Difference between revisions of "Games/ATS/Modding guides/1.6"

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(Created page with "= Recommendations = * When basing your model on the original ones, add to your mod also <strong>ALL</strong> original /automat/ files used by it. The names of the files are ge...")
 
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* Prefab was removed however compatible data are still there under a different name. In that case you can find updated definition in the prefab.scs16_data.sii which is part of the compatibility mod.
 
* Prefab was removed however compatible data are still there under a different name. In that case you can find updated definition in the prefab.scs16_data.sii which is part of the compatibility mod.
   * us09
+
   us09
   * us39
+
   us39
   * az39
+
   az39
   * az_oil_gst1
+
   az_oil_gst1
   * az_oul_gst
+
   az_oul_gst
 
* Prefab was removed completely. You will need to find a suitable replacement and edit that part of the map.
 
* Prefab was removed completely. You will need to find a suitable replacement and edit that part of the map.
 
   * us_gas_13
 
   * us_gas_13

Revision as of 14:55, 28 February 2017

Recommendations

  • When basing your model on the original ones, add to your mod also ALL original /automat/ files used by it. The names of the files are generated as CityHash64 hash of theirs content so whenever we change the parameters of the material in any way, a different file will be used to store them and the original file might cease to exist if there is no other model utilizing the original parameters.
  • When modifying original models, always include ALL compoments of the model (pmg+pmd) instead of just those you changed. Otherwise you risk crash if we change the model.
  • As always when adding new objects to files which support multi-file approach (e.g. road_look.sii) it is HIGHLY RECOMMENDED to use suffix or prefix in the name to avoid conflicts with new objects we are adding in patches. Otherwise you might have to use the batch renaming functionality (see Batch renaming) to fix the conflicts when new patch appears.

How to convert map

If your map is using some prefabs or road edges which were removed in this update, you need to convert it using a steps mentioned bellow. Otherwise no conversion is necessary.

  • Download the compatibility mod link and put it into mods folder.
  • Download a batch replace config link and put it into "Documents\American Truck Simulator" folder.
  • Load map in the editor
  • Open the replacement tool using F3 key and press the "Batch replace" button.
  • Save map
  • Correct prefabs according to the Prefab changes section bellow.
  • Save map

Changes

Note that this page contains only changes which are specific to ATS, for other changes see ETS2 1.27 modding guide link

Prefab

Prefab removals and renames

We removed some unused prefabs. Most of them were already marked as "DO NOT USE" in previous updates. If you used such prefab, then there are few cases:

  • Prefab was removed however compatible data are still there under a different name. In that case you can find updated definition in the prefab.scs16_data.sii which is part of the compatibility mod.
  us09
  us39
  az39
  az_oil_gst1
  az_oul_gst
  • Prefab was removed completely. You will need to find a suitable replacement and edit that part of the map.
  * us_gas_13
  * us_gas_14
  • Prefab was replaced with a new version under a different name. The batch replacement step in "How to convert map" will rename it to the new name.
  * 61
  * az44
  * az63
  * az64
  * az65
  * az75
  * us_23
  * us_28
  * us_29
  * us_30
  * us_32
  * us_41
  * us_42
  * us_43
  * us_44
  * us_44a
  * us_45
  * us_46
  * us_47
  * us_50
  * us_52
  * us_55
  * us_58
  * us_59
  * us_61
  * us_62
  * us_63
  * us_65
  * us_66
  * us_74
  * us_75
  * us03_r
  * us25
  * us41
  * us42
  * us43

Variant removals

Some variants were removed from prefabs so you will need to find a suitable replacement.

Separate corners

In case where the prefab was replaced with a new version (see above), it is very likely that the new version has its corners configurable in the prefab item in map editor instead of being part of the variant. After the batch replacement all such prefabs will be left with no corners set so there will be gaps in the map where the corners were. You need to visit those prefabs and select a suitable types of corners.