Games/ETS2/Modding guides/1.47
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Contents
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
Changes & New Features
Game Substances
Game substance unit type (defined in /material/material.db
) got new physics float attributes: bump_granularity
, bump_amplitude
and an integer attribute: bump_perlin_order
. They are used to describe bumpiness of the material substance.
Additionally substance unit also got new token attribute: sound_class
. It is used to determinate type of the sound that is played when player is driving on the geometry with material using given substance. There is 6 different sound class types currently:
asphalt
rumble
gravel
dirt
grass
generic
Truck Data
Accessory electric type
TBA
Dashboard Colors
TBA
Interior Animations and UI Elements
TBA
Sounds
TBA - new events: system_warning1, system_warning2, system_warning3