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Games/ETS2/Modding guides/1.46

467 bytes added, 12:58, 18 November 2022
Interior UI addon accessory data
= Changes & New Features =
== Interior UI addon accessory data improvements ==There is a new type Truck interior now has unified handling of interior accessory specialized UI scripts for using custom dashboard, infotainment and accessories. Now supporting all the truck IDs in all three types of drawables. Additionally infotainement/gps scripts being able to define multiple screen displays trough UI. They are utilizing pages same mechanisms as we use for dashboard and GPSscript. More info about unit: [[Documentation/Engine/Units|here]]
=== Interior UI addon accessory data ===There is a new type of interior accessory specialized for usage of custom screen displays via UI script (similarly as truck dashboards do). They are utilizing same mechanisms as we use for dashboard and GPS. More info about unit: [[Documentation/Engine/Units/accessory_addon_int_ui_data|here]] To create working working custom UI accessory (like custom GPS) one needs the following:1. Proper * Accessory defined with new '''accessory_addon_int_ui_data''' unit type e.g.:
SiiNunit
{
accessory_addon_int_ui_data : my_gps.<brand>.<model>.set_lglass<acc_type>
{
name: "My GPS"
part_type: aftermarket
interior_model: "/path/to/my_gps_modelmy_gps_model_int.pmd" exterior_model: "/path/to/my_gps_model_ext.pmd"
# path to the UI script, either use custom or any existing e.g.: /ui/gps.sii
}
}
2. You need to create placeholder * Placeholder static texture defined in from accessory definition, for our examplethat would be: "/path/to/my_gps_model_ui.tga" + and "/path/to/my_gps_model_ui.tobj"3. * Material in model has to be using texture defined in path from accessory definition, for our examplethat would be: "/path/to/my_gps_model_ui.tobj"