL_texture_border_clamp'
13:03:04 : [gl] taking advantage of 'GL_texture_compression'
13:03:04 : [gl] taking advantage of 'GL_EXT_texture_compression_s3tc'
13:03:04 : [gl] taking advantage of 'GL_texture_cube_map'
13:03:04 : [gl] taking advantage of 'GL_texture_env_crossbar'
13:03:04 : [gl] taking advantage of 'GL_texture_env_combine'
13:03:04 : [gl] taking advantage of 'GL_texture_rectangle'
13:03:04 : [gl] taking advantage of 'GL_transpose_matrix'
13:03:04 : [gl] taking advantage of 'GL_vertex_buffer_object'
13:03:04 : [gl] taking advantage of 'GL_ARB_vertex_program'
13:03:04 : [gl] Vertex attribute count: 16
13:03:04 : [gl] taking advantage of 'GL_shader_objects'
13:03:04 : [gl] taking advantage of 'GL_vertex_shader'
13:03:04 : [gl] taking advantage of 'GL_fragment_shader'
13:03:04 : [gl] taking advantage of 'GL_draw_buffers'
13:03:04 : [gl] taking advantage of 'GL_blend_color'
13:03:04 : [gl] taking advantage of 'GL_EXT_compiled_vertex_array'
13:03:04 : [gl] taking advantage of 'GL_draw_range_elements'
13:03:04 : [gl] taking advantage of 'GL_rescale_normal'
13:03:04 : [gl] taking advantage of 'GL_secondary_color'
13:03:04 : [gl] taking advantage of 'GL_separate_spcular_color'
13:03:04 : [gl] taking advantage of 'GL_texture3D'
13:03:04 : [gl] taking advantage of 'GL_texture_edge_clamp'
13:03:04 : [gl] taking advantage of 'GL_texture_env_add'
13:03:04 : [gl] taking advantage of 'GL_EXT_texture_filter_anisotropic'
13:03:04 : [gl] Max anisotropy factor: 16
13:03:04 : [gl] taking advantage of 'GL_NV_register_combiners'
13:03:04 : [gl] taking advantage of 'GL_NV_register_combiners2'
13:03:04 : [gl] taking advantage of 'GL_NV_texture_env_combine4'
13:03:04 : [gl] taking advantage of 'GL_NV_texture_shader'
13:03:04 : [gl] taking advantage of 'GL_NV_texture_shader2'
13:03:04 : [gl] taking advantage of 'GL_NV_texture_shader3'
13:03:04 : [gl] taking advantage of 'GL_NV_fragment_program'
13:03:04 : [gl] taking advantage of 'GL_NV_fragment_program_option'
13:03:04 : [gl] taking advantage of 'GL_NV_fragment_program2'
13:03:04 : [gl] taking advantage of 'GL_NV_vertex_program2'
13:03:04 : [gl] taking advantage of 'GL_NV_vertex_program2_option'
13:03:04 : [gl] taking advantage of 'GL_NV_vertex_program3'
13:03:04 : [gl] taking advantage of 'GL_generate_mipmap'
13:03:04 : [gl] taking advantage of 'GL_framebuffer_object'
13:03:04 : [gl] taking advantage of 'WGL_ARB_extensions_string'
13:03:04 : [gl] WGL extensions: WGL_ARB_buffer_region 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_ARB_create_context WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
13:03:04 : [gl] taking advantage of 'WGL_EXT_swap_control'
13:03:04 : [gl] taking advantage of 'WGL_ARB_pixel_format'
13:03:04 : [gl] taking advantage of 'GL_ARB_multisample'
13:03:04 : [gl] Detected support for 16x anti-aliasing.
13:03:04 : [gl] Detected support for 8x anti-aliasing.
13:03:04 : [gl] Detected support for 4x anti-aliasing.
13:03:04 : [gl] Detected support for 2x anti-aliasing.
13:03:04 : [gl-quirk] Enabling workaround for alpha-testing overoptimization.
13:03:04 : Rendering path available: GL1X
13:03:04 : Rendering path available: ARB1
13:03:04 : Rendering path available: NV1X
13:03:04 : Rendering path available: NV2X
13:03:04 : Rendering path available: NV3X
13:03:04 : Rendering path available: NV4X
13:03:04 : Rendering path available: ARB2
13:03:04 : Rendering path available: GL2X
13:03:04 : [dx9] Direct3D9Ex detected.
13:03:04 : [dx9] Number of adapters found: 1
13:03:04 : [dx9] Adapter #0: NVIDIA GeForce G210M (nvd3dum.dll) [driver version: 8.16.11.8766]
13:03:04 : Rendering path available: SM2X
13:03:04 : Rendering path available: SM3X
13:03:04 : [gl] CDS init: OK
13:03:05 : [gl] SetPixelFormat: OK (31, color 32 bits, depth 24 bits).
13:03:05 : [gl] wglCreateContext: OK
13:03:05 : [gl] OpenGL framebuffer context init OK
13:03:05 : [gfx] Created drawable (/procedural/truck0.tobj)
13:03:05 : [gfx] Created drawable (/procedural/truck1.tobj)
13:03:05 : [gfx] Created drawable (/procedural/truck2.tobj)
13:03:05 : [gfx] Created drawable (/procedural/truck3.tobj)
