Difference between revisions of "Games/ETS2/Modding guides/1.39"

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(Sound)
(Vehicle Data)
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* Light part on vehicles
 
* Light part on vehicles
  
=== Engine accessory ===
+
=== Engine data ===
  
 
'''Torque_curve''' and '''secondary_torque_curve''' arrays now support any rpm range. Before there was unintentional hard cap of 3000 rpm which is now gone.
 
'''Torque_curve''' and '''secondary_torque_curve''' arrays now support any rpm range. Before there was unintentional hard cap of 3000 rpm which is now gone.
  
New attribute '''sounds''' in engine data can handle 4 sound events: engine, exhaust, start_bad, turbo.
+
New attribute '''sounds''' in accessory engine data can handle 4 sound events: engine, exhaust, start_bad, turbo.
 +
 
 +
=== Transmission data ===
 +
 
 +
New attribute '''sounds''' in accessory transmission data can handle 4 sound events: air_gear_noise, retarder, gear_grind, gear_wrong.
 +
 
 +
=== Trailer body data ===
 +
 
 +
New attribute '''empty_cargo'''.  
  
 
* Empty cargo model definition for trailer body
 
* Empty cargo model definition for trailer body

Revision as of 20:19, 9 October 2020

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

Changes & New Features

Sound

cabin mixing, removed defaults ... TBA

Accessories

All core vehicle accessories have new attribute sounds. It string array and each item has format of sound_event_name|path/to/soundref/or/bank#event.

For detailed info about events in each accessory see their list below.

Vehicle Data

  • Light part on vehicles

Engine data

Torque_curve and secondary_torque_curve arrays now support any rpm range. Before there was unintentional hard cap of 3000 rpm which is now gone.

New attribute sounds in accessory engine data can handle 4 sound events: engine, exhaust, start_bad, turbo.

Transmission data

New attribute sounds in accessory transmission data can handle 4 sound events: air_gear_noise, retarder, gear_grind, gear_wrong.

Trailer body data

New attribute empty_cargo.

  • Empty cargo model definition for trailer body


Interior data