Games/ETS2/Modding guides/1.43

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Revision as of 08:12, 19 November 2021 by Max (talk | contribs) (Wheel logic)

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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

Fonts

TBD

Sound cabin filtering

TBD

Wheel logic

One of under-the-hood changes in 1.43 is rewrtiting some basic logic of work with wheels. The part that is immediately visible is that all axle sets in chassis data (kerbs, residual travel, powered, liftable, sterable) now has values sorted for axles from front to rear as placed in vehicle (before it was front first a rear after in reversed order). While it might cause some hardship for modders to fix their mods, it is investment for future - easier and safer logic as well as preparation for the new functionality.