Difference between revisions of "Games/ETS2/Modding guides/1.49"
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= Changes & New Features = | = Changes & New Features = | ||
− | == Damage | + | == Damage system == |
New damage system ... | New damage system ... | ||
== Game Data == | == Game Data == | ||
=== Damage Data === | === Damage Data === | ||
− | Aside | + | Aside from regular damage, that can be fixed as before, there are newly introduced damage that can't be easily fixed (in game UI named as "wear", generally). You can remove it only by vehicle part replacement. |
− | In data, new values | + | In data, new values were introduced, mainly the "unfixable" ones. Currently there is both a "damage" and "unfixable_damage" stat for each damageable part (dealt by collision), similarly "wear" and "unfixable_wear" (dealt by distance). Equivalent set is there for trailers. Also there is attribute <code>odometer_wear_unfixable</code>, a multiplier that translates distance driven from last total restoration into percent displayed. |
List of unfixable damage attributes, defining damage ratio from collision: | List of unfixable damage attributes, defining damage ratio from collision: | ||
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== Vehicle Data == | == Vehicle Data == | ||
=== Dashboard Display IDs === | === Dashboard Display IDs === | ||
− | Dashboard UI scripts got new support for the '''ui_text_bar''' component which replaces old combination of 2 '''ui::text''' elements which were used to simulate bars. Primary reason for this change is to support multiple bars for same ID. | + | Dashboard UI scripts got new support for the '''ui_text_bar''' component which replaces old combination of 2 '''ui::text''' elements which were used to simulate bars. Primary reason for this change is to support multiple bars for the same ID. |
So now one only define one '''ui_text_bar''' element which has all the bar data as attributes: | So now one only define one '''ui_text_bar''' element which has all the bar data as attributes: |
Latest revision as of 22:56, 11 February 2024
Contents
Introduction
The following page contains modding guidelines for the new update of the game.
To better understand changes in units it is recommended to check Units documentation page.
Recommendations
- When basing your model on the original ones, add to your mod also ALL original /automat/ files used by it. The names of the files are generated as CityHash64 hash of theirs content so whenever we change the parameters of the material in any way, a different file will be used to store them and the original file might cease to exist if there is no other model utilizing the original parameters.
- When modifying original models, always include ALL components of the model (pmg+pmd) instead of just those you changed. Otherwise you risk crash if we change the model.
- As always when adding new objects to files which support multi-file approach (e.g. road_look.sii) it is HIGHLY RECOMMENDED to use suffix or prefix in the name to avoid conflicts with new objects we are adding in patches. Otherwise you might have to use the batch renaming functionality (see Batch renaming) to fix the conflicts when new patch appears.
How to convert map
- Load map
- Do rebuild (F8)
- Save map
Changes & New Features
Damage system
New damage system ...
Game Data
Damage Data
Aside from regular damage, that can be fixed as before, there are newly introduced damage that can't be easily fixed (in game UI named as "wear", generally). You can remove it only by vehicle part replacement.
In data, new values were introduced, mainly the "unfixable" ones. Currently there is both a "damage" and "unfixable_damage" stat for each damageable part (dealt by collision), similarly "wear" and "unfixable_wear" (dealt by distance). Equivalent set is there for trailers. Also there is attribute odometer_wear_unfixable
, a multiplier that translates distance driven from last total restoration into percent displayed.
List of unfixable damage attributes, defining damage ratio from collision:
cabin_unfixable_damage_ratio
chassis_unfixable_damage_ratio
engine_unfixable_damage_ratio
transmission_unfixable_damage_ratio
wheel_unfixable_damage_ratio
Continual unfixable wear:
cabin_wear_unfixable
chassis_wear_unfixable
engine_wear_unfixable
transmission_wear_unfixable
wheel_wear_unfixable
Trailer collision ratios of unfixable damage:
trailer_body_unfixable_damage_ratio
trailer_chassis_unfixable_damage_ratio
trailer_wheel_unfixable_damage_ratio
Trailer continual unfixable wear:
trailer_body_wear_unfixable
trailer_chassis_wear_unfixable
trailer_wheel_wear_unfixable
Vehicle Data
Dashboard Display IDs
Dashboard UI scripts got new support for the ui_text_bar component which replaces old combination of 2 ui::text elements which were used to simulate bars. Primary reason for this change is to support multiple bars for the same ID.
So now one only define one ui_text_bar element which has all the bar data as attributes:
- vertical | boolean - boolean value deciding if text element size should be modified vertically (from bottom to top) or horizontally (from left to right)
- min_size | integer - size of the bar when minimum value is hit
- max_size | integer - size of the bar when maximum value is hit
- min_value | float - value at which this bar presents minimum size
- max_value | float - value at which this bar presents maximum size
Example element:
ui_text_bar : _nameless.def_bar { vertical: false min_size: 0 max_size: 239 min_value: 0 max_value: 1 text: "<img src=/material/ui/white.mat xscale=stretch height=9px color=FFD2D2C4><ret><align vstyle=bottom><img src=/material/ui/white.mat xscale=stretch height=3px color=FFB6B5AB></align>" coords_l: 0 coords_r: 239 coords_t: 23 coords_b: 14 area_l: 1 area_r: 0 area_t: 0 area_b: 1 id: 1140 layer: 2 tab: -1 pointer: -1 my_parent: _nameless._.sharedisplay }
Used trucks
New folders ...