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Games/ETS2/Modding guides/1.40

1,027 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
=== 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.
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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