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modtools:componentseditor [2017/07/11 20:17] – [Car Types] adminmodtools:componentseditor [2022/02/15 18:00] (current) – external edit 127.0.0.1
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 Both the Components.xml file and the ComponentsStartingPop.xml files are default game files and should not be modified directly. Use the mod system to override these files. This way you will not break your game files, won't lose your work the next time the game updates, and you can share the changes with everyone else! For more information: [[modtools:make_a_mod_editor|How to make a Mod File]] Both the Components.xml file and the ComponentsStartingPop.xml files are default game files and should not be modified directly. Use the mod system to override these files. This way you will not break your game files, won't lose your work the next time the game updates, and you can share the changes with everyone else! For more information: [[modtools:make_a_mod_editor|How to make a Mod File]]
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 ===== Opening Components Editor ===== ===== Opening Components Editor =====
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 The Components Editor is available on the center column, just under "Mod Data Tools" of the Mod Tool's Main Menu. Click the button labeled “Components Editor.”  The Components Editor is available on the center column, just under "Mod Data Tools" of the Mod Tool's Main Menu. Click the button labeled “Components Editor.” 
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 ===== The Editor ===== ===== The Editor =====
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   - [[modtools:componentseditor#accessories|Accessories Tab]] allows you add, edit, or remove accessories (anything that can be added to the body shells, like tires, headlights, etc) to the game.   - [[modtools:componentseditor#accessories|Accessories Tab]] allows you add, edit, or remove accessories (anything that can be added to the body shells, like tires, headlights, etc) to the game.
   - [[modtools:componentseditor#ai_pop|AI Pop Tab]] allows you add or edit AI component selection popularity values. This saves to a separate file but the editor is included with the components editor because it relies on the component editor's data.   - [[modtools:componentseditor#ai_pop|AI Pop Tab]] allows you add or edit AI component selection popularity values. This saves to a separate file but the editor is included with the components editor because it relies on the component editor's data.
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 ==== Frames ===== ==== Frames =====
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   - This removes the selected engine layout from the list of engine layout.   - This removes the selected engine layout from the list of engine layout.
  
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 ==== Cylinders ===== ==== Cylinders =====
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   - This adds the gearbox to the list of gearboxes.   - This adds the gearbox to the list of gearboxes.
   - This removes the selected gearbox from the list of gearboxes.   - This removes the selected gearbox from the list of gearboxes.
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 ==== Gears ===== ==== Gears =====
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   - This adds or edits the vehicle type to the list of types.   - This adds or edits the vehicle type to the list of types.
   - This removes the selected vehicle type from the list of types.   - This removes the selected vehicle type from the list of types.
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 ==== Car Models ===== ==== Car Models =====
  
 +This editor allows us to add more bodies to the game. It also allows us to define which body models go with which vehicle type and when they are available. Each car model in the game must have a .mesh file that complies with our in game requirements. For details on how to make car bodies, see: [[artwork:models_vehicles|Vehicle Artwork]].
 +
 +The following picture will break down the parts of the editor:
 +
 +{{ :modtools:componentseditor_carmodels.png?600 | Car Model Editor}}
 +
 +  - This is a list of the current car bodies added to the game. Selecting a model from this list will load the information on the right.
 +  - This is the name of the selected folder with the body .mesh files in them. You use the button to the right to select the folder. The folder will populate the drop down in #8, thus allowing you to select bodies.
 +  - This button allows you to select a folder with .mesh files in it. Upon selecting a folder, the #8 drop down will be populated with the .mesh files in the folder. You will then select these mesh files to be used as car bodies in the game.
 +  - This is the name of the body model.
 +  - This is the car type which the body model can be used for. You will have to make multiple entries if it belongs to more than 1 car type. The Car Type drop down is populated by entries made in the Car Types tab.
 +  - This checkbox lets the game know if the car types have been localized or not. If the car type names are localized, the game will look up the ID numbers in the drop down boxes rather than using the names of the car types.
 +  - The Starting year is the year which the car body can be selected. The Stop year is the last year the car body can be used.
 +  - This is the body model file which is to be used in game. Please refer to [[artwork:models_vehicles|Vehicle Artwork]] on how to make vehicle models. See #2 and #3 for directions on how to populate this list.
 +  - This is the design requirements to unlock this vehicle body. Currently this system is disabled in the game.
 +  - This allows you to set how many passengers this vehicle body supports. The game will use this for the passenger count.
 +  - This adds a car model to the list of car models.
 +  - This removes the selected car model from the list of car models.
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 +\\
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 ==== Accessories ===== ==== Accessories =====
  
