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Games/ATS/Modding guides/1.6

3,033 bytes added, 08:26, 2 March 2017
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= Changes =
Note == Truck Accessory Data == There is new rule '''overrides[]''' added. Its values are file names and it is non-lazy version of '''defaults[]'''. This means whenever this rule is used adding accessory also adds all override accessories regardless of presence of same type accessory (old ones are discarded). Typical use case is engine that this page contains only changes takes engine badge or sound with itself. Forcing the change simplifies other rules as now engine badges or sounds do not need suitable rule on their sides which are specific removes unwanted cross links between accessories. Use carefully as any forced change can loop easily with incorrect data. == Engine Data == Part of engine simulation improvement is specifying inner engine resistance. It is defined by '''resistance_torque''' attributes that defines resistance in Nm that is measured at 2000 rpm (arbitrary value). It is mainly linked with size of engine so if you set it to negative value it is defaulted from engine volume (it is near volume * 20.0). Default value for '''engine_brake_positions''' was changed to 3. Hold button logic works same as before, but now players could use partial engine brake usage as is present in most current trucks. == Chassis Data == New attribute '''air_tank_pressure''' now defines nominal pressure truck wants to keep in air tanks. Default value is 10 bars. == Interior Data == With more exact simulation of air pressure we unified animation API. All animation now expect values in bars. To prevent misunderstanding they were also renamed (with their '''_max''' and '''_min''' values): '''oil_psi_anim''' to '''oil_pressure_anim''', '''air_psi_anim''' to '''air_pressure_anim''', '''button_low_air_psi''' to '''indicator_low_air_pressure''', '''button_low_oil_psi''' to '''indicator_low_oil_pressure'''. In addition, animation '''brake_psi_anim''' was renamed to ATS'''brake_pressure_anim''', and is not in range 0-1 of brake limit anymore, for it uses bars like all other changes see ETS2 1pressure animations instead.27 modding guide [http There was also added many new animations:'''differential_lock_stick_anim''' and '''indicator_differential_lock''' for new differential lock feature, '''indicator_weigh_green''' and '''indicator_weigh_red''' for weight pass model LEDs, and '''indicator_trailer_axle_lift''' for liftable axles on trailer. Default value for '''clock_small_anim_max''' was changed to 24 as it is logic the code worked with always. == Materials == The method of generating names of material files in the //moddingautomat directory was changed from SHA1 to CityHash64. == Model format == Animated models are now skinned on the GPU and the PMG format was changed to allow its data to be directly used for rendering. Note that the new version only supports four bones affecting single vertex while the previous version did not have any limit. * The game will automatically convert the previous format during load so older mods will continue to work.scssoftIf the more than four bones are affecting a single vertex, only the four strongest influences will be used.com/wiki/Games/ETS2/Modding_guides/1* A updated conversion tools generating this new format will be released soon.* If necessary, existing PMG resources can be converted to the new format using the '''-conversion_dump_path''' command line option.27 link]
== Prefab ==
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