Merged points are not a part of the border, but tells ZModeler which AI lanes starts or ends at respective node. Its first several points are merged with lanes head/tail points and after merged points a set of border points goes around prefab. It's not clearly seen on an image, but the border spline goes around prefab in counter-clockwise direction: Connector is the actual point where road is connected to prefab, while the border spline specifies a sequence of prefab border points going from this node in counter-clockwise direction. Each node consist of connector and optionally a border spline. So, 6 connection points for prefab is available, while 4 is the maximum used by the game to the moment. There could be no prefab without nodes, so at least one node for prefab connecting is a must. The nodes group is the most important for prefab and must always exist and contain at least "connector 0". "farm" or "garage" - prefabs where AI traffic is not available). The entire group is optional and could be missing (e.g. Splines are interconnected with share points to allow AI paths splitting on turns and intersections. The lanes group is a set of AI lanes, it includes splines only. Names listed here and below are case-insensitive: Prefab model is under prefab branch of hierarchy and includes it's own meaningful branches/groups of spline models and dummy helpers. The following image is the visual model of gas station prefab:Īnd this is the prefab model loaded with it. I load the small gas station prefab to show you what we shall deal with. Also, a "Custom mesh colors" option is very preferable, so imported prefab splines will have different colors initially. Otherwise these options might be inaccessible. Once you switch it to "SCS Compatibility" and restart ZModeler, certain options will get a meaningful ETS2-specific names in ZModeler. The suggested value is 2.5 for arrows.Īnother very important option you should set is the Compatibility for ZModeler. The size of an arrow is specified in ZModeler units and should be pretty big for prefab editing, so arrows are clearly seen. It will draw spline direction arrow, so you can easily say which direction spline goes. And one more handy option is "Draw direction arrow". It's easier when you see points location all the time. Spline detalization is not used when exporting prefab model, but it might be easier to deal with spline curves in ZModeler with constant detalization value.Īlso, enable "Always draw points" option there to force ZModeler draw spline control points as dots even when you work on objects level. You should disable "Automatic detalization" there, so all spline segments will have a predefined detalization value. Open it's Configuration window, locate General properties, expand Splines branch. Since prefabs include paths and routes and these are implemented in ZModeler as splines, you should configure ZModeler to work with ETS2 and splines properly. ZModeler3 allows you to edit and create new prefabs for ETS2. Using traffic light profile is preferable, as all other options can be omitted, so you can configure and refine options on traffic lights by altering their profile, instead of updating all affected prefabs.ĮTS2 Prefab editing including AI lanes, service points, navigation paths.
Traffic light profile is specified in traffic light name (before it's index in braces).Some options were renamed, while their meaning remains the same.
Several AI behavior changes applies to some options. AI lanes intersections are generated on export, using ID value as priority on a given lane.