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sr.txt
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bug reports to [email protected]
For Steam, create the minimal "getting started" guide and link to the
main PDF, with links both near the top and the bottom.
U is E-W, V is N-S.
Country="RU" or "US"
DiffLockType: None, Uninstalled (upgrade), Installed (yes), Always (always)
Torque: default (always on), full (when AWD enabled), none, connectable (w/ upgrade)
DefaultTire
CompatibleWheels points to an XML file of possible add-on tires
Every section of the quick start should have a link to the
corresponding full description. Possibly it should be right at the
top to grab anyone who clicked the wrong section in the table of
contents.
can cross references be formatted differently?
- separate their text from surrounding text, similar to the Literal style
- make it obvious that it's a link
not automatically, but if I position the cursor ahead of a reference
and select Edit->Fields, I can use the arrow buttons to quickly step
through all references and manually reformat them. e.g. do this last.
do some materials suppress mud? (extrudes or automatic)
I can run two copies of the SnowRunner editor at once
any advantage to that?
breakable ice = IsExtrudable
NoGrass prevents grass from distributions
ice_01 and ice_02 have IsSoil="false"
avoid exposed tall cliffs in the terrain height
they stretch the texture layer and make it look unnatural
can close the brush dialog box and still get its functions via the keyboard
use 'Terrain Brightness' toolbar button to make it easier to see thin
lines for mud
when editing zone_settings.json, make a backup before and after your changes.
if the packing process isn't able to read the JSON file properly, it writes
back a "clean" version with all the data missing that it couldn't read.
zones are randomly ordered in the list on the left of the navigation map.
no way to fix their order.
should garage exit be relatively flat?
hypothesis:
if an unknown ID starts with the same characters as an existing ID,
the properties are stolen from that ID *even if it still exists*.
-or-
if an ID is renamed in the main editor, it communicates this to the zone
settings editor
Azov 73210 + superheavy semi-trailer = ~36 m long
CAT 770G = < 5 m wide
commit property changes (particular ID naming) before opening the zone editor
spurious new campaign start always selects an empty save slot if there is one.
recommend leaving one open.
keyboad shortcuts for the zone settings editor
e.g. F2 to edit a property string
all flavors of saddle_high can be locked in the garage and/or it can have a price,
but it is still available and given for free with purchase of a trailer
all flavors of saddle_low cannot be locked in the garage, and it cannot have a price
and it is always available and given for free with purchase of a trailer
permission denied while packing:
exit the map in the game
recover to garage:
UI_HUD_RECOVERY_NO_ID_IN_EDITOR
where should a name be set?
it's not (Terrain)->Description level->ID
troubleshooting:
if the navigation map shows a pile of text in the upper left corner and
hangs, check for two zones with the same ID
ModMapError.txt when loading the map in the game
definitely used for:
invalid truck ID in objective
invalid zone ID in objective
but doesn't catch all errors
in cargo reference, list the number of individual logs per load
figure out what can be changed in a mod that people are already playing
are changes incorporated into an existing game at all?
yes
if something collides with the player's truck, can they recover?
changes in terrain height? (up or down)
new models that may collide?
removed models/plants are always safe?
touch plant distributions could rearrange plants?
removed objectives that may be in progress?
changed truck ID that is being used or was already awarded?
lock or unlock parts
add or remove maps from region
change map to region?
move zones
change zones used by objectives
change zone types added by completed objectives
add or remove objectives? (check completion progress in profile, too)
add, change, or remove stages from objective
are updates at mod.io automatically downloaded and used?
what happens when you continue a game where the map has changed
trucks are at their moved positions?
revealed map is as saved?
mud & ruts?
objectives are as saved?
map is changed
what if height has changed under truck(s)?
truck falls
does it get stuck in terrain?
what if model on top of truck?
living area goal type is broken?
or do I just not know how to set it up?
editor also has recurring bugs that I can't diagnose the source of.
these aren't documented.
For every property/bitmap, is it possible to categorize them by when
the Editor notices updates? e.g.
RO = read only (not editable)
NV = not visible
I = immediate,
RS = after rebuild selected terrain
RQ = after rebuild terrain (quick)
RT = rebuild terrain (full)
if so, include this info with each property declaration
e.g. right-justified to the right of the declaration
colored, and as a hyperlink to an explanation
some visual features don't have an associated property,
e.g. static shadows for plants
how to categorize/document those?
procedural snow
I (even after model/plant rotation, etc)
rebuild terrain is needed specifically for
lights
shadows
grass
other distributions (maybe? or are they implicitly stable?)
