Difference between revisions of "Documentation/Engine/Units/accessory addon data"

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(Annihilated subclasses section.)
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The '''accessory_addon_data''' unit class is used for vehicle accessories that add a visible component to a vehicle. This is most commonly used for customization of the [[Documentation/Engine/Game_data/Player_trucks_definitions|player's vehicle]]. It defines the paths to the visible models and their configuration (variant, look, excluded views), and the path to the collision mesh if applicable. Units of this type are typically found in '''/def/vehicle/truck/<make.model>/accessory/<type>/*.sii''', but some special accessories which don't directly interact with the player (eg badges which are dependent on the engine/chassis configuration) may also be found in '''def/vehicle/truck/<make.model>/<special_type>/*.sii'''.
+
The '''accessory_addon_data''' unit class is used for vehicle accessories that adds a visible component to a vehicle. This is most commonly used for customization of the [[Documentation/Engine/Game_data/Player_trucks_definitions|player's vehicle]]. It defines the paths to the visible models and their configuration (variant, look, excluded views), and the path to the collision mesh if applicable. Units of this type are found in '''/def/vehicle/truck/<brand.model>/accessory/<type>/*.sii'''.
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{{Note|Some legacy accessories which don't directly interact with the player (eg. badges) may also be found in '''def/vehicle/truck/<brand.model>/<type>/*.sii''' because of legacy. So when creating new types always create them inside '''accsessory''' subfolder.}}
  
 
== Attributes ==
 
== Attributes ==
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|string
 
|string
 
|
 
|
|Path to the collision mesh (.pmc) for the accessory (if applicable).
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|Path to the collision descriptor (.pmc) for the accessory (if applicable).
 
|-
 
|-
 
|look
 
|look
 
|token
 
|token
 
|default
 
|default
|Selects the look to be used on all models. If unset, defaults to ''default''.
+
|Name of the look to be used on all descriptors of this accessory.
 
{{Note|All models for an accessory must have the same set of looks.}}
 
{{Note|All models for an accessory must have the same set of looks.}}
 
|-
 
|-
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|token
 
|token
 
|default
 
|default
|Selects the variant to be used on all models. If unset, defaults to ''default''.
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|Name of the variant to be used on all descriptors of this accessory.
 
{{Note|All models for an accessory must have the same set of variants.}}
 
{{Note|All models for an accessory must have the same set of variants.}}
 
|-
 
|-
 
|hide_in
 
|hide_in
 
|u32
 
|u32
|0x0
+
|0
 
|Flag for &ldquo;hiding&ldquo; accessory from being drawn in specific views. Valid values can be calculated [http://eurotrucksimulator2.com/modding_changes_114.php#Hide%20following%20views here].
 
|Flag for &ldquo;hiding&ldquo; accessory from being drawn in specific views. Valid values can be calculated [http://eurotrucksimulator2.com/modding_changes_114.php#Hide%20following%20views here].
 
{{Note|Accessories whose model references textures containing the mirror reflection (e.g. the mirror itself) '''MUST''' be marked as not visible in the mirrors. Previously there was a special mechanism to handle this however the now game exclusively relies on hide_in attribute to handle that. }}
 
{{Note|Accessories whose model references textures containing the mirror reflection (e.g. the mirror itself) '''MUST''' be marked as not visible in the mirrors. Previously there was a special mechanism to handle this however the now game exclusively relies on hide_in attribute to handle that. }}
 
|}
 
|}

Revision as of 13:46, 20 June 2017

The accessory_addon_data unit class is used for vehicle accessories that adds a visible component to a vehicle. This is most commonly used for customization of the player's vehicle. It defines the paths to the visible models and their configuration (variant, look, excluded views), and the path to the collision mesh if applicable. Units of this type are found in /def/vehicle/truck/<brand.model>/accessory/<type>/*.sii.

Note: Some legacy accessories which don't directly interact with the player (eg. badges) may also be found in def/vehicle/truck/<brand.model>/<type>/*.sii because of legacy. So when creating new types always create them inside accsessory subfolder.

Attributes

Many common attributes are inherited from accessory_data.

Name Type Default Value Description
exterior_model string Path to the descriptor (.pmd) for the model to be displayed in the exterior view (if applicable).
exterior_model_uk string Path to the descriptor (.pmd) for the model to be displayed in the exterior view for left-hand drive vehicles (if applicable). If unset, defaults to exterior_model.
interior_model string Path to the descriptor (.pmd) for the model to be displayed in the interior view (if applicable).
interior_model_uk string Path to the descriptor (.pmd) for the model to be displayed in the interior view for left-hand drive vehicles (if applicable). If unset, defaults to interior_model.
coll string Path to the collision descriptor (.pmc) for the accessory (if applicable).
look token default Name of the look to be used on all descriptors of this accessory.

Note: All models for an accessory must have the same set of looks.

variant token default Name of the variant to be used on all descriptors of this accessory.

Note: All models for an accessory must have the same set of variants.

hide_in u32 0 Flag for “hiding“ accessory from being drawn in specific views. Valid values can be calculated here.

Note: Accessories whose model references textures containing the mirror reflection (e.g. the mirror itself) MUST be marked as not visible in the mirrors. Previously there was a special mechanism to handle this however the now game exclusively relies on hide_in attribute to handle that.