Changes

Jump to navigation Jump to search

Games/ETS2/Modding guides/1.50

275 bytes added, 8 June
Vehicle Data
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 preferedpreferred. 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 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 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 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 ===
514
edits

Navigation menu