Difference between revisions of "Games/ETS2/Modding guides/1.50"

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(Changes & New Features)
(Map Asset Changes)
 
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= Changes & New Features =
 
= Changes & New Features =
 +
 +
== Map Asset Changes ==
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Warning - with the realease of version 1.50 a selection of new road and prefab item assets has been added to the asset library. These roads and prefab start with a prefix "un" (universal).
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We urge the modders not to use those assets in your maps at least until release of the version 1.51. They are experimental and there will be some some changes made to them. Placing them in your map might result with the map breaking when next version is released.
 +
 
== Vehicle Data ==
 
== Vehicle Data ==
 +
 +
=== Axle Models ===
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TODO ...
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=== Dashboard Display IDs ===
 
=== Dashboard Display IDs ===
There is now support for new group of IDs for electric trucks. More info at: Documentation/Engine/Truck_Interior_Animations_and_IDs.
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There is now support for new group of IDs for electric trucks. More info will be available at: [[Documentation/Engine/Truck_Interior_Animations_and_IDs]].
 +
 
 +
=== Sounds ===
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There are new sound defined for brake sqeeling ...
 +
TODO ...

Latest revision as of 08:00, 26 April 2024

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

Map Asset Changes

Warning - with the realease of version 1.50 a selection of new road and prefab item assets has been added to the asset library. These roads and prefab start with a prefix "un" (universal). We urge the modders not to use those assets in your maps at least until release of the version 1.51. They are experimental and there will be some some changes made to them. Placing them in your map might result with the map breaking when next version is released.

Vehicle Data

Axle Models

TODO ...

Dashboard Display IDs

There is now support for new group of IDs for electric trucks. More info will be available at: Documentation/Engine/Truck_Interior_Animations_and_IDs.

Sounds

There are new sound defined for brake sqeeling ... TODO ...