Difference between revisions of "Games/ETS2/Modding guides"

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With each new game patch we are also shipping modding guides for users to be able to get their existing mods up-to-date.
+
With each new game update we are also shipping modding guides for users to be able to get their existing mods up-to-date.
  
Page is organizing modding guides by patch version numbers.
+
Page is organizing modding guides by update version numbers.
  
 
= Misc  useful commands =
 
= Misc  useful commands =
<ul>
 
<li>Running the game with <strong>-unlimitedlog</strong> command line parameter will disable the standard 1MB limit on size of game log file. This might be useful during update if you want to focus on some bugs first.</li>
 
<li>Running the game with <strong>-validate</strong> command line parameter or executing <strong>validate</strong> command on the console will run special game mode which will load all defined models, prefabs, vehicles and other objects to detect missing textures and similar errors. By examining the game log you can determine what the game was trying to do when error appeared. Note that there is still lot of things which might be wrong which are not checked in this mode.</li>
 
<li>Running the game with <strong>-error_overlay</strong> command line parameter will show overlay with number of error and warning messages printed to the log once at least one such message is printed.</li>
 
</ul>
 
  
 +
* Running the game with <strong>-unlimitedlog</strong> command line parameter will disable the standard 1MB limit on size of game log file. This might be useful during update if you want to focus on some bugs first.
 +
* Running the game with <strong>-validate</strong> command line parameter or executing <strong>validate</strong> command on the console will run special game mode which will load all defined models, prefabs, vehicles and other objects to detect missing textures and similar errors. By examining the game log you can determine what the game was trying to do when error appeared. Note that there is still lot of things which might be wrong which are not checked in this mode.
 +
* Running the game with <strong>-error_overlay</strong> command line parameter will show overlay with number of error and warning messages printed to the log once at least one such message is printed.
  
= 1.22 =
+
= Updates =
  
== Recommendations ==
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* [[Games/ETS2/Modding guides/1.44]]
<ul>
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* [[Games/ETS2/Modding guides/1.43]]
<li> Some new models utilizing the "fr" suffix or prefix are still work in progress and it is likely that they might change significantly in some next patch. For this reason it is recommended that you avoid using them in your mods at this time.
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* [[Games/ETS2/Modding guides/1.42]]
</li> <li> When basing you 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 generated as SHA1 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.
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* [[Games/ETS2/Modding guides/1.40]]
</li> <li> When modifying original models, always include <strong>ALL</strong> compoments of the model (pmg+pmd) instead of just those you changed. Otherwise you risk crash if we change the model.
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* [[Games/ETS2/Modding guides/1.39]]
</li> <li> As always when adding new objects to files which support multi-file approach (e.g. road_look.sii) it is <strong>HIGHLY RECOMMENDED</strong> 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.
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* [[Games/ETS2/Modding guides/1.38]]
</li></ul>
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* [[Games/ETS2/Modding guides/1.37]]
 
+
* [[Games/ETS2/Modding guides/1.36]]
== How to convert map ==
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* [[Games/ETS2/Modding guides/1.35]]
<ul>
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* [[Games/ETS2/Modding guides/1.33]]
<li> Temporarily store [http://eurotrucksimulator2.com/modding/1.22/vegetation.old.sii vegetation.old.sii] file into <strong>/def/world/vegetation.old.sii</strong> to make old definitions of vegetation profiles accessible.
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* [[Games/ETS2/Modding guides/1.32]]
</li> <li> Store [http://eurotrucksimulator2.com/modding/1.22/replace.sii this] replacement script <strong>Documents\Euro Truck Simulator 2\replace.sii</strong>
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* [[Games/ETS2/Modding guides/1.31]]
</li> <li> Open the map in the editor
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* [[Games/ETS2/Modding guides/1.30]]
</li> <li> If the log contains references to missing road looks <ul>
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* [[Games/ETS2/Modding guides/1.28]]
<li> Provide dummy definitions for them. Otherwise the editor will crash during save or some other operations.
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* [[Games/ETS2/Modding guides/1.27.2]]
</li> <li> Locate items using those dummy definitions and change them to other suitable looks
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* [[Games/ETS2/Modding guides/1.27]]
</li></ul>
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* [[Games/ETS2/Modding guides/1.26]]
</li> <li> Open the replacement dialog (F3)
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* [[Games/ETS2/Modding guides/1.25]]
</li> <li> Run "Batch replace"
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* [[Games/ETS2/Modding guides/1.24]]
</li> <li> Save map
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* [[Games/ETS2/Modding guides/1.23]]
</li> <li> Do rebuild (F8)
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* [[Games/ETS2/Modding guides/1.22]]
</li> <li> Save map
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* [[Games/ETS2/Modding guides/1.20]]
</li> <li> Remove dummy road look definitions, if any
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* [[Games/ETS2/Modding guides/1.19]]
</li> <li> Remove vegetation.old.sii
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* [[Games/ETS2/Modding guides/1.17]]
</li></ul>
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* [[Games/ETS2/Modding guides/1.16]]
 
+
* [[Games/ETS2/Modding guides/1.15]]
== Changes ==
+
* [[Games/ETS2/Modding guides/1.14]]
=== Vegetation profiles ===
+
* [[Games/ETS2/Modding guides/1.11]]
As most of the information previously set by the vegetation profile was moved into the map items, we cleaned up the vegetation templates. Use the attached files (see [[#How to convert map]]) to convert the map from the old profiles into the new ones.
+
* [[Games/ETS2/Modding guides/1.9]]
 
+
* [[Games/ETS2/Modding guides/1.4.1]]
=== Models ===
 
We cleaned folder structure of models and some files from DLC Scandinavia were moved to the base. As part of the cleanup content of asset_shared was moved to model2/prefab2 folders. Also some unfinished *_fr files were removed.<br><br>
 
As long your map mod is not overriding our <strong>/def/world/*.sii</strong> files nor depending on those unfinished files, it should be fine. Otherwise you will need to update the definition file with the new paths or replace the referenced objects with something else. If your mod is overriding one from the affected models, you will need to move the models to the new path.
 
 
 
=== Map ===
 
When saving the map, the editor now creates separate file <strong>europe.set</strong> to store selection sets. That file is not used by game itself and does not have to be included in mod.
 

Revision as of 00:12, 21 April 2022

With each new game update we are also shipping modding guides for users to be able to get their existing mods up-to-date.

Page is organizing modding guides by update version numbers.

Misc useful commands

  • Running the game with -unlimitedlog command line parameter will disable the standard 1MB limit on size of game log file. This might be useful during update if you want to focus on some bugs first.
  • Running the game with -validate command line parameter or executing validate command on the console will run special game mode which will load all defined models, prefabs, vehicles and other objects to detect missing textures and similar errors. By examining the game log you can determine what the game was trying to do when error appeared. Note that there is still lot of things which might be wrong which are not checked in this mode.
  • Running the game with -error_overlay command line parameter will show overlay with number of error and warning messages printed to the log once at least one such message is printed.

Updates