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

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(Interiror data)
(Accessories)
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=== Accessories ===
 
=== 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'''.  
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All core vehicle accessories have new attribute '''sounds'''. It is 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.
 
For detailed info about events in each accessory see their list below.

Revision as of 21:43, 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 is 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 .. TBA

Engine data

Arrays torque_curve and secondary_torque_curve 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.

Cabin data

New attribute sounds in accessory cabin data can handle 4 sound events: horn, air_horn, aero_noise, rain_noise.

Chassis data

New attribute sounds in accessory chassis data can handle 7 sound events: air_brake, air_cutoff, reverse, lift_axle, hook_attach, hook_detach, trailer_cables

Interiror data

New attribute sounds in accessory chassis data can handle 21 sound events: air_warning, blinker_off, blinker_on, noise, stick_blinker, stick_blinker_off, stick_engine_brake, stick_hazard_warning, stick_high_beam, stick_light_horn, stick_lights, stick_park_brake, stick_park_brake_off, stick_retarder, stick_wipers, weigh_green, weigh_red, window_click, window_move, wipers_down, wipers_up,

Trailer body data

There is new attribute empty_cargo_model. It is used as virtual cargo every time the trailer is not loaded by another cargo. The purpose is to handle properly all switches, handlers and other parts that are regularly used for cargo mounting.