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Games/ETS2/Modding guides/1.32

1,320 bytes added, 08:21, 3 December 2018
Flares data
{{Tip|Be aware that page is not final. Thus do not fully rely on written subjects, until this message is here!}}
 
 
= Introduction =
* Do rebuild (F8)
* Save map
* Correct renamed material Select correct looksfor models where the selection of the looks 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 ==
That 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.
 
== Game data ==
 
* Added '''blinker_auto_off_trigger''' attribute defining angle below which blinker auto disable is performed previously.
== 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 ==
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_scalescaling_start_distance''' - defines distance at which flare scaling starts.* '''scaling_end_scalescaling_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.

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