PlayTruckSims: Грузовые симуляторы, Дальнобойщики, Euro Truck Simulator 2, American Truck Simulator

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Тех помощь III / Have a question? Post it here III

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991

Ребята кто играет в Пост УССР версии 1.5 + дополнение, скажите пожалуста как доехать до Липецка, какой дорогой и еще вопрос: как открыть карту мода

0

992

Привет Всем!
Подскажите, плиз, ссылочку на русификатор 1.3 (немецкая версия)

0

993

помогите пожалуста зохожу в редактор вилитает вот лог

Свернутый текст

4:55:30 : [gl] ICD OpenGL driver detected.
14:55:30 : [gl] driver: GeForce 8400 GS/PCI/SSE2
14:55:30 : [gl] vendor: NVIDIA Corporation
14:55:30 : [gl] version: 2.1.1
14:55:30 : [gl] GL extensions: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging 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_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_transpose_matrix 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_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_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_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array 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_depth_clamp 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_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object 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_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_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
14:55:30 : [gl] GL_max_texture_size: 8192
14:55:30 : [gl] taking advantage of 'GL_ARB_multitexture'
14:55:30 : [gl] Sampler count: 4
14:55:30 : [gl] taking advantage of 'GL_ARB_fragment_program'
14:55:30 : [gl] taking advantage of 'GL_ARB_texture_mirrored_repeat'
14:55:30 : [gl] taking advantage of 'GL_ARB_texture_border_clamp'
14:55:30 : [gl] taking advantage of 'GL_ARB_texture_compression'
14:55:30 : [gl] taking advantage of 'GL_EXT_texture_compression_s3tc'
14:55:30 : [gl] taking advantage of 'GL_ARB_texture_cube_map'
14:55:30 : [gl] taking advantage of 'GL_ARB_texture_env_combine'
14:55:30 : [gl] taking advantage of 'GL_ARB_texture_rectangle'
14:55:30 : [gl] taking advantage of 'GL_ARB_transpose_matrix'
14:55:30 : [gl] taking advantage of 'GL_ARB_vertex_buffer_object'
14:55:30 : [gl] taking advantage of 'GL_ARB_vertex_program'
14:55:30 : [gl] Vertex attribute count: 16
14:55:30 : [gl] taking advantage of 'GL_ARB_shader_objects'
14:55:30 : [gl] taking advantage of 'GL_ARB_vertex_shader'
14:55:30 : [gl] taking advantage of 'GL_ARB_fragment_shader'
14:55:30 : [gl] taking advantage of 'GL_ATI_draw_buffers'
14:55:30 : [gl] taking advantage of 'GL_EXT_blend_color'
14:55:30 : [gl] taking advantage of 'GL_EXT_compiled_vertex_array'
14:55:30 : [gl] taking advantage of 'GL_EXT_draw_range_elements'
14:55:30 : [gl] taking advantage of 'GL_EXT_rescale_normal'
14:55:30 : [gl] taking advantage of 'GL_EXT_secondary_color'
14:55:30 : [gl] taking advantage of 'GL_EXT_separate_specular_color'
14:55:30 : [gl] taking advantage of 'GL_EXT_texture3D'
14:55:30 : [gl] taking advantage of 'GL_EXT_texture_edge_clamp'
14:55:30 : [gl] taking advantage of 'GL_EXT_texture_env_add'
14:55:30 : [gl] taking advantage of 'GL_EXT_texture_filter_anisotropic'
14:55:30 : [gl] Max anisotropy factor: 16
14:55:30 : [gl] taking advantage of 'GL_NV_register_combiners'
14:55:30 : [gl] taking advantage of 'GL_NV_register_combiners2'
14:55:30 : [gl] taking advantage of 'GL_NV_texture_env_combine4'
14:55:30 : [gl] taking advantage of 'GL_NV_texture_shader'
14:55:30 : [gl] taking advantage of 'GL_NV_texture_shader2'
14:55:30 : [gl] taking advantage of 'GL_NV_texture_shader3'
14:55:30 : [gl] taking advantage of 'GL_NV_fragment_program'
14:55:30 : [gl] taking advantage of 'GL_NV_fragment_program_option'
14:55:30 : [gl] taking advantage of 'GL_NV_fragment_program2'
14:55:30 : [gl] taking advantage of 'GL_NV_vertex_program'
14:55:30 : [gl] taking advantage of 'GL_NV_vertex_program2'
