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Games/ETS2/Modding guides

5,977 bytes removed, 00:12, 21 April 2022
Updates
With each new game patch 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 update version numbers.
= 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>
= Patches =* 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.
* [[Games/ETS2/Modding Guides/1.22]]* [[Games/ETS2/Modding Guides/1.20]]* [[Games/ETS2/Modding Guides/1.19]]* [[Games/ETS2/Modding Guides/1.17]]* [[Games/ETS2/Modding Guides/1.16]]* [[Games/ETS2/Modding Guides/1.15]]* [[Games/ETS2/Modding Guides/1.14]]* [[Games/ETS2/Modding Guides/1.11]]* [[Games/ETS2/Modding Guides/1.9]]* [[Games/ETS2/Modding Guides/1.4.1]]= Updates =
= Patch: * [[Games/ETS2/Modding guides/1.19 =44]] == Recommendations ==<ul><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.<* [[Games/li> <li> When basing you model on the original ones, add to your mod also <strong>ALL<ETS2/strong> original Modding guides/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 parameters1.43]]<* [[Games/ETS2/li> <li> When modifying original models, always include <strong>ALL<Modding guides/strong> compoments of the model (pmg+pmd) instead of just those you changed. Otherwise you risk crash if we change the model1.42]]<* [[Games/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<ETS2/Modding guides/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 appears1.40]]<* [[Games/li><ETS2/ul> == How to convert map ==<ul><li> If your mod overrides <strong>signs.sii<Modding guides/strong> or <strong>sign1.dlc_north.sii<39]]* [[Games/strong>, you need to update those files to account for us moving some signs from DLC Scandinavia to base.<ETS2/li> <li> Convert AI model storage definitions to the new format<Modding guides/li> <li> Convert the road look definitions to the new format1.38]]<* [[Games/li> <li> Convert the speed limit and license plate definitions in country data to the new format.<ETS2/li><Modding guides/ul>1.37]] == Changes ===== Traffic-related changes ======= AI vehicle model storage ====For each supported vehicle type (currently: <strong><em>car, truck, bus<* [[Games/em><ETS2/strong>) a separate unit exists in <strong>Modding guides/def1.36]]* [[Games/vehicleETS2/traffic_vehicle_type.sii<Modding guides/strong>1. These units contain paths to actual model storage for given vehicle type (e.g.<strong> 35]]* [[Games/defETS2/vehicleModding guides/traffic_storage_car1.sii</strong>)33]] ==== AI trailer model storage ====For each supported trailer type (currently: <strong><em>semi_trailer<* [[Games/em><ETS2/strong>) a separate unit exists in <strong>Modding guides/def1.32]]* [[Games/vehicleETS2/traffic_trailer_type.sii<Modding guides/strong>1. These units contain paths to actual model storage for given trailer type (e.g.<strong> 31]]* [[Games/defETS2/vehicleModding guides/traffic_storage_semi_trailer1.sii<30]]* [[Games/strong>) ==== AI vehicle definition ====Property <strong>attachable<ETS2/strong> is now obsolete. It has been replaced by an array attribute <strong>attachable_trailer<Modding guides/strong>. The array contains unit names (as strings) of all trailer models which can be attached to the given vehicle1.28]] To allow <strong>all</strong> trailer models, add an empty string at the beginning of the array: <code>attachable_trailer* [[]: ""<Games/code> ==== AI trailer definition ====To allow future features and improvements, the type of the unit defining an AI trailer <strong>CHANGED FROM<ETS2/strong> <code>trailer<Modding guides/code> <strong>TO</strong> <code>traffic_trailer</code> For example: <code>trailer : traffic1.trailer27.fuel_cistern</code>2]] changes to <code>trafic_trailer : traffic.trailer.fuel_cistern<* [[Games/code> ==== Road look definition ====The <strong>lane_count_left<ETS2/strong>, <strong>lane_count_right<Modding guides/strong> and <strong>ai_speed_type<1.27]]* [[Games/strong> attributes are now obsolete. They were replaced by <strong>lanes_left<ETS2/strong> and <strong>lanes_right<Modding guides/strong> arrays1. (The array items are ordered from the center of the road to the borders) This allows specifying some traffic lane attributes for each lane separately - see "<em>Traffic lane definition</em>"26]] ==== Traffic lane definition ====Traffic lane definitions can be found in <strong>* [[Games/defETS2/worldModding guides/traffic_lane.sii</strong>1.25]] ==== License plate definition ====The definitions of per-country license plates were moved into separate <strong>* [[Games/defETS2/countryModding guides/&lt;country_name&gt;/license_plates.sii</strong> file. It contains separate unit for each vehicle type (car, truck, bus). If more than one unit exists for some type, the game will use the first unit it encounters1.24]] ==== Country speed limit definition ====The definitions of per-country speed limits were moved into separate <strong>* [[Games/defETS2/countryModding guides/&lt;country_name&gt;/speed_limits.sii</strong> file. It contains separate unit for each vehicle type (car, truck, bus). If more than one unit exists for some type, the game will use the first unit it encounters1.23]]  === Vehicle changes ======= Separate interior model ====The cabin interior now uses separate model for rendering from external views. That model is defined using new <strong>ext_model<* [[Games/strong>, <strong>ext_variant<ETS2/strong> and <strong>ext_look<Modding guides/strong> attributes of interior accessory1.22]] === Editor changes ===<ul><li> <span style="background-color: transparent;">The toolbar window and editor window were combined into one.<* [[Games/ETS2/span><Modding guides/li> <li> <span style="background-color: transparent;">Editor window can be resized, docked, maximized1.</span>20]]<* [[Games/li> <li> <span style="background-color: transparent;">Resolution can be choosed from menu View &gt; Resolution.<ETS2/span><Modding guides/li> <li> <span style="background-color: transparent;">Mouse cursor behaves significantly better1.</span>19]]<* [[Games/li> <li> <span style="background-color: transparent;">Free camera can be rotated with right mouse button (RMB).<ETS2/span><Modding guides/li> <li> <span style="background-color: transparent;">Several items can be combined into one by "Ctrl+G" or from menu Tools &gt; Compound Selection1.<17]]* [[Games/span><ETS2/li><Modding guides/ul> ==== 3D move manipulator ====<ul><li> <span style="background-color: transparent;">Editor contains 3D move manipulator ("gizmo")1.</span>16]]<* [[Games/li> <li> <span style="background-color: transparent;">Move manipulator can lock movement along one axis when X, Y or Z pressed.<ETS2/span><Modding guides/li> <li> <span style="background-color: transparent;">Move manipulator can lock movement along one plane when Shift+X, Shift+Y or Shift+Z pressed1.<15]]* [[Games/span><ETS2/li> <li> <span style="background-color: transparent;">Eg. <Modding guides/span><span style="background-color: transparent;">Shift+Y means that movement does not change in Y axis1.<14]]* [[Games/span><ETS2/li><Modding guides/ul>1.11]] ==== Grid ====<ul><li> <span style="background-color: transparent;">Editor can render grid when enabled from menu View &gt; Grid.<* [[Games/span><ETS2/li> <li> <span style="background-color: transparent;">On toolbar you can enableModding guides/disable Snap to grid and Snap to nodes1.</span>9]]</li> <li> <span style="background-color: transparent;">Beware: Grid is placed in zero height, if you have items in different height, the snapping may seem weird as it is distorted by perspective.<* [[Games/span><ETS2/li><Modding guides/ul>1.4.1]]
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