Open main menu

Games/ETS2/Modding guides/1.47

< Games‎ | ETS2/Modding guides
Revision as of 17:32, 5 May 2023 by 50keda (talk | contribs) (Interior Display IDs)

Contents

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

Game Substances

Game substance unit type (defined in /material/material.db) got new physics float attributes: bump_granularity, bump_amplitude and an integer attribute: bump_perlin_order. They are used to describe bumpiness of the material substance.

Additionally substance unit also got new token attribute: sound_class. It is used to determinate type of the sound that is played when player is driving on the geometry with material using given substance. There is 6 different sound class types currently:

  • asphalt
  • rumble
  • gravel
  • dirt
  • grass
  • generic

Vehicle Data

Accessory addon electric type

All accessory addon unit types got new electric_type attribute value: vehicle_interior.

When used, accessory will be picking up parameter packets for luminance based materials (material use luminosity effects e.g. eut2.dif.lum) from dashboard_color[] array of accessory_interior_data. So any illuminated parts of accessories can use same functionality of backlight coloring as interior model does.

Dashboard Colors

Handling of the dashboard_color[] array in accessory_interior_data was changed. Instead of possible 16 slots, user can now define only up to 8 slots. Remaining 8 slots are now system reserved and are currently used as follows:

  • slot9-14[uv(0..3, 2..3)] - unused, reserved for future use, set to MEGENTA(1.0,0.0,1.0) to easily spot misplaced UVs
  • slot15[uv(2,-3)] - permanently WHITE(1.0,1.0,1.0), useful for any permanently lit surfaces or material simulating mirror surface
  • slot16[uv(3,-3)] - WHITE(1.0,1.0,1.0) when engine electric is ON, otherwise BLACK(0.0,0.0,0.0), useful for any lit surfaces that are depended on the engine electrics (e.g. dashboard computer)

Interior Animations

Vehicle interior accessory unit accessory_interior_data got new indicator blind spot indicator animation attributes: indicator_blind_spot_[left|right] to work with new blind spot detection feature. For more information see: Documentation/Engine/Truck_Interior_Animations_and_IDs.

Interior Display IDs

There is now support for new group of IDs (IDs from 1620 to 1650), that are displayed when vehicle is using specific camera based mirror accessories. More info at: Documentation/Engine/Truck_Interior_Animations_and_IDs.

Additionally there is now support for blind spot indicator IDs, that are displayed the same way as blind spot indicator animations are engaged. More info at: Documentation/Engine/Truck_Interior_Animations_and_IDs.

Sounds

TBA - new events: system_warning1, system_warning2, system_warning3