14:55:30 : [gl] taking advantage of 'GL_NV_vertex_program2_option'
14:55:30 : [gl] taking advantage of 'GL_NV_vertex_program3'
14:55:30 : [gl] taking advantage of 'GL_SGIS_generate_mipmap'
14:55:30 : [gl] taking advantage of 'WGL_ARB_extensions_string'
14:55:30 : [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_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_NV_float_buffer WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
14:55:30 : [gl] taking advantage of 'WGL_EXT_swap_control'
14:55:30 : [gl] taking advantage of 'WGL_ARB_pixel_format'
14:55:30 : [gl] taking advantage of 'WGL_ARB_pbuffer'
14:55:30 : [gl] taking advantage of 'WGL_ARB_render_texture'
14:55:30 : [gl] taking advantage of 'WGL_NV_render_texture_rectangle'
14:55:30 : [gl] taking advantage of 'GL_ARB_multisample'
14:55:31 : [gl] Detected support for 32x anti-aliasing.
14:55:32 : [gl] Detected support for 16x anti-aliasing.
14:55:33 : [gl] Detected support for 8x anti-aliasing.
14:55:33 : [gl] Detected support for 4x anti-aliasing.
14:55:33 : [gl] Detected support for 2x anti-aliasing.
14:55:33 : [gl-quirk] Enabling workaround for alpha-testing overoptimization.
14:55:33 : Rendering path available: GL1X
14:55:33 : Rendering path available: ARB1
14:55:33 : Rendering path available: NV1X
14:55:33 : Rendering path available: NV2X
14:55:33 : Rendering path available: NV3X
14:55:33 : Rendering path available: NV4X
14:55:33 : Rendering path available: ARB2
14:55:33 : Rendering path available: GL2X
14:55:33 : [dx9] Direct3D9 detected.
14:55:33 : [dx9] Number of adapters found: 1
14:55:33 : [dx9] Adapter #0: NVIDIA GeForce 8400 GS (nv4_disp.dll) [driver version: 6.14.11.5827]
14:55:33 : Rendering path available: SM2X
14:55:33 : Rendering path available: SM3X
14:55:33 : [gl] SetPixelFormat: OK (31, color 32 bits, depth 24 bits).
14:55:33 : [gl] wglCreateContext: OK
14:55:33 : [gl] OpenGL framebuffer context init OK
14:55:33 : [gfx] Created drawable (/procedural/dashboard.tobj)
14:55:33 : [gfx] Created drawable (/procedural/vehicle_env.tobj)
14:55:33 : [gfx] Created drawable (/procedural/generic_env.tobj)
14:55:33 : [gfx] Created drawable (/procedural/water_env.tobj)
14:55:33 : [snd] select device (ds8)
14:55:33 : [ds8] Available device : Первичный звуковой драйвер ().
14:55:33 : [ds8] Available device : Realtek HD Audio output (RtkHDAud.sys).
14:55:33 : [ds8] Available device : Bluetooth AV Audio (blueletaudio.sys).
14:55:33 : [ds8] Available device : Bluetooth SCO Audio (BlueletSCOAudio.sys).
14:55:33 : [ds8] Initialization OK.
14:55:33 : g_ui_recache
14:55:33 : exit
14:55:33 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
14:55:33 : Loading city data ....
14:55:34 : ui t console:system_02
14:55:42 : [fs] Unable to open file for reading. (/material/ui/logo/rondomedia.mat)
14:55:42 : [material] Can not open '/material/ui/logo/rondomedia.mat'
14:55:42 : [fs] Unable to open file for reading. (/material/ui/logo/rondomedia_focus.mat)
14:55:42 : [material] Can not open '/material/ui/logo/rondomedia_focus.mat'
14:55:44 : edit europe
14:55:45 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
14:55:45 : Loading resource server data ....
14:55:45 : Loading road data ....
14:55:45 : Loading terrain data ....
14:55:45 : Loading railing data ....
14:55:45 : Loading building data ....
14:55:45 : Loading model data ....
14:55:45 : Loading prefab data ....
14:55:45 : Loading sign data ....
14:55:45 : Loading traffic lights data ....
14:55:45 : Loading city data ....
14:55:45 : Loading vegetation data ....
14:55:45 : Loading hinges data ....
14:55:45 : Loading stamp data ....
14:55:45 : Loading movers data ....
14:55:45 : mm_flush
14:55:54 : Map successfully loaded ....
14:56:01 : [fs] Unable to open file for reading. (/home/edit.ini)
14:56:01 : c:\devel\prism\src\p3core\collections/arrays/arrays_base_impl.h(446): ??A?$array_t@V?$owner_ptr_t@Vmodel_def_u@prism@@@prism@@@prism@@QAEAAV?$owner_ptr_t@Vmodel_def_u@prism@@@1@I@Z: Index outside array boundaries.

