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Basic Ets2 Map
basic ets2 map
















basic ets2 map

Basic Ets2 Map Mods When It

Otherwise assign them a new identifiers (see #Changes in countries). If you added a new country, check that the country_id values do not conflict with the countries we added. During the conversion operation it is a good idea to run the game with -unlimitedlog parameter to ensure that you can see all the error messages Jazzycat makes some amazing mods when it comes to traffic in Euro. Euro Truck Simulator 2 Mods / Trucks ETS 2. The 3-hour video features 15 different modules that cover the basic safety guidelines for servicing OTR tires, wheels and rims in the field.

Create overlay textures for the new cities in /material/overlay. Use the Recompute button (F8) to regenerate the map. Update the country identifiers for border nodes if necessary. If the load fails, examine the log and fix` the errors. Load the map in the editor. Create definitions of company-prefab relations (see #Changes in company definition)

It is now scaled by engine torque. Convert definitions of company inputs/outputs to the new format (see #Changes in company definition)Changed the interpretation of thrust_characteristic_viscosity in physics data. Convert AI frequency definitions to the new format (see #Changes in AI definition) Convert the road looks to the new format (see #Changes in road.sii)

Note that care must still be taken to ensure that name of units in those files do not conflict between files by addition of prefixes or suffixes.Only the following files support this new behaviour. "city" for "/def/city.sii") and is some string which is unlikely to conflict with other mod. The additional files must be named in following way: ".sii" where is name of the base file without the extension (e.g. In that case the game will combine lists found in all those files. Previously there was only one file with that list for each category and this caused unnecessary conflicts between mods even in cases, when a mod only wanted to add new objects to the category.For 1.4 patch we extended the support to allow more than one file for the most important categories where it did make sense. Traffic vehicles, cargoes, cities, countries, models, prefabs, signs.).

basic ets2 map

Vehicle type which was not part of the list was not generated in that country. If the map is visible when the command is issued, you need to hide it or change zoom level for the geometry to be regenerated.Previously the frequency of individual types of AI vehicles in specific country were defined in list stored in the sii file for the corresponding country. mark_country id - Which marks the items belonging to specified country on the ui map. g_next_border_node - Cycles between individual border nodes which define the countries

The frequency is represented as floating point number from range with precision to 0.1. Frequency of 3 will cause the vehicle to be three times more likely that it would be normally). The file specifies frequency (see the game data for more info) with which the specified vehicle will appear (e.g. Patch we extracted the information to separate files named "/def/country//ai/.sii" where is name of the country this information is for and is type of the vehicle. The missing Opalin bus).For 1.4.

basic ets2 map

This can be used to disable undesired cargo.To maintain backwards compatibility, if the company file contains the old in_cargo/out_cargo lists, the game will append them to the list generated from the files.For the editor to properly support the companies, it is necessary to have for each existing combination of company and city a definition file /def/company//editor/ which specifies combination of name of city and name of the prefab (e.g. If the cargo name is empty, corresponding file is ignored. Each file specifies name of single cargo (see the game data for more info) to be consumed (in) or generated (out). "digger500.sii" for "cargo.digger500").

When loading older saves, the log might contain error messages about missing quarry companies. " error message, there is no definition file for combination of corresponding prefab and cityTo simplify handling we combined all quarries to a single company. Note that if more than one file (including in other mods present in mod directory) specifies the the same combination of city and prefab, the editor will silently use one of them seemingly arbitrarily.If you see "Company assignment failed for item. If both names are not set, the file is silently ignored. Name of the file itself is not important.

For backward compatibility they are still supported by 1.4. ) stored in this directory are obsolete and should be replaced by the list mechanism described above. If your mod changes the /def/company.sii file, it is possible that it will fail to load as the definitions for the old quarry companies are not not part of the base def.scs file.The custom included.

"/map/europe/" for "/map/europe.mbd"). All other information is stored as set of files in matching subdirectory (e.g. Mbd file now contains only basic metadata information. The old format of the map can be still loaded by the editor to allow its conversion to the new one.In the new format the map is separated into grid of fixed size sectors. This should also allow simultaneous extension of the map by more than one mod provided that they operate in different parts of the map and sufficient care is taken.

basic ets2 map