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Games/ETS2/Modding guides/1.25

4,296 bytes added, 07:35, 19 August 2016
Created page with "= Recommendations = * Some new models utilizing the "fr" suffix or prefix are still work in progress and it is likely that they might change significantly in some next patch...."
= Recommendations =
* Some new models utilizing the "fr" suffix or prefix are still work in progress and it is likely that they might change significantly in some next patch. For this reason it is recommended that you avoid using them in your mods at this time.
* When basing you 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 SHA1 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 =
* Load map
* Do rebuild (F8)
* Save map

= Changes =

== Game data ==

All map depended data was moved from '''game_data.sii''' to '''map_data.sii'''. Check '''map_data.sii''' for list of obsolete attributes.

== Trailer data ==

Added trailer paintjobs for each trailer. In '''/def/vehicle/trailer/<trailer_name>/''' create '''custom_paint_job''' and add defs for paintjob. Example of paintjob definition file:

SiiNunit
{
accessory_paint_job_data : .paint_job
{
airbrush: true
alternate_uvset: true
paint_job_mask: "<path to your tobj file>"
}
}

== Editor ==

Added vegetation and terrain pickers for easy applying of the same patterns.

Added dialog showing info about currently picked pattern.

== Traffic ==

=== Spawn frequency ===

The per-country spawn frequency definition has been improved and simplified. the '''old file-based (def/country/(country_name)/ai system is now obsolete'''. Instead of creating a new file for each vehicle definition, put all your customized spawn frequencies into a single file '''/def/country/(country_name)/traffic.(mod_name).sii'''.

For example:

country_traffic_info : .country.info.traffic.a3 {
object: traffic.a3
spawn_frequency: 0.00
}


'''object''' - unit name of the object the given info is for; '''ALL vehicle and trailer types are supported'''

'''spawn frequency''' - arbitrary non-negative float number (the precision is '''no longer clamped''' to 1/10)

To override a traffic info in your mod, just create a new definition in your definition file with the same value for '''object''' attribute as the one being overridden.
For each '''object''' the LAST LOADED traffic info is used.

=== Speed limits ===

Speed limit computation for trucks has been adjusted. Until now, '''it was not possible, to raise the speed limit for trucks above the country limit using traffic signs'''. For example, trucks inside cities were forced to drive at slow speeds (e.g. 50 km/h) regardless of the traffic signs (if not on a high-speed roads, like freeways/motorways).

To remove this limitation, a new attribute has been created:

'''max_limit''' - an array of speed limits defining the maximum allowed speed limit value for the given vehicle type in given country (cannot be raised, e.g. by traffic signs). By default, there is '''no limit''' set.

As a compromise between 'making trucks drive too slow' and 'allowing car speed limits for trucks', the country speed limits for trucks in all countries are now set as follows:

'''For trucks in cities, allow increasing speed limit by traffic signs up to rural speed limit'''

For example:

country_speed_limit : .speed_limit.truck {

vehicle_speed_class: truck

lane_speed_class[]: local_road
limit[]: 70
urban_limit[]: 50
max_limit[]: 70

lane_speed_class[]: expressway
limit[]: 80
urban_limit[]: 50
max_limit[]: 80

lane_speed_class[]: motorway
limit[]: 80
urban_limit[]: 80
max_limit[]: 80
}

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