0

994

помогите решил конвертировать обьект для карти захожу в редактор вилитает

Свернутый текст

14:51:40 : [sys] running on x86 / Windows XP (version 5.1) / Service Pack 2
14:51:40 : [sys] DirectX version : 4.09.00.0904
14:51:40 : [cpu] GenuineIntel [Intel(R) Pentium(R) Dual  CPU  E2140  @ 1.60GHz] at ~1600MHz.
14:51:40 : [cpu] Features utilized: fpu cmov mmx sse sse2.
14:51:40 : [sys] using QPC / TSC timer (thread affinity: 1), frequency 1600090000Hz
14:51:40 : physical memory detected (2097151K/2097151K)
14:51:40 : virtual memory detected (2097024K/2060716K)
14:51:40 : Trying to allocate memory pool (409600K)
14:51:40 : [zipfs] base.scs: mounted ok, 8588 entries [crc_0xf6c0e0d1]
14:51:40 : [ufs] registered symlink from /custom_build/en_gb to /
14:51:40 : [zipfs] <mem-addr-file>: mounted ok, 11 entries [crc_0xd7556ccb]
14:51:40 : [ufs] Home directory: 'C:/Documents and Settings/Root/Мои документы/Euro Truck Simulator'.
14:51:40 : Mounting extra package: C:/Documents and Settings/Root/Мои документы/Euro Truck Simulator/mod/Post USSR Mod v1.4 full+addon 2.scs
14:51:40 : [zipfs] Unsupported compression method used: 8 for record #418 - def/world/model.sii from 'C:/Documents and Settings/Root/Мои документы/Euro Truck Simulator/mod/Post USSR Mod v1.4 full+addon 2.scs'.
14:51:40 : [zipfs] C:/Documents and Settings/Root/Мои документы/Euro Truck Simulator/mod/Post USSR Mod v1.4 full+addon 2.scs: mounted ok, 3604 entries [crc_0xfa6eea58]
14:51:40 : exec /home/config.cfg
14:51:40 : [sys] Executing /home/config.cfg ...
14:51:40 : uset g_minicon "0"
14:51:40 : uset g_console "1"
14:51:40 : uset g_trackir "1"
14:51:40 : uset g_developer "0"
14:51:40 : uset g_save_idx "1"
14:51:40 : uset g_mouse_control "0"
14:51:40 : uset g_steering_func_param "0.0"
14:51:40 : uset g_joy_axis_brake_dz "0.0"
14:51:40 : uset g_joy_axis_brake "7"
14:51:40 : uset g_joy_ff_gain "1.0"
14:51:40 : uset g_joy_axis_throttle_dz "0.0"
14:51:40 : uset g_joy_axis_throttle "7"
14:51:40 : uset g_joy_axis_ff "0"
14:51:40 : uset g_joy_axis_combine "0"
14:51:40 : uset g_joy_axis_steer_sens "0.6"
14:51:40 : uset g_joy_axis_steer_dz "0.0"
14:51:40 : uset g_joy_axis_steer "7"
14:51:40 : uset g_tutorial "1"
14:51:40 : uset g_job_sort "0"
14:51:40 : uset g_gauges "1"
14:51:40 : uset g_mirrors "1"
14:51:40 : uset g_fatigue "1"
14:51:40 : uset g_police "1"
14:51:40 : uset g_subtitles "0"
14:51:40 : uset g_quality "2"
14:51:40 : uset g_reflection "0"
14:51:40 : uset g_atrans "1"
14:51:40 : uset g_flyspeed "100.0"
14:51:40 : uset g_lang "en_gb"
14:51:40 : uset g_colbox "0"
14:51:40 : uset r_gamma "1.0"
14:51:40 : uset r_path "5"
14:51:40 : uset r_msaa "4"
14:51:40 : uset r_fullscreen "0"
14:51:40 : uset r_mode "1024x768x32x0"
14:51:40 : uset r_device "gl"
14:51:40 : uset r_driver "gl"
14:51:40 : uset g_texture_usage_stats "0"
14:51:40 : uset g_fps "0"
14:51:40 : uset ds8_mix_channels "2"
14:51:40 : uset ds8_mix_depth "16"
14:51:40 : uset ds8_mix_rate "44100"
14:51:40 : uset ds8_reverse_stereo "0"
14:51:40 : uset s_acceleration "0"
14:51:40 : uset s_mix_channels "2"
14:51:40 : uset s_mix_depth "16"
14:51:40 : uset s_mix_rate "44100"
14:51:40 : uset s_sfx_enabled "1"
14:51:40 : uset s_music_enabled "0"
14:51:40 : uset s_sfx_volume "1.0"
14:51:40 : uset s_music_volume "1.0"
14:51:40 : uset s_reverse_stereo "0"
14:51:40 : uset s_device "ds8"
14:51:40 : uset r_vsync "1"
14:51:40 : uset r_quirks "0"
14:51:40 : uset r_anisotropy_factor "0.25"
14:51:40 : uset r_texture_detail "0"
14:51:40 : uset i_force_gain "1.0"
14:51:40 : uset i_feedback "1"
14:51:40 : uset i_joystick2 "-1"
14:51:40 : uset i_joystick1 "-1"
