Games/ETS2/Modding guides/1.42

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< Games‎ | ETS2/Modding guides
Revision as of 12:21, 12 October 2021 by 50keda (talk | contribs) (Changes & New Features)

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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

Force feedback custom LUT curve

This update introduces support for custom LUT curves to possibly reconfigure FFB for a specific user demands, more info: here

Force feedback data

Force feedback data unit was revisited and some attributes were made obsolete or were renamed. New/renamed attributes are:

  • engine_min_rpm - engine RPM at which defined minimum magnitude is used
  • engine_min_rpm_magnitude - relative magnitude from 0 to 1, for engine resonance at minimum rpm
  • engine_max_rpm - engine RPM at which defined maximum magnitude is used
  • engine_max_rpm_magnitude - relative magnitude from 0 to 1, for engine resonance at maximum rpm
  • engine_load_magnitude - relative magnitude from 0 to 1 when engine is under load
  • engine_period_rpm_multiplier - multiplier of the engine resonance effect period
  • surface_period - at what period should terrain surface effect be played
  • dirt_ prefixed attributes were renamed into surface_ prefix
  • collision_exponent - exponent of the power function applied to the collision effect
  • bump_exponent - exponent of the power function applied to the bump effect
  • bump_vibration_ prefixed attributes were added, to separate setup for bumps vibration effect on controllers

Vehicles

Accessory interior data

Since we got custom steering animation range support, steering wheel animation was removed from accessory_interior_data. So wheel_anim attribute is now obsolete and model does not need to animate steering wheel bone anymore.