ETS2 1.40 discussion
Re: ETS2 1.40 discussion
I don't know if this is a bug or some trouble on my end so I put it here. I found two resting areas that doesn't activate when you stop your truck in them I found them in Léon, I had no trailer so I couldn't be too long for the area.
- AoD_Lexandro
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Re: ETS2 1.40 discussion
The wiki states;tobrago wrote: ↑04 May 2021 19:58 @xXCARL1992Xx Thank you for the information.
But SCS explained so badly that I didn't understand very well. Is a group of pins is entered into a file "data.sii" or a new file is created ("accessory_truck_data.sii"). I tried to insert a group of pins into the "data.sii" file and it doesn't work.
So I went back to the old (by editing the "truck_config_scene" file) way until SCS published a little more about those possibilities.Code: Select all
pin_group[]: nal_1 pin_look[]: custom_acc pin_offset[]: (-1.2, 0.0, 0.0) pin_dir[]: (-1, 0, 0) pin_dir_uk[]: (-1, 0, 0) double_sided[]: true
Pin overrides defined in accessory_truck_data will supersede the data in ui_truck_scene_config for the associated truck
If I understand that correctly that means its an over-ride in "accessory_truck" file. You just need to make sure you are over-riding the original, and not trying to add a new entry. So that means a new file with the header accessory_truck_data.sii, and pin placement over-rides written in it.
nope thats wrong. So it must be in the data.sii file.
Yep the example for sideskirts works fine. It moves the clickable pin 1 meter to the side making it easier to click. This is great as it now means I can move around some pins that are a bit iffy and get better results.
Re: ETS2 1.40 discussion
@AoD_Lexandro The explanation is unclear or I misunderstood because of the language barrier. I don't need to use existing pins for my mod. My mod uses additional pins that have nothing to do with the existing one. As I wrote "So I went back to the old (by editing the "truck_config_scene" file) way until SCS published a little more about those possibilities".
And in the end I would ask you to show the "sii" file but if that is not a problem and the name of that file, you can also send me a private message, thank you.
And in the end I would ask you to show the "sii" file but if that is not a problem and the name of that file, you can also send me a private message, thank you.
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Discord: tobrago#1504
Everything will be okay in the end, and if it`s not okay, it`s not the end.
Re: ETS2 1.40 discussion
renault T uses the fetaure, you can see it there.
it is used to override pin properties (namely position and orientation) not to add new pins.
it is used to override pin properties (namely position and orientation) not to add new pins.
Nobody can tell you anything about it. Those who know about it aren't allowed to talk. And those who talk know nothing.
- xXCARL1992Xx
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Re: ETS2 1.40 discussion
a little step in the right direction but we need custom pins also so we dont have to touch the truck_config_Scene.sii at all anymore
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- AoD_Lexandro
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Re: ETS2 1.40 discussion
What would be really cool would be a way to off-set locators. Then you could have universal locators and simply offset them on a per truck basis. It would save a huge amount of time and hassle when updating trucks for new parts or features.
- xXCARL1992Xx
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Re: ETS2 1.40 discussion
this is exactly what the pins are doing and what the pin override is now expanding on
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- AoD_Lexandro
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Re: ETS2 1.40 discussion
This feature added just moves the selection pins in the garage to make them easier to click, it does not change the locator position. That is on the model itself, and has to be edited on each truck chassis afaik. What I mean is a universal system such as Unreal Tools has where a model is imported with zero locators from blender, and then assigned from a pre-set option (or manually assigned set) of locators for parts. It's a faster, easier and less demanding way to add items to models. You don't need to edit the model, you only need to alter its definitions. It works fantastically well for games such as Xcom2.
- abasstreppas
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Re: ETS2 1.40 discussion
The "Eco" rear lamps (parking light) on all trailers that uses them needs a visible flare. They are way too dark at night. They just have the "no flare" flare so it's only the lightmask that are visible.
- Darkcaptain
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