14:51:40 : uset i_deadzone "0.0"
14:51:40 : uset i_device "di8"
14:51:40 : uset m_invert "0"
14:51:40 : uset m_sensitivity "0.33"
14:51:40 : uset m_filter "0"
14:51:40 : Euro Truck Simulator init ver.1.00 (rev. 23414)
14:51:41 : [gl] ICD OpenGL driver detected.
14:51:41 : [gl] driver: GeForce 8400 GS/PCI/SSE2
14:51:41 : [gl] vendor: NVIDIA Corporation
14:51:41 : [gl] version: 2.1.1
14:51:41 : [gl] GL extensions: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging 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_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_transpose_matrix 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_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_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_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array 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_depth_clamp 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_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object 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_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_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
14:51:41 : [gl] GL_max_texture_size: 8192
14:51:41 : [gl] taking advantage of 'GL_ARB_multitexture'
14:51:41 : [gl] Sampler count: 4
14:51:41 : [gl] taking advantage of 'GL_ARB_fragment_program'
14:51:41 : [gl] taking advantage of 'GL_ARB_texture_mirrored_repeat'
14:51:41 : [gl] taking advantage of 'GL_ARB_texture_border_clamp'
14:51:41 : [gl] taking advantage of 'GL_ARB_texture_compression'
14:51:41 : [gl] taking advantage of 'GL_EXT_texture_compression_s3tc'
14:51:41 : [gl] taking advantage of 'GL_ARB_texture_cube_map'
14:51:41 : [gl] taking advantage of 'GL_ARB_texture_env_combine'
14:51:41 : [gl] taking advantage of 'GL_ARB_texture_rectangle'
14:51:41 : [gl] taking advantage of 'GL_ARB_transpose_matrix'
14:51:41 : [gl] taking advantage of 'GL_ARB_vertex_buffer_object'
14:51:41 : [gl] taking advantage of 'GL_ARB_vertex_program'
14:51:41 : [gl] Vertex attribute count: 16
14:51:41 : [gl] taking advantage of 'GL_ARB_shader_objects'
14:51:41 : [gl] taking advantage of 'GL_ARB_vertex_shader'
14:51:41 : [gl] taking advantage of 'GL_ARB_fragment_shader'
14:51:41 : [gl] taking advantage of 'GL_ATI_draw_buffers'
14:51:41 : [gl] taking advantage of 'GL_EXT_blend_color'
14:51:41 : [gl] taking advantage of 'GL_EXT_compiled_vertex_array'
14:51:41 : [gl] taking advantage of 'GL_EXT_draw_range_elements'
14:51:41 : [gl] taking advantage of 'GL_EXT_rescale_normal'
14:51:41 : [gl] taking advantage of 'GL_EXT_secondary_color'
14:51:41 : [gl] taking advantage of 'GL_EXT_separate_specular_color'
14:51:41 : [gl] taking advantage of 'GL_EXT_texture3D'
14:51:41 : [gl] taking advantage of 'GL_EXT_texture_edge_clamp'
14:51:41 : [gl] taking advantage of 'GL_EXT_texture_env_add'
14:51:41 : [gl] taking advantage of 'GL_EXT_texture_filter_anisotropic'
14:51:41 : [gl] Max anisotropy factor: 16
14:51:41 : [gl] taking advantage of 'GL_NV_register_combiners'
14:51:41 : [gl] taking advantage of 'GL_NV_register_combiners2'
14:51:41 : [gl] taking advantage of 'GL_NV_texture_env_combine4'
14:51:41 : [gl] taking advantage of 'GL_NV_texture_shader'
14:51:41 : [gl] taking advantage of 'GL_NV_texture_shader2'
14:51:41 : [gl] taking advantage of 'GL_NV_texture_shader3'
14:51:41 : [gl] taking advantage of 'GL_NV_fragment_program'
14:51:41 : [gl] taking advantage of 'GL_NV_fragment_program_option'
14:51:41 : [gl] taking advantage of 'GL_NV_fragment_program2'
14:51:41 : [gl] taking advantage of 'GL_NV_vertex_program'
14:51:41 : [gl] taking advantage of 'GL_NV_vertex_program2'