 +This is the accessories editor. Any piece of artwork that is applied to a vehicle model, but is not a vehicle model is considered an accessory and is added to the game using this editor. The following picture and list will explain the parts of the editor. 
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 +{{ :modtools:componentseditor_accessories.png?600 |Accessory Editor}}
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 +  - This is the list of the accessories currently in the editor. Selecting an item from this list will load the information on the right.
 +  - This is the name of the selected folder containing the accessory artwork. Use the button in #3 to select the folder.
 +  - This allows you to select the folder containing the accessory artwork. This will automatically fill drop down boxes in #8 and #9 with .meshes and .dds files. See [[artwork:models_accessories|Accessory Artwork]] for details on how to create accessories.
 +  - This is the name of the accessory.
 +  - This is the type of accessory. The game will group accessories together based on this accessory type name. If you're creating a new accessory type, enter the text into the drop down. If using an existing type, you can select it from the drop down.
 +  - If the localization box is checked, the accessories type name will use the text in the localization file. As such the Accessory Type should be the ID number of the text in the localization file.
 +  - The starting year is the year which the accessory is available to use. The stop year is the year which the accessory will no longer be usable.
 +  - This is the file name for the accessory mesh or decal dds. If you have selected an artwork directory, the drop down should be populated with file names. Otherwise you will have to type in the name (it is case sensitive).
 +  - This is the thumbnail/icon picture for the accessory. This is used when the player views the grid of available accessories. If you have selected an artwork directory, the drop down should be populated with file names. Otherwise you will have to type in the name (it is case sensitive).
 +  - This is the skill required to unlock the accessory. Currently this is disabled in game.
 +  - Checking this box will cause the accessory to automatically be duplicated and mirrored over the front axis of the vehicle. For example, the default mirrors in the game, will automatically place two mirrors on both sides of the vehicle.
 +  - This checkbox will automatically paint the accessory with the last selected paint color, or white if none has been selected.
 +  - This signifies to the game that the accessory is a "Decal", or 2d image instead of a 3d model. Examples of this in the default game is late model headlights.
 +  - This adds the accessories to the list of accessories.
 +  - This removes the selected accessory from the list of accessories.
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 ==== AI Pop ===== ==== AI Pop =====
 +
 +This editor allows you to set the AI popularity (or AI selection preference) for component types. Each popularity value weighs toward the selection of a component based on the vehicle type they are building for. For example, if a vehicle type has a high performance importance rating. Then the components with high Performance AI Popularity values will be selected more often than ones with low Performance AI Popularity values.
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 +The following picture shows you the parts of the editor and explains what they do.
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 +{{ :modtools:componentseditor_aipop.png?600 |AI Pop Values}} 
 +
 +  - This is the list of components that have AI pop values. Selecting a component from this list will load the information below.
 +  - This is the year which the AI popularity takes effect. The game will interpolate values between two changes.
 +  - This is the name and selection ID of the component. Information in this drop down is taken from the editor tabs {{modtools:componentseditor_tabsinfo1.png?linkonly |in this image}}. 
 +  - The higher this value is, the more likely this component will be chosen for vehicle types that have high fuel importance ratings.
 +  - The higher this value is, the more likely this component will be chosen for vehicle types that have high performance importance ratings.
 +  - The higher this value is, the more likely this component will be chosen for vehicle types that have high luxury importance ratings.
 +  - The higher this value is, the more likely this component will be chosen for vehicle types that have lower wealth demographics.
 +  - The higher this value is, the more likely this component will be chosen for all vehicle types.
 +  - This adds the popularity values to the list.
 +  - This removes the selected popularity value from the list.
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 ===== Files and How it Works ===== ===== Files and How it Works =====
 +
 +The sub-components, vehicles types, and vehicle artwork are all handled by a single file called the components.xml file. The AI Pop files are loaded through the ComponentsStartingPopularity.xml file. For more information on the location of these files, see: [[modtools:file_locations|File Locations]]
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 +Upon creating a new save game, the game will read the components.xml and save all the data into the save game database. After which, the components.xml file will not be used for the rest of the save game's life. Thus any changes made to the components.xml file requires a new save game.
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 +The game then reads the ComponentsStartingPop.xml files and saves that information to the database. However, unlike the components.xml file, the game will read the ComponentsStartingPop.xml at the end of every game year in order to interpolate and save new popularity values. However changes to the ComponentsStartingPop.xml file will only take effect when the year values in the entries are hit.
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 ===== Variables ===== ===== Variables =====
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 The following are components variables that adjust the characteristics of the specific component. The following are components variables that adjust the characteristics of the specific component.
 The **+** indicates that it improves that rating or spec. The **-** indicates that it worsens that rating or spec. The **+** indicates that it improves that rating or spec. The **-** indicates that it worsens that rating or spec.
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 ==== Frames ===== ==== Frames =====
  
