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Games/ETS2/Modding guides/1.50

1,875 bytes added, 8 June
Vehicle Data
Warning - with the realease of version 1.50 a selection of new road and prefab item assets has been added to the asset library. These roads and prefab start with a prefix "un" (universal).
We urge the modders not to use those assets in your maps at least until release of the version 1.51. They are experimental and there will be some some changes made to them. Placing them in your map might result with the map breaking when next version is released.
 
== SCS pack changes ==
 
The content of a single base.scs pack which was in 1.49 was separated into base.scs, base_map.scs, base_share.scs and base_vehicle.scs packs to reduce amount of copying in case patch updates only files from a single group. This has no direct effect on behavior of the mods, all those packs are still considered as one "base".
 
The version 1.50 introduces of new version of our HashFS pack archive so you need to download new version of [[Documentation/Tools/Game Archive Extractor|scs_extractor]] to extract it.
 
The game now also officially supports HashFS based packs in mods. This provides faster load of the mod. While the zip and standalone file formats are still supported, the 1.50 depends on quick availability of some metadata. The HashFS format keeps them in memory while they have to be reconstructed from on-disk data for other formats. This could lead to stalls when the data are accessed by the game so using the HashFS format is preferred. The format can be created or extracted using the new [[Documentation/Tools/Game Archive Packer|scs_packer]] tool.
 
== Texture changes ==
 
Unlike the other supported formats, the HashFS v2 archive stores tobjs as a single object together with the texel data under the tobj name. It does not store standalone dds files. When game finds a tobj file inside a HashFS pack, it will load the texel data from that object instead of opening separate dds files like it does for other formats. This means that you can not independently modify just tobj or just dds for textures which are stored in HashFS (e.g. such as coming from game packs).
== Vehicle Data ==
Important to note, that ''extended_shadow_texture'' should not have shadows for wheels that are attached to axle models, while ''ui_shadow'' should have shadows for all wheels in their default position as the axle model is not moving in the UI.
 
=== Engine data ===
There is now support for electric engines. Behavior of powertrain and few other aspects of vehicle is now defined by member ''type'' of the engine. Accepted values are ''electric'' and ''diesel'' (default, used if not specified or unknown).
=== Dashboard Display IDs ===
515
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