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Games/ETS2/Modding guides/1.38

5,977 bytes added, 11:47, 25 July 2020
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 ==
* many Many '''SII ''' files (units) that should be have been renamed to '''SUI files (includes) renamed, TBD''' and vice versa. Why?
=== License plate By definition, '''SII''' files are the ones containing game units and are starting by <code>SiiNUnit</code> mark, while '''SUI''' files are included or shared part of some other unit and are not starting by any mark. This was generally true for a long time but game itself did not enforced it technically. Game data ===could include any file. Thus your mods might or might not work based on other conditions (namely file links in other files) now.
* We unified the naming to this strict format to be better able to automatically test all game data and thus speed up development. We also encourage to change all modded data in same way to prevent errors. == License plate data == There was changed generation rules* of LP slightly. Country-based LP are working exactly same as before: if vehicle type is matched that data set is used, otherwise first dataset is used (regular car typically). City-based LPs has been working similarly except there was hardcoded pobability (33%) of using country-driven based LP instead. Right now city -based LP generation always checks both country and city data for defined vehicle types. If vehicle type is matched data sets are used, but if both country and city type definition exists the decision is based on '''probabilty''' field on city data. As default value is 0.67, it works similarly as before. Main difference is that if you do not define city LP for some vehicle type, first fallback is to country LP for that vehicle type and only the secondary fallback is the first vehicle type in city LP list. Also you can enforce local LP if desired by setting '''probability''' to 1.0 in city-based LP definitions. As example, this behavior is used in Idaho DLC for emergency vehicles (medical, fire and police).
== Vehicle data ==
=== Engine data ===
Tweaked Default ranges tweaked a bit to better simulate behavior of modern engines and better use default torque curve. Default value of '''rpm_range_power''' is now (1400, 1900) and default value of '''rpm_range_high_gear''' is now (1000, 1350). Non-default rangesdata of few engines has been tweaked as well.
=== Interior data ===
New There is new animation '''engine_brake_stick_anim'''.It is driven by engine brake user setting (input) from disabled to enabled with maximum intensity (similarly like retarder stick animation). === Accessory horn addon data === There is new unit type '''accessory_horn_addon'''. Its same as '''accessory_addon''' but in addition it contains attribute '''sound_path''' that could link soundref file or sound bank event directly. It is used for new horn accessories on ETS2 trucks. == Traffic ==
=== 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.
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