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 |Skill Req|This is the minimum amount of Chassis Design skills points needed to unlock the frame. This value will automatically decrease over time after the "start" year has been hit.|-Unlock Requirement|No effect on Vehicles.| |Skill Req|This is the minimum amount of Chassis Design skills points needed to unlock the frame. This value will automatically decrease over time after the "start" year has been hit.|-Unlock Requirement|No effect on Vehicles.|
 |AI Popularity|This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present.|No effect on Chassis|No effect on vehicle.| |AI Popularity|This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present.|No effect on Chassis|No effect on vehicle.|
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 ==== Suspensions ===== ==== Suspensions =====
  
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 |Skill Req|This is the minimum amount of Chassis Design skills points needed to unlock the frame. This value will automatically decrease over time after the "start" year has been hit.|-Unlock Requirement|No effect on Vehicles.| |Skill Req|This is the minimum amount of Chassis Design skills points needed to unlock the frame. This value will automatically decrease over time after the "start" year has been hit.|-Unlock Requirement|No effect on Vehicles.|
 |AI Popularity|This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present.|No effect on Chassis|No effect on vehicle.| |AI Popularity|This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present.|No effect on Chassis|No effect on vehicle.|
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 ==== Drivetrain ===== ==== Drivetrain =====
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 |Skill Req|This is the minimum amount of Chassis Design skills points needed to unlock the drivetrain. This value will automatically decrease over time after the "start" year has been hit.|-Unlock Requirement|No effect on Vehicles.| |Skill Req|This is the minimum amount of Chassis Design skills points needed to unlock the drivetrain. This value will automatically decrease over time after the "start" year has been hit.|-Unlock Requirement|No effect on Vehicles.|
 |AI Popularity|This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present.|No effect on Chassis|No effect on vehicle.| |AI Popularity|This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present.|No effect on Chassis|No effect on vehicle.|
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 ==== Engine Layout ===== ==== Engine Layout =====
  