14:51:41 : [gl] taking advantage of 'GL_NV_vertex_program2_option'
14:51:41 : [gl] taking advantage of 'GL_NV_vertex_program3'
14:51:41 : [gl] taking advantage of 'GL_SGIS_generate_mipmap'
14:51:41 : [gl] taking advantage of 'WGL_ARB_extensions_string'
14:51:41 : [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_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_NV_float_buffer WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
14:51:41 : [gl] taking advantage of 'WGL_EXT_swap_control'
14:51:41 : [gl] taking advantage of 'WGL_ARB_pixel_format'
14:51:41 : [gl] taking advantage of 'WGL_ARB_pbuffer'
14:51:41 : [gl] taking advantage of 'WGL_ARB_render_texture'
14:51:41 : [gl] taking advantage of 'WGL_NV_render_texture_rectangle'
14:51:41 : [gl] taking advantage of 'GL_ARB_multisample'
14:51:42 : [gl] Detected support for 32x anti-aliasing.
14:51:43 : [gl] Detected support for 16x anti-aliasing.
14:51:44 : [gl] Detected support for 8x anti-aliasing.
14:51:44 : [gl] Detected support for 4x anti-aliasing.
14:51:44 : [gl] Detected support for 2x anti-aliasing.
14:51:44 : [gl-quirk] Enabling workaround for alpha-testing overoptimization.
14:51:44 : Rendering path available: GL1X
14:51:44 : Rendering path available: ARB1
14:51:44 : Rendering path available: NV1X
14:51:44 : Rendering path available: NV2X
14:51:44 : Rendering path available: NV3X
14:51:44 : Rendering path available: NV4X
14:51:44 : Rendering path available: ARB2
14:51:44 : Rendering path available: GL2X
14:51:44 : [dx9] Direct3D9 detected.
14:51:44 : [dx9] Number of adapters found: 1
14:51:44 : [dx9] Adapter #0: NVIDIA GeForce 8400 GS (nv4_disp.dll) [driver version: 6.14.11.5827]
14:51:44 : Rendering path available: SM2X
14:51:44 : Rendering path available: SM3X
14:51:44 : [gl] SetPixelFormat: OK (31, color 32 bits, depth 24 bits).
14:51:44 : [gl] wglCreateContext: OK
14:51:44 : [gl] OpenGL framebuffer context init OK
14:51:44 : [gfx] Created drawable (/procedural/dashboard.tobj)
14:51:44 : [gfx] Created drawable (/procedural/vehicle_env.tobj)
14:51:44 : [gfx] Created drawable (/procedural/generic_env.tobj)
14:51:44 : [gfx] Created drawable (/procedural/water_env.tobj)
14:51:44 : [snd] select device (ds8)
14:51:44 : [ds8] Available device : Первичный звуковой драйвер ().
14:51:44 : [ds8] Available device : Realtek HD Audio output (RtkHDAud.sys).
14:51:44 : [ds8] Available device : Bluetooth AV Audio (blueletaudio.sys).
14:51:44 : [ds8] Available device : Bluetooth SCO Audio (BlueletSCOAudio.sys).
14:51:44 : [ds8] Initialization OK.
14:51:44 : g_ui_recache
14:51:44 : exit
14:51:44 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
14:51:44 : Loading city data ....
14:51:45 : ui t console:system_02
14:51:49 : edit europe
14:51:49 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
14:51:49 : Loading resource server data ....
14:51:49 : Loading road data ....
14:51:49 : Loading terrain data ....
14:51:49 : Loading railing data ....
14:51:49 : Loading building data ....
14:51:49 : Loading model data ....
14:51:49 : Loading prefab data ....
14:51:49 : Loading sign data ....
14:51:49 : Loading traffic lights data ....
14:51:49 : Loading city data ....
14:51:49 : Loading vegetation data ....
14:51:49 : Loading hinges data ....
14:51:49 : Loading stamp data ....
14:51:49 : Loading movers data ....
14:51:49 : mm_flush
14:51:57 : Map successfully loaded ....
14:52:04 : c:\devel\prism\src\p3core\collections/arrays/arrays_base_impl.h(446): ??A?$array_t@V?$owner_ptr_t@Vmodel_def_u@prism@@@prism@@@prism@@QAEAAV?$owner_ptr_t@Vmodel_def_u@prism@@@1@I@Z: Index outside array boundaries.