13:03:05 : [gfx] Created drawable (/procedural/truck4.tobj)
13:03:05 : [gfx] Created drawable (/procedural/truck5.tobj)
13:03:05 : [gfx] Created drawable (/procedural/truck6.tobj)
13:03:05 : [gfx] Created drawable (/procedural/truck7.tobj)
13:03:05 : [gfx] Created drawable (/procedural/truck8.tobj)
13:03:05 : [gfx] Created drawable (/procedural/truck9.tobj)
13:03:05 : [gfx] Created drawable (/procedural/dashboard.tobj)
13:03:05 : [gfx] Created drawable (/procedural/close_mirror.tobj)
13:03:05 : [gfx] Created drawable (/procedural/far_mirror.tobj)
13:03:05 : [gfx] Created drawable (/procedural/vehicle_env.tobj)
13:03:05 : [gfx] Created drawable (/procedural/generic_env.tobj)
13:03:05 : [gfx] Created drawable (/procedural/water_env.tobj)
13:03:05 : [gfx] Created drawable (/procedural/ocean_env.tobj)
13:03:05 : Setting UI reference mode to: 1152x864...
13:03:05 : [snd] select device (ds8)
13:03:05 : [ds8] Available device : Primärer Soundtreiber ().
13:03:05 : [ds8] Available device : Lautsprecher (Realtek High Definition Audio) ({0.0.0.00000000}.{40ccb6ba-9541-4ff1-aa75-541e1e221f6b}).
13:03:05 : [ds8] Available device : Realtek Digital Output (Realtek High Definition Audio) ({0.0.0.00000000}.{c672e529-b124-45ea-8a26-5481d5738515}).
13:03:05 : [ds8] Initialization OK.
13:03:05 : g_ui_recache
13:03:05 : exit
13:03:09 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
13:03:09 : Loading city data ....
13:03:09 : Loading cargo descriptions ....
13:03:19 : game
13:03:19 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
13:03:20 : Loading resource server data ....
13:03:20 : Loading road data ....
13:03:20 : Loading terrain data ....
13:03:20 : Loading railing data ....
13:03:20 : Loading building data ....
13:03:21 : Loading model data ....
13:03:21 : Loading prefab data ....
13:03:21 : Loading sign data ....
13:03:21 : Loading traffic lights data ....
13:03:21 : Loading vegetation data ....
13:03:21 : Loading hinges data ....
13:03:21 : Loading stamp data ....
13:03:21 : Loading movers data ....
13:03:21 : Loading animated models ....
13:03:21 : Loading sound item data ....
13:03:21 : Loading live stream data ....
13:03:21 : Loading cargo data ....
13:03:21 : Loading company data ....
13:03:21 : Loading city data ....
13:03:21 : Loading cargo descriptions ....
13:03:21 : Map '/map/germany.mbd' loading started ....
13:03:21 : Map successfully loaded ....
13:03:21 : Starting the saved game (/home/save/1) ...
13:03:22 : [fs] Unable to open file for reading. (/vehicle/wheel/MANld/wheel.png)
13:03:22 : [png] Can not load '/vehicle/wheel/MANld/wheel.png'
13:03:50 : screenshot
13:03:51 : Screenshot written: '/screenshot/gts_00173.png'.
13:03:58 : exit
13:03:59 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
13:03:59 : Loading city data ....
13:03:59 : Loading cargo descriptions ....
13:04:02 : quit
13:04:02 : [gfx] Destroying drawable (/procedural/truck0.tobj)
13:04:02 : [gfx] Destroying drawable (/procedural/truck1.tobj)
13:04:02 : [gfx] Destroying drawable (/procedural/truck2.tobj)
13:04:02 : [gfx] Destroying drawable (/procedural/truck3.tobj)
13:04:02 : [gfx] Destroying drawable (/procedural/truck4.tobj)
13:04:02 : [gfx] Destroying drawable (/procedural/truck5.tobj)
13:04:02 : [gfx] Destroying drawable (/procedural/truck6.tobj)
13:04:02 : [gfx] Destroying drawable (/procedural/truck7.tobj)
13:04:02 : [gfx] Destroying drawable (/procedural/truck8.tobj)
13:04:02 : [gfx] Destroying drawable (/procedural/truck9.tobj)
13:04:02 : [gfx] Destroying drawable (/procedural/dashboard.tobj)
13:04:02 : [gfx] Destroying drawable (/procedural/close_mirror.tobj)
13:04:02 : [gfx] Destroying drawable (/procedural/far_mirror.tobj)
13:04:02 : [gfx] Destroying drawable (/procedural/water_env.tobj)
13:04:02 : [gfx] Destroying drawable (/procedural/ocean_env.tobj)
13:04:02 : [gfx] Destroying drawable (/procedural/generic_env.tobj)
13:04:02 : [gfx] Destroying drawable (/procedural/vehicle_env.tobj)
13:04:02 : [gl] Context shutdown
13:04:02 : [gl] CDS shutdown: OK
13:04:02 : [sys] process shutdown


