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Games/ETS2/Modding guides/1.9

1,032 bytes added, 10:08, 11 February 2016
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<li>Ensure that the log does not contain ANY errors related to missing signs. (see [[#Unit name checks">Unit name checks]])</li>
<li>If you added new road material or terrain material for use in a new sectors, you might want to rename them to add prefix or suffix to the name to avoid conflicts with the materials we added (see [[#Batch renaming]]).</li>
<li>Use the replacement dialog (F3, "Prefab node correction") to add to map nodes which we added to the prefabs (see <a href="[[#Changes in prefabs">Changes in prefabs</a>]]).</li>
<li>Save and reload the map or do rebuild (F8)
</li></ul>
 
= Changes =
== Changes in paintjobs ==
The trucks now have a additional third uv coordinates with improved layout and some paintjobs were updated to take advantage of that. The paintjobs can opt in to using this uv coordinate using a new <strong>alternate_uvset</strong> parameter in the paintjob definition. Please note that it is error when paintjob requires coordinate which the model does not have and the resulting behavior is undefined. This might happen if you modded a standard truck and the player I using one from the paintjobs which we updated. In that case you might want to include a older version of the paintjob definitions and textures in your mod.
 
== Changes in fonts ==
The font files now contain information about the sizes of underlying textures. You need to update all image definition lines to include the size.
 
For example:
<pre class="sii">image:/font/big_0.mat
</pre>
 
If the texture associated with /font/big_0.mat would have dimensions of 256x512 the new line should be.
</p><pre class="sii">image:/font/big_0.mat, 256, 512
</pre>