Bottom panel of ZSE/RSE is for filesystem errors
https://drive.google.com/drive/u/1/my-drive
https://drive.google.com/file/d/1x_CtAODJ8bd9d5wilTKIZIziYaE8C-JM/view
https://drive.google.com/file/d/1u_YYKvQcdBzS1GrpHNI7zYD8PjCmk6Cf/view?usp=sharing
https://snowrunner.mod.io/guides/big-book-of-snowrunner-map-making
how to publish
put it in a "conclusion" book part (or "wrap up")
move the "details of the map editor window" in there as well
map's *.pak file includes files that look relevant, but aren't
e.g. all images in ui/textures
foreach f2 (`ls {,_dlc/*/}classes/models/*.xml | egrep '[0-9][^/]*_02'`)
set f1 = `echo $f2 | sed -e 's/_02//' -e 's/.*[/]//g'`
echo $f1 >> 02.txt
diff {,_dlc/*/}classes/models/$f1* $f2 >> 02.txt
end
foreach f2 (`ls {,_dlc/*/}classes/models/*.xml | grep '_inst'`)
set f1 = `echo $f2 | sed -e 's/_inst//' -e 's/.*[/]//g'`
echo $f2 >> 02.txt
diff {,_dlc/*/}classes/models/$f1* $f2 >> 02.txt
end
ls {,_dlc/*/}classes/models/*.xml | sed -e s'/^.*[/]\(.*\)[.]xml/\1/' | sort > real.txt
cat /cygdrive/c/Users/Chris/Documents/GitHub/bbsmm/models2.txt | sed -e 's/[ :].*$//' | sort -u > mine.txt
diff mine.txt real.txt | less
Can weather classes be edited or created?
Use the term "mask" for painted areas?
but is the "masked" region on or off?
material reference
allows grass/small plants
excludes small debris
grass reference
planting group and min distance
distributed as non-grass plant (IgnoreNoGrass)
excluded by thick grass (NotAtThickGrass) (mutually exclusive w/ above?)
excluded by snow depth (IsAboveSnow)
plant & distribution reference
behave as grass?
any unnatural spacing requirement
max water speed (canes only)
IsEraseSnow
EraseBySnowThreshold (as a percentage of plant height)
distribution:
snow restrictions
water restrictions
overlay brush properties:
Brand
Interval
TangentOffset
AlignToTangent
AttachPivot
DirOffset
PlantBrand properties
DeformTerrain - pushing the "plant" deforms the terrain underneath it
IsAboveSnow - no obvious effect
UseDirtTint - unexplored and probably unimportant
AttachToGround (environment.xml) - looks like a physics thing
NoTruckCollision - physics thing
what causes terrain height adjustment?
duplicate an object by dragging it from the Scene View to the main panel.
but a duplicated plant has weird problems
properties are mostly duplicated,
but position is wherever you drag it to,
and rotation is reset to 0,0,0 (at least for a landed truck)
texture formats:
__d
__d_a
__em_a
__em_d
__n_d
__sh_d
__sh_s
__zo_d
missing texture displays error in texture cache, not actual filename
FadeInStart max is 0.5
are texture sounds not allowed to use single items from a set?
Can custom classes reuse built-in meshes?
https://file.al/uzrekkb63ujl/CentresNaturistes.rar.html
<PhysicsModel Mesh="trucks/cargo/cargo_wooden_planks_1">
if so, cargo can be easily customized per Creating_Custom_Cargo.pdf
and perhaps others
add descriptions to multi-stage model reference
e.g. copy from model reference
Format for cargo zone multi-stage buildings?
From Nextej#4477 on Discord:
"modelBuildingSetting": {
"$type": "ZoneModelBuildingSettings",
"levelName": "~#@%$`*level_custom_mission_test~#@%$`*",
"modelTag": "metal_tag",
"modelType": "METAL",
"stagesProgress": {
"state_end": 1,
"state_start": 0
}
},
changing an objective sometimes resets it
is it based on the objective name?
useful ways to edit map XML:
rename a map
rebrand a model
remove a truck add-on
reorder roads (when drawn on the navigation map)
copy railroad nodes to gravel overlay
can watchpoints be usefully opened now?
in grass reference, include use by material by references?
refer to the material that uses the grass?
or the reference map that uses the material?
how does highlighting work for a multi-map region?
summarize zone visibility
driving view:
when visible
color
icon (from property or other)
navigation map
when visible
when labeled
name (from property or other)
for many objectives, need separate rows for
offer zone
is this the same for all types?
