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Games/ATS/Modding guides/1.6

5,161 bytes added, 07:58, 27 April 2018
Changes
= Changes =
== Vehicles data == === Truck cameras === Please ensure that all cameras are set in the accessory_truck_data. A missing camera data can cause crash of ATS 1.6.0.6 open beta. === 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 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 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 (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 '''brake_pressure_anim''', and is not in range 0-1 of brake limit anymore, it uses bars like all other pressure animations instead. 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 /automat 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. If the more than four bones are affecting a single vertex, only the four strongest influences will be used.* A updated conversion tools generating this page contains only 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. === Low level format changes === ==== Low level format changes ==== This is description of changes which between the 0x506d6713 and 0x506d6714 version of the PMG format. It is intended to be used by people who are specific already familiar with the previous version of the format and need to ATSaccess it directly. * Changes to file header.** A u32 field containing number of per vertex weights was added directly behind the field containing number of bones. The only allowed values are either 0 for rigid model or 4 for skinned model.** Instead of tree separate blocks containing static, dynamic and skinning data respectively, there is only one block containing interleaved vertex data (see bellow). Offset and size fields for other changes see ETS2 1the separate blocks were removed and replaced by single offset and size for this combined block. * Changes to piece header.** A u32 field containing number of per vertex weights was removed.** A u32 field containing size of a single interleaved vertex in bytes was added to the piece header between the AABB and positions offset.** A u32 field containing offset of array with vertex influences was removed.** A u32 field containing offset of array with indices was moved to the end of the piece header.** The bone dependencies and weights offsets should be set to 0xffffffff if skinning data are not present (i.e.27 modding guide for rigid model) * Interleaved vertex** float3 position** float3 normal** (optional) float4 tangent** u32 vertex color** (optional) u32 secondary vertex color** (optional) float2[http://moddingtexcoord_width] texture coordinate** (bone_count > 0) u8[4] with 8bit bone indexes** (bone_count > 0) u8[4] with 8bit bone weights If the vertex is affected by less than four bones, those bones should be stored in the leading entries.scssoftThe remaining entries should replicate bone index from the last valid entry and use a zero weight.com/wiki/Games/ETS2/Modding_guides/1There must be at least one bone affecting each vertex and sum of weights over all bones affecting a vertex should be 255.27 link]
== Prefab ==
* 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 ===
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.
 
== Road edges ==
 
Some road edges were replaced with a new ones. The batch replacement step should convert them to the new versions.

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