Difference between revisions of "Games/ETS2/Modding guides/1.36"
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== Vehicles data == | == Vehicles data == | ||
+ | |||
+ | === Chassis data === | ||
+ | nominal voltage | ||
+ | |||
+ | === Dashboard computer display elements === | ||
+ | digital gauges, fuel consumption bar, voltage | ||
+ | |||
+ | === License plate format improvement === | ||
+ | LP changes for AI (data-driven types, background texture data) | ||
+ | |||
(TODO) | (TODO) |
Revision as of 07:12, 4 November 2019
Contents
TIP: Be aware that page is not final. Thus do not fully rely on written subjects, until this message is here!
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
(TODO)
Changes & New Features
(TODO)
Editor
The editor now works as separate tool started by executing the game with "-edit" launch option/command line parameter. Its log is stored in editor.log.txt instead of the game.log.txt which is used by the game and preview modes.
Triggers
Due to improvements in game trigger handling, there was some cleanup in /def/world/trigger_action.sii: several trigger commands were renamed and to keep backward compatibility, obsolete trigger actions were moved to /def/world/trigger_action.compatibility.sii.
Traffic data
(TODO)
Vehicles data
Chassis data
nominal voltage
Dashboard computer display elements
digital gauges, fuel consumption bar, voltage
License plate format improvement
LP changes for AI (data-driven types, background texture data)
(TODO)