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Games/ETS2/Modding guides/1.4.1

203 bytes removed, 12:57, 11 February 2016
How to convert a 1.3.1 map to 1.4.1
<ul>
<li>During the conversion operation it is a good idea to run the game with -unlimitedlog parameter to ensure that you can see all the error messages</li>
<li>If you added a new country, check that the country_id values do not conflict with the countries we added. Otherwise assign them a new identifiers (see <a href="[[#changes_countries">Changes in countries</a>]]).</li><li>Update the company.sii to the new format or at least replace the original quarries with single quarry company (see <a href="[[#changes_quarries">Changes in quarries</a> ]] and <a href="[[#changes_lists">Changes in files containing lists of objects</a>]]).</li><li>Create definitions of company-prefab relations (see <a href="[[#changes_company">Changes in company definition</a>]])</li>
<li>Load the map in the editor. If the load fails, examine the log and fix` the errors.</li>
<li>Update the country identifiers for border nodes if necessary.</li>
<li>Use the Recompute button (F8) to regenerate the map.</li>
<li>Save the map.</li>
<li>Create overlay textures for the new cities in /material/overlay. (see <a href="[[#changes_overlays">Changes in city sign overlays</a>]])</li>
<li>Convert the road looks to the new format (see <a href="[[#changes_roads">Changes in road.sii</a>]])</li><li>Convert AI frequency definitions to the new format (see <a href="[[#changes_ai">Changes in ai definition</a>]])</li><li>Convert definitions of company inputs/outputs to the new format (see <a href="[[#changes_company">Changes in company definition</a>]])</li>
</ul>

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