materials.csv tracks file conflict

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tonius11
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materials.csv tracks file conflict

Postby tonius11 » Fri Dec 24, 2010 6:29 pm

I made a custom ground texture, so now I need to make a materials.csv file. Too bad this will make my city conflict with other cities that use a materials.csv file... Is there a way to avoid that?
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Postby HummersRock » Fri Dec 24, 2010 7:50 pm

I think the only way to avoid such a conflict would be to have a material.csv file containing all custom textures/effects for all tracks. I don't think there is such a thing, which is is strange. I think there is such a file for sirens, why not track effects?
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Postby tonius11 » Fri Dec 24, 2010 8:38 pm

That's a good idea. I can make a materials.csv for all tracks and put it in the ar file of my track. Therefore, I need a list with all the tracks that use custom materials. I already know two:

- New York City
- Bay City

If anyone knows another city with an own materials.csv file, please post here.
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Postby Franch88 » Fri Dec 24, 2010 8:51 pm

The materials.csv file, used for the effect on wheels for tracks, is pretty like the vehtypes.csv file one, used to let work the sirens in cop cars. The bad thing of them is that they're files of the game where are "collected" the new entries, and the edits work like a mod, not like an add-on. Yeah, this file should be avaialble separately like is for the vehtypes.csv file (inside the addon_vehtypes.ar called file), but make a list of the new textures added and used by the tracks, not all obviously, is kinda harder than with police type cars, and then, without this the game doesn't crash like is when using the police cars sirens.
Do like Sajmon, make a separated .ar file with the materials.csv file included in your track archive, and put all the possible found textures names in it.
MM2 Game Loader program solves this problem by making a .ar file with all the new things added to those (and also other) shared files everytime it does a game folder scan, but not everyone use the program. Tonius, you can use this program and scan various tracks with it to help yourself in finding the tracks that add new textures in the materials.csv file.
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Postby tonius11 » Fri Dec 24, 2010 9:02 pm

OK, I'll scan all the tracks on this site and make one ar file from them.
[url=https://www.mm2x.com/page.php?name=Downloads&d_op=viewdownloaddetails&cid=65&lid=923&ttitle=Default_Cars_Traffic_Mod#dldetails][img]https://dl.dropbox.com/u/4604962/GetTrafficMod.jpg[/img][/url]

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Postby sajmon14 » Fri Dec 24, 2010 9:26 pm

If want I can send you the materials file with some of mine and other maps added to list, I don't remember if it was locked in Bay City files

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Postby tonius11 » Sat Dec 25, 2010 10:14 am

If want I can send you the materials file with some of mine and other maps added to list, I don't remember if it was locked in Bay City files
Yes, it's locked. Can you PM me an unlocked version?




I have scanned all tracks on this site and on MM2C and MM2BR. These tracks will be supported:

- Bay City
- New York City
- Neustadt
- Pelly-Bank City
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Postby tonius11 » Sat Dec 25, 2010 9:05 pm

oops double post

OK! The cities now don't conflict with each other anymore, and now I can add my own materials to the materials.csv file!
[url=https://www.mm2x.com/page.php?name=Downloads&d_op=viewdownloaddetails&cid=65&lid=923&ttitle=Default_Cars_Traffic_Mod#dldetails][img]https://dl.dropbox.com/u/4604962/GetTrafficMod.jpg[/img][/url]

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Postby Franch88 » Sat Dec 25, 2010 9:21 pm

A good idea is to provide this file also as separate download beside included separately in the release of a track where it has been used. Exactly like is for the vehtypes.csv file, separately provided and updated here too. However, there's always to say that this file about new tracks materials effects isn't indispensable, unlike the one for the police sirens, without changes in it new tracks work the same without let crash the game.

Discussion splitted, was better to do now.
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