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Games/ETS2/Modding guides/1.40

1,128 bytes added, 12:15, 8 April 2021
Vehicles
== Light ==
huge amount TBA Huge pile of messnew things: materials, shaders, map, vehicles, lamp logic, rendering, weather data .. :) Our light is currently albedo-based system with some additional tricks. Here is example of material ranges and their absolute limits http://download.eurotrucksimulator2.com/140_material_reference.zip (raw data) or http://download.eurotrucksimulator2.com/140_material_reference_converted.zip (converted, ready to mount as mod).
TBA
Weather system was changed to more generic one. Elevation ranges of sun profiles might be any real value now (not just 5 degree grid), transition now can mix up to 4 textures on sky and can happen anytime - so no longer locked weather because of sky textures in specific times. Also, thanks to unlimited transition, there is no need for various climates and weathers to meet in any evelation point.
=== Climate profile ===Climate profile can now specify usage of skyboxes of different climate (attribute '''copy''') with few tweaks (arrays '''weights''', '''temperatures'''- define ). Copied climates are shown and can be edited in weather editor, but won't be saved. Attribute '''copy''', defines name (token) of source climate.
=== Sun profile ===
Sun profile has few new attributes. Attribute '''stability''' defines chance of locking sky index for following sun profile (0.0 = completely random, 1.0 = sky index stays if possible).
Few color attributes have been changed from array of floats to float3 values with names. They all had '''_hdr_coef''' postfix in names. List of new names: '''ambient''', '''diffuse''', '''specular''', '''sky_color''', '''sun_color''', '''fog_color''', '''fog_color2'''. Also '''sunshaft_strength''' is has been changed to '''sunshaft_color''' in same way. Attributes New attributes have same meaning as former ones.
Attributes '''min_scale''' and '''max_scale''' do not contain '''target_gray''' anymore, they are just multipliers. In addition new attribute '''scale_override''' defines allowed ratio for crossing of the limit (0 = no override, 1 = limit ignored).
Attribute '''eye_adaptation_speed''' was split to '''dark_adaptation_speed''' and '''bright_adaptation_speed''' for interpolated adaptation speedbased on conditions.
Bloom has been remade. Before it was handled after tonemaping, with '''minimal_color ''' mapped to 0 and '''half_intesity_color ''' mapped to 0.5. Now its supressed below '''bloom_treshold ''' and applied before tonemapping. Some older values are thus obsolete (radius, resizing_steps, minimal_color, half_intensity, multipliers, target_white).
The game can convert most of those attributes on its side after loading older '''sun_profile''' format for now but this support will be removed in future.
== Sound ==
There can be defined sound areas either for reverbs or ambinents and also put specific sound sources with some conditions.
TBAFor detailed description see https://modding.scssoft.com/wiki/Documentation/Engine/Sound/SoundWorld .
== Map ==
== Vehicles ==
Headlight behavior can now be defined in detail with many new options. Default descriptor is in ''/def/default_vehicle_lamp_setup.sii''.
In '''accessory_chassis_data''' it can be overridden per vehicle by '''lamp_setup''' definition. Content of '''vehicle_lamp_setup''' unit is experimental feature a will most probably change in future.
 
Engine brake can control retarder now. There is array '''auxiliary_brakes''' in '''accessory_engine_data''' units and works in similar way as same-named array in '''accessory_transmission_data'''. The only difference is ordering - engines auxiliary brake triplet is in order ''[engine_brake_strength, downshift, retarder_strength]''.
TBA
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