https://modding.scssoft.com/index.php?title=Special:NewPages&feed=atom&hidebots=1&limit=50&offset=&namespace=0&username=&tagfilter=&size-mode=max&size=0SCS Modding Wiki - New pages [en]2024-03-29T06:01:01ZFrom SCS Modding WikiMediaWiki 1.32.1https://modding.scssoft.com/wiki/Documentation/Tools/Map_Editor/New_Editor_Features_1.49Documentation/Tools/Map Editor/New Editor Features 1.492023-12-14T11:01:15Z<p>50keda: </p>
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<div><br />
== Top Menu changes ==<br />
The top menu '''File - Edit - View - Map - Tools - Debug - Help''' had changes in the content of each section and also the names of some sections.<br />
<br />
The new setup is:<br />
* '''File''' - stay the same<br />
* '''Edit''' - represents the Edit functions and expanded with the various Edit modes, the isolation functions moved to next section<br />
* '''Selection''' - represents the actions you can do with a selection in map<br />
{{Template:Note|With the exception of Cut/Copy/Paste - those stay in Edit due to inter-software habits}}<br />
* '''View''' - represents visualization options and dialogues that are supposed to show you some information<br />
{{Template:Note|The View Distance Debug Tool was renamed to View Distance Display Range as it more precisely describes the function of this dialogue}}<br />
* '''Map''' - represents the interactions you can do with the whole map file<br />
* '''Debug''' - all debug views, validation and the traffic tool<br />
* '''Editor''' - remaining software documentation and help, as well as the Editor/Map Settings<br />
<br />
== Compound update ==<br />
* '''RMB click''' on item in compound now opens the Properties of the Compound - you don't need to search for the Compound node<br />
* '''CTRL+RMB click''' on item in compound now opens the Properties of that item - without need for you to break the Compound to access it<br />
<br />
== Find Reference search in Find dialogue ==<br />
You now can select option to search for Specific item by<br />
* item index<br />
* node index<br />
* UID<br />
<br />
If you do this instead of camera teleporting to the said item ''(risking crash if there is a problem with the item)'' the Found dialogue window opens and you can use it to remotely<br />
* open the item's properties<br />
* delete the item<br />
{{Template:Note|''(previously you could only use "go to" function of the Find dialogue and/or console or delete such item using the console)''}}<br />
<br />
== Changes in Errors&Warnings ==<br />
* The small error popup informing you of too small item no longer appears!<br />
* Instead ALL ERRORS now appear in the Found window where you can directly interact with the relevant items<br />
* ADDITIONALLY you now can use '''Debug -> Validate errors''' button to display the error list whenever you need, not only on map save!<br />
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You can now delete items in Validate errors dialog using g_delete_by_uid via right-click menu on item.<br />
* This only works if the selected items are both unlocked and invalid. :exclamation:<br />
* This process is irreversible.<br />
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== Far Model Item & Visibility Area - interaction tools ==<br />
A button for fmi&va '''Find Parents''' function added:<br />
* '''Selection -> Find Parents'''<br />
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===Usage===<br />
* Select item (or items)<br />
* Selection -> Find Parents<br />
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===Result===<br />
Found items dialogue containing list of Far Models Items / Visibility Areas the selected item(s) is assigned to.<br />
<br />
''You can use this to check whether item you want to interact with (fe. add to compound) is a child of some FMI or VA or whether you can afford to break a compound (you should not if it is a part of FMI or VA)''<br />
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== Other changes and new features: ==<br />
* When dropping items to the ground by F6 key you now can use the CTRL+F6 key combination to drop any item node to other item's geometry. ''This should make placing lamps and other models on sidewalks much easier.''<br />
* F8 map window now no longer switches to focus if you move your mouse cursor over it.<br />
* Brush Tool material list now displays the "editor name" of the material</div>MarekAndrasihttps://modding.scssoft.com/wiki/Games/ETS2/Modding_guides/1.49Games/ETS2/Modding guides/1.492023-11-12T08:40:32Z<p>DriveSafely: </p>
