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Documentation/Engine/Truck Interior Animations and IDs

4,494 bytes added, 03:02, 31 August 2016
Corrected heading levels to wiki standard; Began changing cabin animations to tabular format & adapting content from my 'Animations Cheatsheet' (http://forum.scssoft.com/viewtopic.php?f=201&t=204022)
==Interior Animations==
For movement of various things in truck interior are used program driven animations ( '''_anim''' ). For each animation can be set range by '''*_anim_min''' and '''*_anim_max''' values. As most animations expect range from 0 to 1, this are also default values. If animation expect any other value range it will be stated below.
===Special animationsAnimations===
* {| class="wikitable"!Attribute Name!Function!Behavior!Notes|-|wheel_anim* |Steering wheel|0 - left full lock<br />0.5 - center<br />1 - right full lock|For best results, each keyframe should be less than 45°<br />The steering wheel bone should be named '''steering_w''' for compatibility with [[Games/ETS2/Modding_guides/1.25#Steering_wheel_accessory|interchangeable steering wheels]].|-|wheel_updown_anim|Steering column tilt adjustment|0 - lowest setting<br />1 - highest setting|The default position is set by '''wheel_updown_anim_default'''|-|wheel_frontback_anim|Steering column telescope adjustment|0 - fully retracted<br />1 - fully extended|The default position is set by '''wheel_frontback_anim_default'''|-|wiper_anim* |Windshield wipers|0&rarr;1 is a full wipe cycle<br />(from park to full travel and back to park)|The keyframes at 0 and 1 should match.|-|gadget_anim||||}
===Stick animationsAnimations===
* {| class="wikitable"!Attribute Name!Function!Behavior!Notes|-|blinker_anim* |Turn signal control lever|0 - left indicator active<br />0.5 - rest position<br />1 - right indicator active||-|lights_anim* |Headlight control|0 - lights off<br />0.5 - parking/clearance lights on<br />1 - headlights on||-|high_beam_anim* |High beam headlight control|0 - rest position<br />1 - high beams on||-|light_horn_stick_anim* wiper_stick_anim|Light/city horn button* parking_stick_anim|0 - rest position<br />1 - light horn being applied* flasher_4way_anim|* engine_start_anim |- |wiper_stick_anim|Windshield wiper control|0 - off<br />1 - maximum speed|This animation is interpolated based on the total number of wiper speeds. For example, if there are two wiper speeds, 0.33 electricity on, 05 would correspond with the lower speed.67 engine on, 1 engine starting* beacon_anim|-|rowspan="2"|parking_stick_anim* trailer_stick_anim - trailer |rowspan="2"|Parking brakecontrol* retarder_stick_anim* auto_transmission_stick_anim |rowspan="2"|0 - in order reverseparking brake released<br />1 -neutral-driveparking brake applied* lift_axle_stick_anim|'''North America:''' Whether 'in' or 'out' is the applied state will depend on the truck – make sure that the animation matches the label on the valve or you will look like a goof.
==Gauge animations==The typical usage is for 'push to release' systems where the 0.0 state is 'in' and the 1.0 state is 'out'.|-|'''Europe:'''|-|flasher_4way_anim|Four-way flasher (hazard light) control|0 - rest position<br />1 - hazard lights are active|For a button, the &ldquo;depressed&rdquo; state would be 0.5 to make the button press and rebound for both activation and deactivation|-|engine_start_anim|Ignition and starting controls|0 - off<br />0.33 - electricity on<br />0.67 - engine on<br />1 - engine starting||-|beacon_anim|Beacon on/off switch|0 - beacon off1 - beacon on|-|trailer_air_stick_anim|Trailer air supply valve|0 - trailer disconnected1 - trailer connected|This is directly tied to whether a trailer is connected to the truck or not.
