Difference between revisions of "Games/ETS2/Modding guides/1.36"

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(Vehicles data)
(Dashboard computer display elements)
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== Traffic data ==
 
== Traffic data ==
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=== License plate generation templates format improvement ===
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LP changes for AI (data-driven types, background texture data)
  
 
(TODO)
 
(TODO)
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=== Dashboard computer display elements ===
 
=== Dashboard computer display elements ===
digital gauges, fuel consumption bar, voltage
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digital gauges, fuel economy bar (inst/avg), voltage
 
 
=== License plate format improvement ===
 
LP changes for AI (data-driven types, background texture data)
 
  
  
 
(TODO)
 
(TODO)

Revision as of 11:24, 4 November 2019


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

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

(TODO)

Changes & New Features

(TODO)

Editor

The editor now works as separate tool started by executing the game with "-edit" launch option/command line parameter. Its log is stored in editor.log.txt instead of the game.log.txt which is used by the game and preview modes.

Triggers

Due to improvements in game trigger handling, there was some cleanup in /def/world/trigger_action.sii: several trigger commands were renamed and to keep backward compatibility, obsolete trigger actions were moved to /def/world/trigger_action.compatibility.sii.

Traffic data

License plate generation templates format improvement

LP changes for AI (data-driven types, background texture data)

(TODO)

Vehicles data

Chassis data

nominal voltage

Dashboard computer display elements

digital gauges, fuel economy bar (inst/avg), voltage


(TODO)