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<div>= Introduction =<br />
<br />
The following page contains modding guidelines for the new update of the game.<br />
<br />
To better understand changes in units it is recommended to check [[Documentation/Engine/Units|Units documentation]] page.<br />
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= Recommendations =<br />
* 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.<br />
* When modifying original models, always include <strong>ALL</strong> components of the model (pmg+pmd) instead of just those you changed. Otherwise you risk crash if we change the model.<br />
* 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.<br />
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= How to convert map =<br />
<br />
* Load map<br />
* Do rebuild (F8)<br />
* Save map<br />
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= Changes & New Features =<br />
== Damage system ==<br />
New damage system ...<br />
<br />
== Game Data ==<br />
=== Damage Data ===<br />
Aside from regular damage, that can be fixed as before, there are newly introduced damage that can't be easily fixed (in game UI named as "wear", generally). You can remove it only by vehicle part replacement.<br />
<br />
In data, new values were introduced, mainly the "unfixable" ones. Currently there is both a "damage" and "unfixable_damage" stat for each damageable part (dealt by collision), similarly "wear" and "unfixable_wear" (dealt by distance). Equivalent set is there for trailers. Also there is attribute <code>odometer_wear_unfixable</code>, a multiplier that translates distance driven from last total restoration into percent displayed.<br />
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List of unfixable damage attributes, defining damage ratio from collision:<br />
* <code>cabin_unfixable_damage_ratio</code><br />
* <code>chassis_unfixable_damage_ratio</code><br />
* <code>engine_unfixable_damage_ratio</code><br />
* <code>transmission_unfixable_damage_ratio</code><br />
* <code>wheel_unfixable_damage_ratio</code><br />
<br />
Continual unfixable wear:<br />
* <code>cabin_wear_unfixable</code><br />
* <code>chassis_wear_unfixable</code><br />
* <code>engine_wear_unfixable</code><br />
* <code>transmission_wear_unfixable</code><br />
* <code>wheel_wear_unfixable</code><br />
<br />
Trailer collision ratios of unfixable damage:<br />
* <code>trailer_body_unfixable_damage_ratio</code><br />
* <code>trailer_chassis_unfixable_damage_ratio</code><br />
* <code>trailer_wheel_unfixable_damage_ratio</code><br />
<br />
Trailer continual unfixable wear:<br />
* <code>trailer_body_wear_unfixable</code><br />
* <code>trailer_chassis_wear_unfixable</code><br />
* <code>trailer_wheel_wear_unfixable</code><br />
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== Vehicle Data ==<br />
=== Dashboard Display IDs ===<br />
Dashboard UI scripts got new support for the '''ui_text_bar''' component which replaces old combination of 2 '''ui::text''' elements which were used to simulate bars. Primary reason for this change is to support multiple bars for the same ID.<br />
<br />
So now one only define one '''ui_text_bar''' element which has all the bar data as attributes:<br />
* '''vertical''' | ''boolean'' - boolean value deciding if text element size should be modified vertically (from bottom to top) or horizontally (from left to right)<br />
* '''min_size''' | ''integer'' - size of the bar when minimum value is hit<br />
* '''max_size''' | ''integer'' - size of the bar when maximum value is hit<br />
* '''min_value''' | ''float'' - value at which this bar presents minimum size<br />
* '''max_value''' | ''float'' - value at which this bar presents maximum size<br />
<br />
Example element:<br />
ui_text_bar : _nameless.def_bar {<br />
vertical: false<br />
min_size: 0<br />
max_size: 239<br />
min_value: 0<br />
max_value: 1<br />
text: "<img src=/material/ui/white.mat xscale=stretch height=9px color=FFD2D2C4><ret><align vstyle=bottom><img src=/material/ui/white.mat xscale=stretch height=3px color=FFB6B5AB></align>"<br />
coords_l: 0<br />
coords_r: 239<br />
coords_t: 23<br />
coords_b: 14<br />
area_l: 1<br />
area_r: 0<br />
area_t: 0<br />
area_b: 1<br />
id: 1140<br />
layer: 2<br />
tab: -1<br />
pointer: -1<br />
my_parent: _nameless._.sharedisplay<br />
}<br />
<br />
=== Used trucks ===<br />
New folders ...</div>Max