Difference between revisions of "Documentation/Engine/Units/accessory addon data"

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|Flag for “hiding“ accessory from being drawn in specific views. Valid values can be calculated [http://eurotrucksimulator2.com/modding_changes_114.php#Hide%20following%20views here].
 
|Flag for “hiding“ accessory from being drawn in specific views. Valid values can be calculated [http://eurotrucksimulator2.com/modding_changes_114.php#Hide%20following%20views here].
{{Note|Accessories whose model references textures containing the mirror reflection (e.g. the mirrors itself) '''MUST''' be marked as not visible in the mirrors. Previously there was special mechanism to handle this however the now game exclusively relies on hide_in attribute to handle that. }}
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{{Note|Accessories whose model references textures containing the mirror reflection (e.g. the mirror itself) '''MUST''' be marked as not visible in the mirrors. Previously there was a special mechanism to handle this however the now game exclusively relies on hide_in attribute to handle that. }}
 
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== Subclasses ==
 
These unit classes are derived from '''accessory_addon_data''' so they contain all of its attributes, plus additional attributes specific to their usage. Each class and its usage is explained on its respective page.
 
*[[Documentation/Engine/Units/accessory_addon_int_data|accessory_addon_int_data]] (adds toy physics)
 
*[[Documentation/Engine/Units/accessory_addon_patch_data|accessory_addon_patch_data]] (adds cloth/flag physics)
 

Revision as of 19:37, 29 May 2017

The accessory_addon_data unit class is used for vehicle accessories that add a visible component to a vehicle. This is most commonly used for customization of the player's vehicle. It defines the paths to the visible models and their configuration (variant, look, excluded views), and the path to the collision mesh if applicable. Units of this type are typically found in /def/vehicle/truck/<make.model>/accessory/<type>/*.sii, but some special accessories which don't directly interact with the player (eg badges which are dependent on the engine/chassis configuration) may also be found in def/vehicle/truck/<make.model>/<special_type>/*.sii.

Attributes

Many common attributes are inherited from accessory_data.

Name Type Default Value Description
exterior_model string Path to the descriptor (.pmd) for the model to be displayed in the exterior view (if applicable).
exterior_model_uk string Path to the descriptor (.pmd) for the model to be displayed in the exterior view for left-hand drive vehicles (if applicable). If unset, defaults to exterior_model.
interior_model string Path to the descriptor (.pmd) for the model to be displayed in the interior view (if applicable).
interior_model_uk string Path to the descriptor (.pmd) for the model to be displayed in the interior view for left-hand drive vehicles (if applicable). If unset, defaults to interior_model.
coll string Path to the collision mesh (.pmc) for the accessory (if applicable).
look token default Selects the look to be used on all models. If unset, defaults to default.

Note: All models for an accessory must have the same set of looks.

variant token default Selects the variant to be used on all models. If unset, defaults to default.

Note: All models for an accessory must have the same set of variants.

hide_in u32 0x0 Flag for “hiding“ accessory from being drawn in specific views. Valid values can be calculated here.

Note: Accessories whose model references textures containing the mirror reflection (e.g. the mirror itself) MUST be marked as not visible in the mirrors. Previously there was a special mechanism to handle this however the now game exclusively relies on hide_in attribute to handle that.