Typical usage is for a 'push to supply' type, so the valve is 'out' in the 0.0 state and 'in' in the 1.0 state|-|trailer_brake_stick_anim|Trailer brake hand valve(sometimes called the 'spike')|0 - rest position1 - trailer brake hand valve fully applied|Do not confuse this with the trailer supply valve - the hand valve is used (rarely) to apply only the trailer brakes in a controlled manner|-|retarder_stick_anim|Retarder control|0 - off1 - maximum setting||-|auto_transmission_stick_anim|Automatic transmission gear selector|0 - reverse<br />0.5 - neutral<br />1 - drive||-|lift_axle_stick_anim|Lift axle switch/control|||}===Gauge animations===This set of animations handles analog gauges. The related '''* _min''' and '''*_max''' attributes set the values that the start and end of the animation correspond to. Where the simulated value exceeds the min/max attribute, the animation is clamped.{| class="wikitable"!Attribute Name!Function!Behavior!Notes|-|oil_psi_anim - range |Engine oil pressure in psi (pounds per square inch(psi), |0 - oil_psi_anim_min1 - oil_psi_anim_max|40-90 psi is typical working value* |-|water_temp_anim |Engine water/coolant temperature (°C)|0 - in celsius degrees, water_temp_anim_min1 - water_temp_anim_max|working value 90*C90°C|-* |battery_anim - |Battery potential in volts|0 - battery_anim_min1 - battery_anim_max|Nominally 24V. For 12V systems, working set the min/max attributes to twice the value 24Vthe gauge displays and it should appear as if it is indeed a 12V system.|-* |oil_temp_anim - engine |Engine oil temperature, in celsius degrees, (°C)|0 - oil_temp_anim_min1 - oil_temp_anim_max|working value 90*C90°C|-* |diff_temp_anim |Differential temperature (°C)|0 - differential temperature, in celsius degrees, diff_temp_anim_min1 - diff_temp_anim_max|working value 90*C90°C|-* |tachometer_anim - |Tachometer in rpm (revolution per minute)* |0 - tachometer_anim_min1 - tachometer_anim_max||-|speedometer_anim |Speedometer (km/h)|0 - speed in kmspeedometer_anim_min1 - speedometer_anim_max|1mph = 1.60934km/h* |-|air_psi_anim - range |Air brake reservoir pressure in psi (pounds per square inch), |0 - air_psi_anim_min1 - air_psi_anim_max|working value 140 psi* |-|brake_psi_anim - |Air brake application||range is 0 to 1, maximum pressure value should be equivalent of 60-70 psi* |-|suspension_load_anim |Suspension load in newtons|0 - suspension_load_anim_min1 - suspension_load_anim_max|expects range in newtons (22t trailer creates like 70kN on kingpin)* |-|fuel_anim* |Fuel gauge (relative to full)|0 - fuel_anim_min1 - fuel_anim_max|By default, 0 corresponds to empty state and 1 corresponds to full|-|ad_blue_anim* |Ad Blue/DEF gauge (relative to full)|0 - fuel_anim_min1 - fuel_anim_max|By default, 0 corresponds to empty state and 1 corresponds to full|-|turbo_anim* |Manifold pressure|||-|consumption_anim - instant |Instantaneous fuel consumption in l/100km, |0 - consumption_anim_min1 - consumption_anim_max|scania gauge has 0 to 120* |-|clock_big_anim - minutes|Analog clock, minute hand (0-60)* |||-|clock_small_anim - hours|Analog clock, hour hand (0-12)* |||-|generic_anim - animation |Animation for other gauges. |0 when truck is turned off, <br />1 when truck is turned on.||}===Indicator animations===
==Indicator animations==  This These animations are not interpolated from 0 to 1 rather they have only 2 states: switched off and switched on. So this animations should have only 2 key frames.
* button_left_blinker
* button_parking_brake
* button_4way - indicator should be placed on hazard warning button for blinking
* button_abs
* button_bbw
* button_avi
* indicator_retarder
* indicator_warning - damage warning indicator
* indicator_generic - animation for other indicator. 0 most of the time, 1 when truck is making electricity check (after turned on).
==Dashboards IDs==
Screen of dashboard computers uses our UI library and shows thus UI elements. Each element has unique ID and can be used only once (due to caching). Most of fields can be used as two parameter template - value and unit, both are used accordingly to current game options. As in different languages can be units and other texts translated ensure that there are enough space for all of them.
===Screen IDs ( '''ui::group''' type):===
* 100 to 800 - basic screens, up to 8 screens
* 950 - shared screen (used together with all basic screens)
===Element IDs (mostly '''ui::text_common''' type):===
* 1000 - ambient temperature
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