ETS2 1.40 discussion

Lillen
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Re: ETS2 1.40 discussion

#2761 Post by Lillen » 04 May 2021 22:42

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.
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AoD_Lexandro
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Re: ETS2 1.40 discussion

#2762 Post by AoD_Lexandro » 05 May 2021 03:55

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.

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
So I went back to the old (by editing the "truck_config_scene" file) way until SCS published a little more about those possibilities.
The wiki states;

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.
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tobrago
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Re: ETS2 1.40 discussion

#2763 Post by tobrago » 05 May 2021 22:36

@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.
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Max
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Re: ETS2 1.40 discussion

#2764 Post by Max » 06 May 2021 21:18

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.
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xXCARL1992Xx
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Re: ETS2 1.40 discussion

#2765 Post by xXCARL1992Xx » 06 May 2021 21:23

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

#2766 Post by AoD_Lexandro » 06 May 2021 21:40

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.
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xXCARL1992Xx
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Re: ETS2 1.40 discussion

#2767 Post by xXCARL1992Xx » 06 May 2021 21:42

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

#2768 Post by AoD_Lexandro » 06 May 2021 22:04

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.
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abasstreppas
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Re: ETS2 1.40 discussion

#2769 Post by abasstreppas » 08 May 2021 22:23

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.
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Darkcaptain
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Re: ETS2 1.40 discussion

#2770 Post by Darkcaptain » 10 May 2021 18:12

What changes does today's update bring to ETS2?
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