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mtr:4.0.x:content_developer [2025/04/04 07:40] – Add custom destination CJK ratio remarks lx862mtr:4.0.x:content_developer [2025/06/07 07:21] (current) – Add concept for a train in MTR 4 lx862
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-===== MTR 4 for Custom Content/Trains Creator =====+====== MTR 4 for Custom Content/Trains Creator ======
  
 This page documents some of the migration steps needed when loading MTR 3 custom content in MTR 4. This page documents some of the migration steps needed when loading MTR 3 custom content in MTR 4.
  
-==== Javascript Scripting ====+===== Javascript Scripting =====
  
 JS Scripting from the [[mtr_addon:nte:start|Nemo Transit Expansion]] is **not implemented** at the moment. If you rely on contents that make use of such feature, you are advised to either stay on **MTR 3.x + Nemo Transit Expansion addon**, or explore with the new Resource Pack Creator in MTR 4 and see whether similar effects can be achieved. JS Scripting from the [[mtr_addon:nte:start|Nemo Transit Expansion]] is **not implemented** at the moment. If you rely on contents that make use of such feature, you are advised to either stay on **MTR 3.x + Nemo Transit Expansion addon**, or explore with the new Resource Pack Creator in MTR 4 and see whether similar effects can be achieved.
  
-==== mtr_custom_resources.json Changes ====+===== Train (Concept) ===== 
 + 
 +In MTR 3, a train refers to a single type of train, which can be dynamically fitted with any amount of carriage length depending on the siding length. 
 + 
 +In MTR 4, the concept of a **Train** no longer exists. Instead we now have carriage (Vehicle car), where player can mixes different carriage together to form a **train (consist)**. (Which, to the surprise of some, is actually how a train is made up in real life!) 
 + 
 +  * For MTR 4 loading legacy trains made for MTR 3, the MTR mod will try to detect and split your "Train" into several parts (e.g. Cab Forward, Trailer, Cab Backward) 
 +  * For the new MTR 4 format, you are suppose to define everything per-carriage instead of a single train. 
 +  * While JS scripting is not implemented yet, if and when it is implemented, you are expected to make heavy modification to your script to align with the new per-carriage system. 
 + 
 +To reflect the different transport types supported in the MTR mod, **train** are now referred as **vehicle.** 
 + 
 +===== Custom Resources ===== 
 + 
 +==== mtr_custom_resources.json (MTR 3 format) ====
  
   * Train which uses a ''base_train_type'' but without providing ''texture_id'' no longer has base train's texture applied (Only transparent train with bogie & gangway)   * Train which uses a ''base_train_type'' but without providing ''texture_id'' no longer has base train's texture applied (Only transparent train with bogie & gangway)
mtr/4.0.x/content_developer.txt · Last modified: 2025/06/07 07:21 by lx862