0

995

Хочу на ДАФ B-класса поставить эксклюзивный салон.Так прописано в DAF XF-95-Read.scs\vehicle\truck\definition, но салон
все-равно стандартый. Что не так? Буду благодарен за помощь. driveable_vehicle_data: vehicle.daf.xf.b
{
name: "@ @ trk_daf_xf_b @ @"
brand: "@ @ trk_daf_brand @ @"

price: 124500
tank_size: 650
avg_consumption: 40

# --------
# models
# --------
model: "/ vehicle / truck / daf_xf / truck.pmd"
lod: "/ vehicle / truck / daf_xf / lod.pmd"
collision: "/ vehicle / truck / daf_xf / truck.pmc"
variant: b

fwheel_model: "/ vehicle / wheel / steel / front.pmd"
rwheel_model: "/ vehicle / wheel / steel / rear.pmd"
exterior_wiper_anim: "/ vehicle / truck / daf_xf / wipers.pma"
wiper_model: "/ vehicle / truck / daf_xf / wipers.pmd"

# ----------------
# Physics params
# ----------------
wheel_mass: 50.0

# -------------
# Child units
# -------------
chasis_data: chasis.1

sdata_ext: sound.daf.ext
sdata_int: sound.daf.int

preview: "daf"

behind_camera: camera.behind.basic
interior_camera: camera.interior.daf.xf
bumper_camera: camera.bumper.basic

cabin_camera: camera.cabin.basic
cabin_cam_off: (0.0, 4.5, -0.6)

wheel_camera: camera.wheel.basic
top_camera: camera.top.basic
tv_camera: camera.tv.basic

interior_data: interior.daf.xf.exclusive

sleeper: true

# Red Green Blue Alpha

default_colors []: (218, 186, 55, 255)

# Used for UI truck rendering
reflection_offset: (0.0, 4.9, 0.0)

# Upgrade prices
upgrade_power1: 6000
upgrade_power2: 8000
upgrade_handling1: 8000
upgrade_handling2: 10000
upgrade_consumption1: 1500
upgrade_consumption2: 1900
upgrade_consumption3: 3500

facts []: "340 kW (460 @ @ ui_hp @ @) 2300 Nm, V6 12.9l"
facts []: "12 - @ @ ui_speeds @ @"
facts []: "650 l"

}

0

996

Помогите мне пожалуйста, у меня ETS 1.0 и не запускается. Комп пишет что не находит p3core.dll Что делать?

И ещё такое хрен: http://uploads.ru/t/e/D/l/eDlVY.png

Отредактировано TOKYO_DRIFT (2012-03-23 21:18:34)

0

997

парни где моды

0

998

Фаил зона/моды для етс

0

999

ребят подскажите какая самая лучшая карта

0

1000

ребят, подскажите как на трак худ прописывать

0