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Changes

Vehicle lights: updated front positional lights to reflect changes in color for ATS 1.39
|rowspan="2"|High Beam
|rowspan="2"|Low Beam
|rowspan="2" style="background-image:linear-gradient(to right,#ffb44a,rgba(255,255,255,0));"|Positional*
|-
|1
|2
|Rear Left
|style="background-image:linear-gradient(to right,#ff4a4a,#ffb44a);"|Left Blinker**
|rowspan="2" style="background-color:#ff4a4a;"|Brake
|rowspan="2"|Reverse
|3
|Rear Right
|style="background-image:linear-gradient(to right,#ff4a4a,#ffb44a);"|Right Blinker**
|-
|4
|style="background-color:#ffb44a;"|Positional
|-
|colspan="6"|''<nowiki>*</nowiki>Front positional lights are white in ETS2, and orange in ATS by default as of 1.39. <br><nowiki>**</nowiki>Rear blinkers are orange in ETS2, and red in ATS by default.''
|}
There is also possible to use two different colors for auxiliary lights with offsetting UV mappings for second mask texture. Tile offset here is also done on the right side of the texture:
# <ol start="0"><li>original texture - white color</li># <li>first texture tile - orange color</li></ol>
== Traffic lights ==
Traffic lights don't use extra second mask texture as they are using alpha channel of base texture for proper lit of traffic lights. But they still use tile offset on UV mappings to properly lit up different color in traffic light. Tile offset here is done on right up side of the texture in the following order:
# <ol start="0"><li>first texture tile - red color of traffic light</li># <li>second texture tile - yellow color of traffic light</li># <li>third texture tile - green color of traffic light</li></ol>
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