mtr:4.0.x:content_developer
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revision | |||
mtr:4.0.x:content_developer [2025/04/04 07:40] – Add custom destination CJK ratio remarks lx862 | mtr:4.0.x:content_developer [2025/06/07 07:21] (current) – Add concept for a train in MTR 4 lx862 | ||
---|---|---|---|
Line 1: | Line 1: | ||
- | ===== MTR 4 for Custom Content/ | + | ====== MTR 4 for Custom Content/ |
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: | JS Scripting from the [[mtr_addon: | ||
- | ==== mtr_custom_resources.json | + | ===== 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 " | ||
+ | * 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, | ||
+ | |||
+ | To reflect the different transport types supported in the MTR mod, **train** are now referred as **vehicle.** | ||
+ | |||
+ | ===== Custom Resources ===== | ||
+ | |||
+ | ==== mtr_custom_resources.json | ||
* Train which uses a '' | * Train which uses a '' |
mtr/4.0.x/content_developer.txt · Last modified: 2025/06/07 07:21 by lx862