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 |Manufacturing|This is how difficult it is to manufacture the engine layout. The higher this is, the harder it will be to manufacture, thus reducing the number of units you can produce per turn.|-Manufacturing|-Manufacturing|  |Manufacturing|This is how difficult it is to manufacture the engine layout. The higher this is, the harder it will be to manufacture, thus reducing the number of units you can produce per turn.|-Manufacturing|-Manufacturing| 
 |Finish|This is how much of an effect on development the engine layout has on the engine. The higher this is, the longer it will take to develop the engine. |-Finish Time|None|  |Finish|This is how much of an effect on development the engine layout has on the engine. The higher this is, the longer it will take to develop the engine. |-Finish Time|None| 
-|Width|This defines the width multiplier for the engine layout. The higher this number is the wider the finished engine will be.|-Width|None|  +|Width|This defines the width multiplier for the engine layout. The higher this number is the wider the finished engine will be.|-Width, +Bore/Stroke|None|  
-|Length|This defines the length multiplier for the engine layout. The higher this number is the long the finished engine will be.|-Length|None| +|Length|This defines the length multiplier for the engine layout. The higher this number is the long the finished engine will be.|-Length, +Bore/Stroke|None| 
 |Smoothness|This is the engine layouts effect on engine smoothness/comfort. The higher this value is the less vibration the engine will have.|+Engine Smoothness|+Luxury, +Buyers In Wealthier Classes|  |Smoothness|This is the engine layouts effect on engine smoothness/comfort. The higher this value is the less vibration the engine will have.|+Engine Smoothness|+Luxury, +Buyers In Wealthier Classes| 
 |Skill Req|This is the minimum amount of Engine Design skills points needed to unlock the engine layout. This value will automatically decrease over time after the “start” year has been hit.|-Unlock Skill Points| No Effect On Vehicles.|  |Skill Req|This is the minimum amount of Engine Design skills points needed to unlock the engine layout. This value will automatically decrease over time after the “start” year has been hit.|-Unlock Skill Points| No Effect On Vehicles.| 
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 |Restriction Localized|This toggles whether the names of the restricted cylinders/fuel types/induction systems are in the Localization files or in the Components file. |No Effect|No Effect|  |Restriction Localized|This toggles whether the names of the restricted cylinders/fuel types/induction systems are in the Localization files or in the Components file. |No Effect|No Effect| 
 |Turbined|This sets the game to a spinning, cylinderless engine type. Such as a Wankel or a Jet Turbine engine.|Removes stroke data from Engine Designer|No effect|  |Turbined|This sets the game to a spinning, cylinderless engine type. Such as a Wankel or a Jet Turbine engine.|Removes stroke data from Engine Designer|No effect| 
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 ==== Cylinders ===== ==== Cylinders =====
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 |Skill Req|This is the minimum amount of Engine Design skills points needed to unlock the cylinder. This value will automatically decrease over time after the “start” year has been hit.|-Unlock Skill Points| No Effect On Vehicles.|  |Skill Req|This is the minimum amount of Engine Design skills points needed to unlock the cylinder. This value will automatically decrease over time after the “start” year has been hit.|-Unlock Skill Points| No Effect On Vehicles.| 
 |AI Pop|This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present.| No Effect on Engine| No Effect on Vehicle|  |AI Pop|This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present.| No Effect on Engine| No Effect on Vehicle| 
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 ==== Fuel ===== ==== Fuel =====
  
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 |Skill Req|This is the minimum amount of Engine Design skills points needed to unlock the fuel type. This value will automatically decrease over time after the “start” year has been hit.|-Unlock Skill Points| No Effect On Vehicles.|  |Skill Req|This is the minimum amount of Engine Design skills points needed to unlock the fuel type. This value will automatically decrease over time after the “start” year has been hit.|-Unlock Skill Points| No Effect On Vehicles.| 
 |AI Pop|This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present.| No Effect on Engine| No Effect on Vehicle|  |AI Pop|This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present.| No Effect on Engine| No Effect on Vehicle| 
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 ==== Valves ===== ==== Valves =====
  
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 |Skill Req|This is the minimum amount of Engine Design skills points needed to unlock the valve type. This value will automatically decrease over time after the “start” year has been hit.|-Unlock Skill Points|No Effect On Vehicles.| |Skill Req|This is the minimum amount of Engine Design skills points needed to unlock the valve type. This value will automatically decrease over time after the “start” year has been hit.|-Unlock Skill Points|No Effect On Vehicles.|
 |AI Popularity|This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present.|No Effect on Engine|No Effect on Vehicle| |AI Popularity|This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present.|No Effect on Engine|No Effect on Vehicle|
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 ==== Induction ===== ==== Induction =====
  
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 |Skill Req|This is the minimum amount of Engine Design skills points needed to unlock the induction system. This value will automatically decrease over time after the “start” year has been hit.|-Unlock Skill Points|No Effect On Vehicles.| |Skill Req|This is the minimum amount of Engine Design skills points needed to unlock the induction system. This value will automatically decrease over time after the “start” year has been hit.|-Unlock Skill Points|No Effect On Vehicles.|
 |AI Popularity|This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present.|No Effect on Engine|No Effect on Vehicle| |AI Popularity|This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present.|No Effect on Engine|No Effect on Vehicle|
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 ==== Gearbox ===== ==== Gearbox =====
  