when unlocked and not completed
yellow in driving view
zone name on navigation map and task list
destination zone
when it is the current stage's destination
What are the typical rewards from built-in objectives?
discover watchpoint: 50 xp
discover trailer: 30 xp
discover truck (scout): 100 xp
visit quest: 1050 $, 60 xp
deliver trailer: 1050 $, 130 xp
deliver cargo x4: $1600, 180 xp
deliver cargo x4 with crane: $3200, 280 xp
deliver 4x medium logs: $11300, 990 xp
deliver with crane: $1300, 210 xp
deliver cargo x4 via contest: $3300/1600/950, 360/180/110xp
mkdir '/cygdrive/c/Users/Chris/Desktop/Snowrunner saves'/6
cp -r '/cygdrive/c/Program Files (x86)/Steam/userdata/40322497/1465360'/* '/cygdrive/c/Users/Chris/Desktop/Snowrunner saves'/6
Do watchpoint cloak the map in their range?
To add bumps to a smooth road:
Load _tint.tga
Colors->Components->Extract Component...
Component RGB Blue (keep other options as default)
"OK"
Ctrl-C
Load _height.png separately
Layer->New Layer...
Layer name: bumps
Mode: Grain Extract (base value - layer value + 128) [clamped]
Blend space: Auto
Fill with transparency
Ctrl-V
Layer->Anchor Layer (ctrl-H)
Layer->Mask->Add Layer Mask...
Grayscale copy of layer
With the layer mask selected,
Filters->Blur->Gaussian Blur...
SizeX/Y = 2
OK
Select visual layer (left icon in the visual/mask pair)
Select only blue/green/alpha channels
Use paint bucket to paint channels with black
Select only red/alpha channels
Windows->Dockable Dialogs->Histogram
Filters->Noise->Hurl...
Randomization (%) = 100
OK
(histogram is flat)
Tools->Paint Tools->Smudge
choose a hard brush, hardness 100
size ~50
spacing 1.0 [important!] - determines spacing of brush applications
rate ~5 [important!] - determines smudge length
draw from past one tip of the line, along it, and past the other tip
(histogram is peaked slightly in the middle)
optional: Filters->Blur->Gaussian Blur...
SizeX/Y = 0.5 - 1.0 (1.0 seems best for avoiding triangle ridges)
OK
(histogram is a strong bell curve)
Colors->Levels...
Adjust gray arrow centered below Input Levels until the histogram mean
is as close to 0.5 as possible.
OK
(histogram is centered at 50%, with tails of ~25% on each side)
(on the other hand, a higher mean value means more dips than hills,
which could be a good thing)
right click layer->Edit Layer Attributes... (or directly in the layer box)
opacity ~1.5%
(i.e. total bumps of 50% * 1.5% * max_height = 150 =
1.125 m crest to trough)
(with blur, 3.0 seems to work better, but the result needs to be sanded
down wherever the random numbers max out)
Export As...
_height_source.png
In the Editor:
(Geometry)->Copy Height Sourcemap
zone appearance reference
(see zone visibility for *when* a zone can be seen in each view)
perimeter color
icon in driving view
e.g. from property or fixed by type
icon on nav map
e.g. from property or
name on nav map & in zone list
The game acts like map 1 has been discovered from the beginning, even
if it isn't the starting map. If the starting map is in a different
position, then it is also discovered from the beginning.
The game thinks it can recover a truck to a garage even if that garage
isn't unlocked yet. In some cases, the truck is lost until the garage
is unlocked. In other cases, the player's money is taken (in hard
mode), but the truck isn't recovered anywhere.
A truck sometimes isn't destroyed after an objective that is supposed
to destroy it. Instead, it remains on the map, still reserved.
<y>text</> should match another translation
SR_GATEWAY_* should match the name at the left of the map
translate other languages using Deepl?
needs script to copy quotes into <y>text</>
Any text surrounded by <y> and </> refers to another translation and should be copied as exactly as possible. E.g.
SR_FUEL_CHECK_VISIT "Visit <y>Snagtooth Diesel</>."
matches
SR_SNAGTOOTH_DIESEL "Snagtooth Diesel"
The following refer to truck names that should match your game's translation. Since all translations appear to simply copy the English name, the truck name between <y> and </> should similarly remain in English:
SR_BUCKS_TRUCK_REPAIR "Repair the <y>International Paystar 5070</>."
SR_HEAVY_TRUCK_REPAIR "Repair the <y>Freightliner 114SD</>."