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Games/ETS2/Modding guides/1.32

5,731 bytes added, 08:21, 3 December 2018
Flares data
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= Introduction =
= How to convert map =
* Ensure that <strong>ALL</strong> map files are updated Set parameter '''instanced''' to true for all signs which have '''dynamic''' set to version compatible with 1true. Models which need this will be reported using "Non instanced dynamic road model is not supported! (sign)" error message.31 update by resaving them * If your mod defs are directly referencing spruce vegetation models (found in 1.31 version. Otherwise '''/model/vegetation/poly_vegetation/'''), you might be unable need to update the definitions to load reference the map in 1.32 editornew versions.
* Load map
* If the editor shows a warning dialog about items referencing obsolete TERRAIN ONLY road flag, you <strong>MUST</strong> 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 Select correct looks for models clipping through). You have following options:** Adjust where 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 selection of events.** If you do not care about the issues, you can ignore the item.* Save maplooks changed
= Changes =
== Map format changes ==
TBASemaphore profiles can be overridden on prefab item level. == UI texture changes == We changed the blending of UI textures to be gamma correct. As result alpha transitions in UI textures (e.g. accessory icons, custom loading screens) and alpha values specified in UI screen definitions will yield a different result than before. When creating transparent textures, you should configure your graphics editor to use Gamma value of 1.0 to get the composition to behave in the same way as in the game. While there is no fully automated way to modify the textures to get exactly the same result as before, the [http://download.eurotrucksimulator2.com/tga_adjust_for_gamma_1.zip attached Perl script] can be used to adjust alpha channel to keep the appearance similar based on assumption that the blend is done over middle-gray background based on expression mentioned bellow. Note that after using the script you might still need to manually adjust the images to get the appearance you want. <pre>S .. source sRGB color in UI texturea .. source alpha in UI textureD .. background sRGB color, we assume middle gray #808080b .. recomputed alpha The old blending expression: OLD = S * a + D * (1 - a) The new blending expression: NEW = sRGB(rgb(S) * b + rgb(D) * (1 - b)) Alpha which would result in the same final value after blend: b = (rgb(OLD) - rgb(D)) / (rgb(S) - rgb(D))</pre> == Economy system changes == The whole cargo generator was dramatically changed since previous versions: # Cargo is now defined by units instead of simple weight. One unit of cargo takes some volume, which gives count of unit that might fit into trailer body. From this unit count mass and reward are also derived. Mass is subject for further limitation either by trailer itself or country laws. Both might result in decreasing of cargo unit count loaded.# Another new concept are body types, trailers and cargo are not linked directly but rather they are being matched by body types. Trailer that has body type '''flatbed''' will have only generated jobs that consists of cargo that is compatible with '''flatbed''' body. === Cargo data === Attributes '''price_coef''' (float), '''mass''' (float array, per trailer) and '''cog_height_offset''' (float array, per trailer) has been. Attribute array '''trailers''' remain only for compatibility of some cargoes. New attributes:* [token array] '''body_types''' - List of trailer bodies cargo can be loaded in.* [float] '''volume''' - volume of single one unit, in cubic meters (m3)* [float] '''mass''' - mass of one cargo unit, in kilograms (kg)* [float] '''unit_reward_per_km''' - reward for transport of one cargo unit per 1km of distance* [float] '''unit_load_time''' - loading time of one cargo unit, in second* [bool] '''overweight''' - cargo with this flag is used regularly but ignores any trailer or country limitations. === Trailer def === Structure '''trailer_def''' was greatly improved and redesigned as its core of the economy. Old system with list of trailers for given cargo is used for remaining old trailers only (using cargo folder placement with filled '''trailer''' link and fake underscored trailer '''body_type'''s). Additionally trailer defs using new owned trailer system are now placed in '''/def/vehicle/trailer_defs''' folder. Old system trailer defs, however, remain in it's original place. New fields support system that matches cargoes to trailer only through trailer body types with additional information. Most important are: * [float] '''gross_trailer_weight_limit''' - technical or logical limit of trailer(s) + cargo mass, also limited by bridge formula or similar rules.* [token] '''body_type''' - defines cargo that can be loaded in, should equal to body_type of bodies of all trailers in set* [token array] '''country_validity''' - list of countries the trailer is allowed in, empty list impose no limitationThen there are cached/precomputed values for fast access without necessity of loading all accessories (instead of summing all chassis and body weights in chain) as well as data for trailers that do not have all accessories defined (eg freight market ones):* [float] '''trailer_mass''' - summed mass of all trailer chassis parts* [float] '''body_mass''' - summed mass of all trailer bodies parts* [float] '''volume''' - summed volume of all trailer bodies parts* [int] '''axles''' - counted axles of all trailers in set* [float] '''length''' - length of whole trailer set in meters* [token] '''chain_type''' - type of trailer chain (single, double, b_double, ...) In addition, there are also cog placement parameters - unlike older mechanics right now its plain cargo cog offset in meters (before height was halved due to historical reasons). ==== Body types ==== Body type defines which cargo can be transported with trailer and is binded to economy trough cargo definition with new array attribute '''body_types''' in cargo data. There are several predefined types that have some special handling in the code:
== Game data ==* '''flatbed'''* '''curtainside'''* '''dryvan'''* '''insulated'''* '''refrigerated'''
* Added '''blinker_auto_off_trigger''' attribute defining angle below which blinker auto disable is performed previouslyThat said one can still use custom token for body type, but do not forget to define new cargo data for it. In the future updates, however, predefined list will most probably grow with new set of body types.