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 |Skill Req|This is the minimum amount of Gearbox Design skills points needed to unlock the gearbox type. This value will automatically decrease over time after the “start” year has been hit.|-Unlock Skill Points|No Effect On Vehicles.| |Skill Req|This is the minimum amount of Gearbox Design skills points needed to unlock the gearbox type. This value will automatically decrease over time after the “start” year has been hit.|-Unlock Skill Points|No Effect On Vehicles.|
 |AI Popularity|This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present.|No Effect on Gearbox|No Effect on Vehicle| |AI Popularity|This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present.|No Effect on Gearbox|No Effect on Vehicle|
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 |Skill Req|This is the minimum amount of Gearbox Design skills points needed to unlock the gear type. This value will automatically decrease over time after the “start” year has been hit.|-Unlock Skill Points|No Effect On Vehicles.| |Skill Req|This is the minimum amount of Gearbox Design skills points needed to unlock the gear type. This value will automatically decrease over time after the “start” year has been hit.|-Unlock Skill Points|No Effect On Vehicles.|
 |AI Popularity|This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present.|No Effect on Gearbox|No Effect on Vehicle| |AI Popularity|This is the base percentage of how likely the AI is to use this item if no AI components Popularity file is present.|No Effect on Gearbox|No Effect on Vehicle|
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 ==== Car Types ===== ==== Car Types =====
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 |Overall Pop|This is the overall popularity of the vehicle type in the game world. The higher this rating is, the more potential customers the vehicle type will have.| |Overall Pop|This is the overall popularity of the vehicle type in the game world. The higher this rating is, the more potential customers the vehicle type will have.|
 |Military Fleet|Checking this box will allow militaries to contract this vehicle type. If it is unchecked, then this vehicle type will not be contracted by militaries.| |Military Fleet|Checking this box will allow militaries to contract this vehicle type. If it is unchecked, then this vehicle type will not be contracted by militaries.|
-|Wealth Demo|| +|Wealth Demo|This is the target wealth demographic. The higher the numbers, the more wealthy the demographic is. The wealth demographic effects the willingness customers are to spend more money on this vehicle type. Their expectations for luxury, quality, and smoothness. Model Markup, AI Design decisions, and many more things.
-|Age Demo||+|Age Demo|This effects the target age demographic for the vehicle type. This changes the consumer prospective of the vehicle type. Vehicles types with younger age demographics will put more emphasis on fuel economy, costs, and dependability. Middle aged demographics emphasis on cargo, performance, and safety. Upper age demographics emphases luxury, dependability, quality, etc.  |
 |Civilian Fleet|Checking this box will allow civilian fleets to contract this vehicle type. If it is unchecked, then this vehicle type will not be contracted by civilian fleets.| |Civilian Fleet|Checking this box will allow civilian fleets to contract this vehicle type. If it is unchecked, then this vehicle type will not be contracted by civilian fleets.|
-|Cargo Space|| +|Cargo Space|This value adjusts the cargo space calculation modifiers. This is used to increase or decrease the cargo space of a vehicle. This works as a modifier to the physical dimensions of the vehicle.
-|Passengers||+|Passengers|This is the generic amount of passengers for the vehicle type. If the information is not available in the car model's info, it will use this number instead.|
 |Civilian|Checking this box will allow consumers to purchase this vehicle type. If it is unchecked, then this vehicle type will not be purchased by consumers.| |Civilian|Checking this box will allow consumers to purchase this vehicle type. If it is unchecked, then this vehicle type will not be purchased by consumers.|
-==== Car Models ===== 
  
  
-==== Accessories ===== 
  
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-==== AI Pop ===== 
  
 ===== Examples ===== ===== Examples =====
  
-===== Trouble Shooting =====+Videos coming eventually... 
 + 
 + 
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 +\\ 
 + 
 +===== Troubleshooting ===== 
 + 
 +\\ 
 +\\ 
 + 
 +==== My Changes Are Not In Game! ==== 
 + 
 +Changes require you to start a new save game. As the Components.xml data is stored in the save game. Also if creating a mod, be sure that you have the mod selected. 
 + 
 + 
 +\\ 
 +\\ 
 + 
 +==== Game Crashes! ==== 
 + 
 +If the game crashes when opening a component designer, when selecting a car body, when viewing an accessory type, or when trying to use an accessory, then you are most likely missing artwork, or did not properly zip and package your artwork correctly. Check the [[modtools:reading_log_file|log files]] for the missing artwork, and [[modtools:file_locations|file locations]] for the proper location to put these files. 
modtools/componentseditor.1499818644.txt.gz · Last modified: 2022/02/15 17:58 (external edit)