515
edits
Changes
→License plate data
= How to convert map =
* For saving the map you need to create '''base_map/map''' folder just aside of game executable exe. Former '''base''' folder is still used for saving other data (eg. weather settings in '''base/def''').
* There has been changes of some edge models (for easier and more exact snapping in future). If you are using them in your map you need to reposition them to fit new model and fix eventual other errors around. For simplification of the process there are helpers. Extract entire content of the zip file to game executable folder and run the batch file - it will run the fixer exe (modified editor) with proper params. Load your map and fixer automatically offsets those items by proper offsets all over the map. Then check the affected items over the map (complete name list is in the included TXT file), fix whatever you want or need, save the map, and exit the editor. Remove the fixer from the folder. This process should be done ONLY ONCE as repeated run of the fixer would move those items again.
* http://download.eurotrucksimulator2.com/ETS2_Terrain_edge_offset_fix.zip [10M, exe+bat+txt files]
* http://download.eurotrucksimulator2.com/ATS_Terrain_edge_offset_fix.zip [10M, exe+bat+txt files]
You can then continue in regular way.
* Load map
== Editor ==
Editor now saves map sector files into '''base_map''' folder. All other data (eg weather settings) are still store into '''base''' folder. many other features, TBD
== Sound ==
updated to version 2.01.01 (data update during betas), removed defaults, separate sounds per truck, TBD Complete sound system documentation is described at [[Documentation/Engine/Sound]]. == Skybox == Lots of significant changes have been made to the underlying workings of the skybox system.<br>Most importantly, we can now blend between both sun profiles and weathers at once (so 4 layers in total), this means that weather transitions may now be triggered automatically at any moment, including in the middle of a sun profile transition. ==== Materials: ==== Each part of the skybox model is now being handled by a dedicated material.<br>As a result, the following effects have been removed:* eut2.sky.rfx* eut2.sky.over.rfx And replaced by:* '''eut2.sky.rfx''' - used on the ''clouds'' part (hi-res clouds ring)* '''eut2.sky.stars.rfx''' - used on the ''stars'' part* '''eut2.sky.back.rfx''' - used on the ''back'' part (low-res clouds background) These need to be correctly set in the materials of the skybox model itself. ==== Climate definitions: ==== Previously, stars and clouds shared the same texture.It is now possible to separate the two via the <code>stars_texture</code> attribute, which now exists in place of the obsoleted <code>skycloud_part</code> attribute. If <code>stars_texture</code> matches <code>skycloud_texture</code>, the engine expects that the texture contains both stars and clouds, and everything should appear to behave as it used to.<br>If <code>stars_texture</code> is different, '''then stars are rendered using this texture and the engine treats <code>skycloud_texture</code> as if it doesn't contain stars at all'''.<br>If <code>stars_texture</code> is <code>"null"</code>, stars are not rendered. A newly-added <code>stars_opacity</code> attribute accessible via the weather editor controls opacity of the stars. Your existing climate definitions should still work. If the engine encounters a <code>skycloud_part</code> definition, a warning is displayed and the remaining attributes filled in accordingly.<br>However, you should still update your climate definitions to the current format, which can be done by simply loading up your climate definition in the weather editor and saving it.
== Game data ==
== Vehicle data ==
=== Engine data ===
=== Interior data ===
=== Vehicle types ===
There has been an extensive cleanup and renaming among traffic vehicle types to bring more consistency into the type separation logic and consistency. Most of the type names are based on their real-world counterparts. They are further subdivided to allow correct application of traffic rules and/or some special behavior for all vehicles. There is more info in "''/def/vehicle/traffic_vehicle_types.sii''". Note together with type names, also traffic vehicle storages were renamed accordingly (''/def/vehicle/traffic_storage*.sii''). Please check if vehicle definitions added by mods are in correct storage(s)
=== Trailer types ===
Together with vehicle types, also several trailer types were renamed. Their names are based on the vehicle types they are used by. There is more info in "''/def/vehicle/traffic_trailer_types.sii''". Note together with type names, also traffic trailer storages were renamed accordingly (''/def/vehicle/traffic_storage_trailer*.sii''). Please check if trailer definitions added by mods are in correct storage(s)
=== Referencing multiple vehicle/trailer definitions ===
* spawn density rules
'''NOTE: ''' this change made parked vehicle hookup attribute ''allowed_vehicle_type[]'' obsolete.