== Economy data ==
* Removed '''trailer_damage_cost_factor'''.
* Removed '''brands''', game will now collect truck and trailer brands on startup from <code>/def/vehicle/truck_dealer</code> and <code>/def/vehicle/trailer_dealer</code> directories. Each directory inside that can be interpreted as token is a new brand.
 
== Game data ==
 
* Added '''blinker_auto_off_trigger''' attribute defining angle below which blinker auto disable is performed previously.
== Country data ==
</pre>
== Cargo generator Flares data == Flare unit (usually found as hookup defined models inside '''/unit/hookup''' directory) got new functionality of manual curve definition for flare scaling, with two new float attributes: * '''scaling_start_distance''' - defines distance at which flare scaling starts.* '''scaling_end_distance''' - defines distance at which flare scaling ends, flare scale reaches '''scale_factor'''. Note that both of those attributes hold distance in meters and that they won't be used unless '''scale_factor''' is bigger then 1.0.
The whole cargo generator was dramatically changed since previous versions.== Vehicles data ==
Main changes:=== Trailer cable data ===
* Cargo There is now defined by units instead of simple weight. One unit of cargo takes some volumesupport for straight trailer cables, which gives count of unit that might fit into trailer body. From this unit count mass and reward are also derived. Mass is subject for further limitation either can be activated by trailer itself or country laws. Both might result in decreasing of cargo unit count loaded.* Another using new concept are body types, trailers and cargo are not linked directly but rather they are being matched by body types. Trailer that has body type float attribute: '''straight_cable_length'flatbed'', which, when used and it' will have only generated jobs that consists s bigger than zero, transforms spiral cable into straight one and tells the game what is actual distance of cargo that is compatible with '''flatbed''' bodystraight cable.
=== Cargo data ===Attributes '''price_coef''' (float)Additionally now there is support for so called "back faces" in cable geometry, activated with setting boolean attribute: '''massback_faces''' (float arrayto true. This can be useful when using transparent material on cable, per trailer) and '''cog_height_offset''' so that inner wall of the cable will also be visible (float array, per for example back faces are currently used in the new trailercables for traffic vehicles) has been. Attribute array '''trailers''' remain only for compatibility of some cargoes.
New attributes:* [token array] '''body_types''' - List of trailer bodies cargo can be loaded in.* [float] '''volume''' - volume of single one unit, in cubic meters (m3)* [float] '''mass''' - mass of one cargo unit, in kilograms (kg)* [float] '''unit_reward_per_km''' - reward for transport of one cargo unit per 1km of distance* [float] '''unit_load_time''' - loading time of one cargo unit, in second* [bool] '''overweight''' - cargo with this flag is used as is (single unit) and ignores any trailer or country limitations.=== Truck data ===
=== Trailer def = Accessory head lights data ====Structure '''trailer_def''' was greatly improved and redesigned as its core of the economy. Old system with list of trailers for given cargo is used for rest of old trailers only (using cargo folder placement with filled '''trailer''' link and fake underscored trailer '''body_type'''s).
New fields support system that matches cargoes to trailer only through trailer body types with additional information. Most important are:* [float] '''gross_trailer_weight_limit''' - technical or logical limit of trailer(s) + cargo massThe algorithms for sign illuminations have been changed, also limited by bridge formula or similar rules.* [token] '''body_type''' - defines cargo that can be loaded in, should equal to body_type from now on the illumination of bodies of all trailers in set* [token array] '''country_validity''' - list of countries signs is calculated based on the trailer is allowed in, empty list impose no limitationThen there are cached/precomputed values for fast access without necessity of loading all accessories (instead of summing all chassis color and body weights in chain) as well as data for trailers that do not have all accessories defined (eg freight market ones):* [float] '''trailer_mass''' - summed mass the range of all trailer chassis parts* [float] '''body_mass''' - summed mass of all trailer bodies parts* [float] '''volume''' - summed volume of all trailer bodies parts* [int] '''axles''' - counted axles of all trailers in set* [float] '''length''' - length of whole trailer set in meters* [token] '''chain_type''' - type of trailer chain (single, double, b_double, ...)In addition, there are also cog placement parameters - unlike older mechanics right now its plain cargo cog offset in meters (before height was halved due to historical reasons)the regular truck lights.
