Difference between revisions of "Documentation/Engine/Random Road Events"

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(Road events creation pipeline)
(Defining cutscenes for random events)
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# Finally defined road events inside with linked journey cutscenes from step 3 - [[#Defining random events]].
 
# Finally defined road events inside with linked journey cutscenes from step 3 - [[#Defining random events]].
  
== Defining cutscenes for random events ==
+
== Cutscenes for random events ==
 +
 
 +
Basic element that is used on the RE is cutscene. Cutscene is exported map that can be dynamically inserted into the game.
 +
 
 +
=== Export ===
  
 
TODO
 
TODO
 +
 +
=== Definition ===
 +
 +
All of the cutscenes are defined in "'''/def/camera/cutscene.sii'''" and are used for different purposes.
 +
 +
For RE one has to define cutscene like this:
 +
<pre>
 +
//                            ----- Cutscene token
 +
//                          |
 +
//                          v
 +
cutscene_data: cutscene.acc_stop_lii
 +
{
 +
    objects_path: "/map/scenes/accident_stop_lights_in.sbd"
 +
}
 +
</pre>
 +
 +
Where '''objects_path''' parameter points to exported cutscene and cutscene token is last token in unit name. Cutscene token (in example: '''''acc_stop_lii''''') is the name that is later used in defining journey event cutscenes.
  
 
== Defining journey cutscenes ==
 
== Defining journey cutscenes ==

Revision as of 06:17, 23 May 2018

Random event preview

Road events (RE) are dynamically generated situations on roads present in ETS2 and ATS.

RE are defined from several cutscenes placed along the road. RE distinguishes 3 types of cutscenes:

  • Start cutscene - The first cutscene of the RE, only one per the RE.
  • End cutscene - The last cutscene of the RE, only one per the RE.
  • Layer cutscenes - Cutscenes between Start and End cutscenes.

According to the length of the RE and the lengths of cutscenes, the space between start and end cutscenes is filled with layer cutscenes.

Composition of RE:

Engine random event composition.jpg

Road events creation pipeline

For working road event we need:

  1. Exported one or more cutscenes from map editor.
  2. Defined cutscenes exported in step 1 - #Defining cutscenes for random events.
  3. Defined journey cutscenes with last token of cutscene unit names defined in step 2 - #Defining journey cutscenes.
  4. Finally defined road events inside with linked journey cutscenes from step 3 - #Defining random events.

Cutscenes for random events

Basic element that is used on the RE is cutscene. Cutscene is exported map that can be dynamically inserted into the game.

Export

TODO

Definition

All of the cutscenes are defined in "/def/camera/cutscene.sii" and are used for different purposes.

For RE one has to define cutscene like this:

//                            ----- Cutscene token
//                           |
//                           v
cutscene_data: cutscene.acc_stop_lii
{
    objects_path: "/map/scenes/accident_stop_lights_in.sbd"
}

Where objects_path parameter points to exported cutscene and cutscene token is last token in unit name. Cutscene token (in example: acc_stop_lii) is the name that is later used in defining journey event cutscenes.

Defining journey cutscenes

All cutscene attributes of RE: start_cutscene, end_cutscene, layer_cutscenes, mirror_cutscenes, signs_cutscenes_inner and signs_cutscenes_outer are using same unit type: journey_events_cutscene, which are listed/defined in "/def/world/journey_cutscene.sii".

These cutscenes are then linked to RE via their unit names. For example cutscene "j_cut.acc_stop_li" defined below is featured as start cutscene of RE "j_re.acc_plane" in example above.

Example journey_cutscene.sii file definition:

SiiNunit
{
# For modders: Please do not modify this file if you want to add a new entry. Create in
# this directory a new file "<base_name>.<idofyourmod>.sii" where <base_name> is name of
# base file without the extension (e.g. "city" for "/def/city.sii") and <idofyourmod> is
# some string which is unlikely to conflict with other mod.
#
# Warning: Even if the units are specified in more than one source file, they share the
# same namespace so suffixes or prefixes should be used to avoid conflicts.

journey_events_cutscene : j_cut.acc_stop_li 
{
    cutscene_tokens[]:     acc_stop_li1
    cutscene_tokens[]:     acc_stop_li2

    left_width:             80.0       // [m]
    right_width:            5.0        // [m]
    sequence_mode:          pseudo
}
journey_events_cutscene : j_cut.acc_mid
{
    cutscene_tokens[]:     acc_mid_1
    cutscene_tokens[]:     acc_mid_2
    cutscene_tokens[]:     acc_mid_3

    left_width:             15.0       // [m]
    right_width:            15.0       // [m]
    sequence_mode:          pseudo
}
journey_events_cutscene : j_cut.acc_plane
{
    cutscene_tokens[]:     acc_rare_1
    
    left_width:             35.0       // [m]
    right_width:            25.0       // [m]
    sequence_mode:          pseudo
}
}

Cutscene width

In case of RE, cutscene definition of type journey_events_cutscene also uses left_width and right_width attributes, which defines the length of the cutscene. This two attributes are very important as they determinate how much space is between different cutscenes, how many layer cutscenes can be places in whole RE and where traffic blocks will be placed.

To determinate left and right width one has to:

  1. Add cutscene on the part of the road.
  2. Rotate the cutscene in map editor so that driving direction is from right to left:
    Random event cutscene left and right width
  3. Once seeing cutscene as on picture, use the ruler tool in map editor to measure distance from cutscene origin point on each side.
  4. Use measured widths in cutscene definition.

Defining random events

All RE are stored in "/def/world/journey_road_event.sii" as list of journey_events_road_event units.

Example journey_road_event.sii file definition:

SiiNunit
{
# For modders: Please do not modify this file if you want to add a new entry. Create in
# this directory a new file "<base_name>.<idofyourmod>.sii" where <base_name> is name of
# base file without the extension (e.g. "city" for "/def/city.sii") and <idofyourmod> is
# some string which is unlikely to conflict with other mod.
#
# Warning: Even if the units are specified in more than one source file, they share the
# same namespace so suffixes or prefixes should be used to avoid conflicts.

journey_events_road_event : j_re.acc_uni_p
{
    signs_distances_outer[]: 50

    layer_min_curve[]: 0.0
    layer_max_curve[]: 15.0
    
    max_length: 55.0
    min_length: 55.0
}
journey_events_road_event : j_re.acc_plane
{
    start_cutscene: j_cut.acc_stop_li
    layer_cutscenes[]: j_cut.acc_mid
    end_cutscene: j_cut.acc_plane

    min_shoulder_space: 3.0
    outer_lane_allowed: true
    centerline_displacement: true
	
    layer_max_curve[]: 2.0
	
    weight: 10.0

    parent: j_re.acc_spec_p

    name: "Accident country specific plane (1)"
}
}