Games/ETS2/Modding guides/1.27.2

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Revision as of 09:48, 12 May 2017 by 50keda (talk | contribs) (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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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

  • Load map
  • Do rebuild (F8)
  • Save map

Changes

Trailer Data

Steerable Axles

For trailer to be using steerable axles several things has to be done: 1. Wheel locators inside trailer model that you want to use as steerable has to be named wheel_f_X (where X is number of the steerable wheel and starts with 0 on the front most left steerable wheel) 2. You have to define front wheel for the trailer. For example define file def/vehicle/t_wheel/steerable.sii with this content:

SiiNunit
{
accessory_wheel_data : steerable.fwheel
{
	model: "/vehicle/wheel/overweight/245_70_r17_5.pmd"
}
}

3. Trailer unit configuration files inside def/vehicle/trailer/ have to use vehicle wheel accessory that is defined as front wheel. For example file that you defined in step 2.