=== Body types ===The following attributes were made obsolete and are no longer used:
* '''flatbedlow_beam_sign_(color/range)'''* '''curtainsiderhi_beam_sign_(color/range)'''* '''dryvanfront_beam_sign_(color/range)'''* '''insulatedroof_beam_sign_(color/range)'''* '''refrigeratedfront_roof_beam_sign_(color/range)'''
== Vehicles = Trailer data ===
=== New cables accessory There has been several additions in trailer data ===with new folder structures inside '''/def/vehicle''':# '''trailer_cargo''' - container folder for definition of matching cargo models to trailer bodies.# '''trailer_chain_types''' - folder for definition of possible trailer chain types among all trailer in game.# '''trailer_dealer''' - dealer offers for trailer dealer, sorted in <brand.model> sub-folders.# '''trailer_defs''' - all configurations of possible trailer combinations in the new system (see [[#Cargo generator]]).# '''trailer_owned''' - ownable trailers data defining configuration, body, paintjob and accessories (similarly as trucks), sorted in <brand.model> sub-folders.
==== Accessory head lights data ====Additionally '''trailer''' unit used to define freight market trailers has new pointer attribute '''trailer_definition''', which can link freight market trailer to economy by pointing to new type of '''trailer_def'''.
The algorithms for sign illuminations have been changed, from now on the illumination of signs is calculated based on the color and the range of the regular truck lights. The following attributes were made obsolete and are no longer used:==== Trailer dealer data ====
* low_beam_sign_color* low_beam_sign_range* hi_beam_sign_color* hi_beam_sign_range* front_beam_sign_color* front_beam_sign_range* roof_beam_aspect* roof_beam_sign_color* roof_beam_sign_range* front_roof_beam_sign_color* front_roof_beam_sign_rangeTrailer dealer offer is defined by exactly same way as truck dealer offer.
=== Trailer data ===In folder '''/def/vehicle/trailer_dealer/''' are folders for every trailer brand and in them are complete definitions of different pre-configured offers that player can select from in-game.
==== Accessory trailer data ====
The new unit ('''/def/vehicle/trailer_owned/<brand.model>/data.sii''') describing brand and series of the trailer. Very similar to well known '''accessory_truck_data'''.
The attributes of the unit are:
==== Accessory trailer body data ====
New accessory type defining trailer bodyin folder '''/def/vehicle/trailer_owned/<brand.model>/body/'''.
Required attributes are:
* [token] '''look''' - The look of the model to use.
==== Ownable trailer configurations ==== Each ownable trailer needs it's own configurations which player can select from in the trailer configurator (eg. single 3-axles, single 2 axles, double, b-double). All configurations combinations are defined in '''/def/vehicle/trailer_owned/<brand.model>/configurations'''. Each trailer configuration of type '''trailer_configuration''' has following attributes:* [string] '''name''' - Displayable name for this configuration in trailer configurator.* [string] '''icon''' - Displayed icon for this configuration in trailer configurator.* [token] '''chain_type''' - Type of the chain this configuration is using (one of chain types defined in '''/def/vehicle/trailer_chain_types/'''.* [string array] '''chassis''' - All chassis definitions for this configuration, first chassis for first trailer in chain, second chassis for second trailer in chain etc.* [trailer_body_set array] '''body_sets''' - Owner pointer array of compatible '''trailer_body_set'''s with this configuration. Except manually linked body sets in configuration file they are also gathered from sub-folder named same as base configuration file name (name of the file to first dot, so configuration "''single3.sii''" or "''single3.mymod.sii''" should have body sets in folder "''/def/vehicle/trailer_owned/<brand.model>/configurations/single3''"). ===== Trailer dealer data body set =====
Trailer dealer offer body set defines set of bodies that can be used on individual trailer configuration. Each body set is defined then selectable by exactly same way as truck dealer offerplayer in trailer configurator.In folder Each trailer body set contains:* [string] ''/def/vehicle/trailer_dealer/'name' are folders '' - Displayable name for every this configuration in trailer brand configurator.* [string] '''icon''' - Displayed icon for this configuration in trailer configurator.* [trailer_def pointer] '''trailer_definition''' - Pointer to trailer definition to be used for this trailer body set, trough which game knows what kind of cargo can be used with this trailer configuration and body set.* [string array] '''body''' - All body definitions for this body set, first body for first trailer in chain, second body for second trailer in them are complete definitions (sii unit)chain etc.