Games/ETS2/Modding guides/1.31

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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 components 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

  • Ensure that ALL map files are updated to version compatible with 1.30 update by resaving them in 1.30 version. Otherwise you will be unable to load the map in 1.31 editor.
  • Load map
  • If the editor shows a warning dialog about items referencing obsolete TERRAIN ONLY road flag, you MUST remove or replace all those items in the map before saving the map. Otherwise the editor might crash when loading the resaved map.
  • Run prefab node corrections (F3 - "Prefab node correction")
  • Save map
  • Do rebuild (F8)
  • Save map
  • Run shoulder check from "Map\Validate road shoulders" This will generate list of all items which could cause issues with random events (mostly models clipping through). You have following options:
    • Adjust the items so they do not cause issues by moving them or removing them
    • Mark the related road as having blocked shoulder ("Shoulder blocked" checkboxes in Road item properties) to prevent generation of events.
    • If you do not care about the issues, you can ignore the item.
  • Save map

Changes

Truck Dealer Definitions

Truck dealer trucks are not on the list anymore, the game reads all unit files in given directory in same was as company or desktop trailers. List file is gone, truck files must be separate units (start with SiiNunit header and properly enclosed in curled brackets). Broken units in directory won't prevent reading the rest.

Country Data

New boolean attribute trailer_standalone has been added (default false). It is used in countries where trailer does not have own registration and is registered with truck or similar vehicle and thus shares its licence plate (eg UK).

Chassis Accessory Data

There was added array steerable_axles[] to chassis data that controls which axle is steerable instead of locator names. Locator names right now define only wheel type (model) dependency. Semantics of steerable_axles[] is same as powered_axles[] or liftable_axles[] respectively. If not defined its default is guessed from vehicle type (trailer has no steerables, truck has first axle steerable).

Array powered_wheels[] is not supported for powered wheels definition anymore, its just ignored. Use powered_axles[] array properly.

Transmission Accessory Data

New float attribute shift_time has been added. Its value is approximate duration of the shift in seconds with default of 1.0. By our precise measurement shifting times of most current transmissions are between 0.7 second (new Opticruises) and 1.5 seconds (old MP3 transmissions). Values drastically different may cause unwanted effects.