Games/ETS2/Modding guides/1.33

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Revision as of 13:25, 26 November 2018 by Max (talk | contribs) (Truck data)

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TIP: Be aware that page is not final. Thus do not fully rely on written subjects, until this message is here!


Introduction

The following page contains modding guidelines for the new update of the game.

To better understand changes in units it is recommended to check Units documentation page.

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

TODO

Changes

Map format changes

TODO

Prefab changes

Added "Long Trailer" spawn point type. On this point no check against allowed_trailer_length is performed. If company prefab contains at least one long trailer point, unlimited trailer are also delivered to prefab (easy point) by game economy.

City data

Added city_name_localized and short_city_name_localized attributes for name localization feature. If not defined explicitly it defaults to closest logical variant (short to non-short, localized to non-localized). Attribute city_name_uppercase has been removed and the string is created by game from proper localized or non-localized name.

Country data

Added name_localized for name localization feature. Used in same way as original name before. Original name now contain untranslated name (much like the city). If name_localized is not defined explicitly it defaults to name.

Ferry data

Added ferry_name_localized for name localization feature. If not defined explicitly it defaults to ferry_name.

Game data

  • Attribute 'glass_config' was made obsolete as interior glass configuration is now in separated file: /def/vehicle/interior_glass_config.sii.

Interior glass config

Whole configuration about glass panes is now accessible at /def/vehicle/interior_glass_config.sii.

Additionally there are three new attributes introduced with improved rain wiping algorithm:

  • [float] no_rain_ageing_factor - Modulator of aging of the drops with low or no rain intensity. The lower the value within <0,1> range, the longer will take the drops to dry when there is no rain or is at low intensity.
  • [float] drops_wiping_factor - Factor in range <0,1> defining ratio between drops being moved vs. wiped, where 0 means all drops will be moved and 1 means all drops will be removed when in contact with wiper.
  • [float] drops_moving_offset - Offset in meters for which drops are offset in the direction of wiper movement.

Trailer data

TODO

Traffic trailer data

Using company paint jobs for traffic trailers has been simplified. It is no longer needed to create separate trailer data variant for each paint job. An automatic company paint job selection has been added, which randomly selects one of the paint jobs stored in company_paint_job directory at corresponding trailer chassis definition location (i.e. player trailer paint jobs). This feature can be turned on using the following attribute in traffic trailer definition:

company_paint_job: true