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Games/ETS2/Modding guides/1.47

1,831 bytes added, 03:35, 14 July 2023
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Changes & New Features
= Changes & New Features =
== Game Substances ==
Game substance unit type (defined in <code>/material/material.db</code>) got new physics float attributes: <code>bump_granularity</code>, <code>bump_amplitude</code> and an integer attribute: <code>bump_perlin_order</code>. They are used to describe the bumpiness of the material substance.
Additionally substance unit also got a new token attribute: <code>sound_class</code>. It is used to determinate determine the type of the sound that is played when player is driving on the geometry with material using a given substance. There is are 6 different sound class types currently:
* <code>asphalt</code>
* <code>rumble</code>
* <code>grass</code>
* <code>generic</code>
 
== Game Data ==
=== City Data ===
City data unit has new attribute <code>population</code>. If defined, it is used as additional modifier for apparent city pin and label sizes. Progression is from 75% size on zero population, with 100% size on 40k population, up to 150% pin size on 4M population (area based).
== Vehicle Data ==
When used, accessory will be picking up parameter packets for luminance based materials (material use luminosity effects e.g. <code>eut2.dif.lum</code>) from <code>dashboard_color[]</code> array of <code>accessory_interior_data</code>. So any illuminated parts of accessories can use same functionality of backlight coloring as interior model does.
 
=== Cabin suspension type ===
Accessory cabin data unit got new <code>suspension_type</code> attribute. It is a token with default <code>4air</code> value. Other accepted value is <code>hinge2air</code> which gives the option to setup two basic types of cabin suspension used in Europe and the US.
 
With US-type suspension rendering of truck parts has been slightly changed due to hood mounted parts. In exterior view everything is rendered as before, using <code>exterior_model</code> (and baked into chassis and cabin models). In interior view all accessories on interior-mounted locators are rendered as before (in fixed position to camera/interior). Also if <code>show_chassis_rear</code> is enabled baked chassis model is rendered as before. But additionally chassis-mounted accessories that have explicitly defined <code>interior_model</code> are also rendered. This allows specific detail level from interior (like nose mirrors) or show some specific chassis-mounted part instead of force game to draw whole baked chassis (hood, headache rack, etc). Slight caveat is that definition of interior model excludes accessory from baking process, so its exterior rendering might be bit slower.
=== Dashboard Colors ===
Handling of the <code>dashboard_color[]</code> array in <code>accessory_interior_data</code> was changed. Instead of possible 16 slots, user can now define only up to 8 slots. Remaining 8 slots are now system reserved and are currently used as follows:
* slot9-14[uv(0..3, 2..3)] - unused, reserved for future use, set to MEGENTAMAGENTA(1.0,0.0,1.0) to easily spot misplaced UVs
* slot15[uv(2,-3)] - permanently WHITE(1.0,1.0,1.0), useful for any permanently lit surfaces or material simulating mirror surface
* slot16[uv(3,-3)] - WHITE(1.0,1.0,1.0) when engine electric is ON, otherwise BLACK(0.0,0.0,0.0), useful for any lit surfaces that are depended on the engine electrics (e.g. dashboard computer)
=== Sounds ===
TBA - There are three new eventssound event types defined for the <code>accessory_interior_data</code> unit: * <code>system_warning1</code> - Sound of (generic) system warning, currently used when EBS or BSD is engaged.* <code>system_warning2</code> - Sound of (generic) system warning, currently unused.* <code>system_warning3</code> - Sound of (generic) system warning, currently unused.
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