Games/ETS2/Modding guides/1.25
Contents
Recommendations
- Some new models utilizing the "fr" suffix or prefix are still work in progress and it is likely that they might change significantly in some next patch. For this reason it is recommended that you avoid using them in your mods at this time.
- When basing you 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 SHA1 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 compoments 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
Game data
All map dependent data was moved from game_data.sii to map_data.sii. Check map_data.sii for list of obsolete attributes.
Trailer data
Added trailer paintjobs for each trailer. In /def/vehicle/trailer/<trailer_name>/ create custom_paint_job and add defs for paintjob. Example of paintjob definition file:
SiiNunit { accessory_paint_job_data : .paint_job { airbrush: true alternate_uvset: true paint_job_mask: "<path to your tobj file>" } }
Editor
Added vegetation and terrain pickers for easy applying of the same patterns.
Added dialog showing info about currently picked pattern.
Traffic
Spawn frequency
The per-country spawn frequency definition has been improved and simplified. The old file-based (def/country/(country_name)/ai system is now obsolete. Instead of creating a new file for each vehicle definition, put all your customized spawn frequencies into a single file /def/country/(country_name)/traffic.(mod_name).sii.
For example:
country_traffic_info : .country.info.traffic.a3 { object: traffic.a3 spawn_frequency: 0.00 }
object - unit name of the object the given info is for; ALL vehicle and trailer types are supported
spawn frequency - arbitrary non-negative float number (the precision is no longer clamped to 1/10)
To override a traffic info in your mod, just create a new definition in your definition file with the same value for object attribute as the one being overridden. For each object the LAST LOADED traffic info is used.
Speed limits
Speed limit computation for trucks has been adjusted. Until now, it was not possible, to raise the speed limit for trucks above the country limit using traffic signs. For example, trucks inside cities were forced to drive at slow speeds (e.g. 50 km/h) regardless of the traffic signs (if not on a high-speed roads, like freeways/motorways).
To remove this limitation, a new attribute has been created:
max_limit - an array of speed limits defining the maximum allowed speed limit value for the given vehicle type in given country (cannot be raised, e.g. by traffic signs). By default, there is no limit set.
As a compromise between 'making trucks drive too slow' and 'allowing car speed limits for trucks', the country speed limits for trucks in all countries are now set as follows:
For trucks in cities, allow increasing speed limit by traffic signs up to rural speed limit
For example:
country_speed_limit : .speed_limit.truck { vehicle_speed_class: truck lane_speed_class[]: local_road limit[]: 70 urban_limit[]: 50 max_limit[]: 70 lane_speed_class[]: expressway limit[]: 80 urban_limit[]: 50 max_limit[]: 80 lane_speed_class[]: motorway limit[]: 80 urban_limit[]: 80 max_limit[]: 80 }