Vielen Dank für eure Mühe! :)

Gruß,
Tobias

Streetsurfer

unregistriert

6

Dienstag, 24. Januar 2012, 16:04

nur die datei ändern bringt nichts.
Die dds muss im zmod auch wieder zugewiesen werden. Denn da lautet der Pfad (steht vermutlich auch noch in den tobj als png) zur textur immernoch auf png.
Es wird da jetzt versucht ne png zu laden,die nicht vorhanden ist.

Das beste ist,den im UV-Mapper neu zu mappen und dann exportieren mit allen haken. Anschliessend die mat auf eut umschreiben.

GPunkt™

TS24 - Freund

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7

Mittwoch, 25. Januar 2012, 06:46

Rosa bedeutet in den meisten Fällen, daß beim Packen des Mods die Kompressionsmethode auf "Speichern" gesetzt wurde!
MfG

21Seconds

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8

Freitag, 27. Januar 2012, 21:32

Das beste ist,den im UV-Mapper neu zu mappen und dann exportieren mit allen haken.


quatsch.. :pillepalle:

einfach den material editor und den pfad der dds.datein ändern im normalen falle.. png's rauslöschen und die dds. neu reinladen...
wenn du nichts mit denm modden am hut hast.. kannst auch die endung bei den tobj mit den tobj.editor ändern..

Tobj-Editor


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


chloro

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Game: ETS/ Haulin und janz wenisch ETS2

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9

Freitag, 27. Januar 2012, 21:50

könnte auch bei danz seinen bemmen sich um einen mat fehler handeln, nur mal so nebenbei gesagt :whistling:

der macht seine mats immer in einen separaten ordner





mfg chloro
Spinn ich oder ist das absurd
(Dr.House; Staffel 2, Folge 1) :thumbsup:
Achtung Koffeiniker :this:

Scania 3er + 4er Serie, die Liebe meiner Jugend.




>>>Forenregeln<<<
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21Seconds

TS24 - Freund

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10

Freitag, 27. Januar 2012, 21:51

sollte mann dann ja immer mal nachschauen.. wenn man die sachen dann hackt...


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


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