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Games/ETS2/Modding guides/1.27

1,610 bytes added, 07:43, 27 April 2018
Changes
= Recommendations =
* When basing your model on the original ones, add to your mod also <strong>ALL</strong> 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 <strong>ALL</strong> compoments 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 <strong>HIGHLY RECOMMENDED</strong> 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 = Changes ==* Load map* Do rebuild (F8)* Save map
= Changes = == Vehicles data == === Truck Accessory Data accessory data ===
There is new rule '''overrides[]''' added. Its values are file names and it is non-lazy version of '''defaults[]'''. This means whenever this rule is used adding accessory also adds all override accessories regardless of presence of same type accessory (old ones are discarded). Typical use case is engine that takes engine badge or sound with itself. Forcing the change simplifies other rules as now engine badges or sounds do not need suitable rule on their sides which removes unwanted cross links between accessories. Use carefully as any forced change can loop easily with incorrect data.
=== Engine Data data ===
Part of engine simulation improvement is specifying inner engine resistance. It is defined by '''resistance_torque''' attributes that defines resistance in Nm that is measured at 2000 rpm (arbitrary value). It is mainly linked with size of engine so if you set it to negative value it is defaulted from engine volume (it is near volume * 20.0).
Default value for '''engine_brake_positions''' was changed to 3. Hold button logic works same as before, but now players could use partial engine brake usage as is present in most current trucks.
=== Chassis Data data ===
New attribute '''air_tank_pressure''' now defines nominal pressure truck wants to keep in air tanks. Default value is 10 bars.
=== Interior Data data ===
With more exact simulation of air pressure we unified animation API. All animation now expect values in bars. To prevent misunderstanding they were also renamed (with their '''_max''' and '''_min''' values): '''oil_psi_anim''' to '''oil_pressure_anim''', '''air_psi_anim''' to '''air_pressure_anim''', '''button_low_air_psi''' to '''indicator_low_air_pressure''', '''button_low_oil_psi''' to '''indicator_low_oil_pressure'''.
Default value for '''clock_small_anim_max''' was changed to 24 as it is logic the code worked with always.
----== Materials ==
=== Sound ===The method of generating names of material files in the /automat directory was changed from SHA1 to CityHash64.
'''coin.ogg''' sound is now loaded later and thus can be modded.== Model format ==
Retarder sounds in ETS2 were differentiated Animated models are now skinned on the GPU and thus their the PMG format was changed to allow its data has been moved from common sound section to trucksbe directly used for rendering. Sound mods may need updatesNote that the new version only supports four bones affecting single vertex while the previous version did not have any limit.
=== Materials ===* The game will automatically convert the previous format during load so older mods will continue to work. If the more than four bones are affecting a single vertex, only the four strongest influences will be used.* A updated conversion tools generating this new format will be released soon.The method of generating names of material files in * If necessary, existing PMG resources can be converted to the new format using the /automat directory was changed from SHA1 to CityHash64'''-conversion_dump_path''' command line option (e.g. "-conversion_dump_path c:\path_for_the_converted_resources").