User Tools

Site Tools


mtr:4.0.x:content_developer

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
mtr:4.0.x:content_developer [2025/04/04 07:40] – Add custom destination CJK ratio remarks AmberFrostmtr:4.0.x:content_developer [2026/09/23 12:35] (current) – Remove mtr_custom_resources_pending_migration.json (Does not migrate signs, only for internal use) AmberFrost
Line 1: Line 1:
-===== 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 ====+===== JS 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 in the main mod, however there are 3rd party efforts such as [[mtr_addon:jcm:start|Joban Client Mod]] which aims to re-implement the JS scripting feature from NTE.
  
-==== mtr_custom_resources.json Changes ====+You can also explore with the new Resource Pack Creator in MTR 4 and see whether similar effects can be achieved. 
 + 
 +===== 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. 
 + 
 +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)
   * Train which does not specify a valid ''gangway_connection_id'' (Or does not have it) can no longer walk between gangways like they can in MTR 3   * Train which does not specify a valid ''gangway_connection_id'' (Or does not have it) can no longer walk between gangways like they can in MTR 3
   * When specifying built-in MTR barrier/gangway/vehicle texture, replace ''textures/entity/*'' to ''textures/barrier'', ''textures/gangway'' and ''textures/vehicle'' respectively, as they are now separated.   * When specifying built-in MTR barrier/gangway/vehicle texture, replace ''textures/entity/*'' to ''textures/barrier'', ''textures/gangway'' and ''textures/vehicle'' respectively, as they are now separated.
 +  *
  
 ==== Custom Model Changes ==== ==== Custom Model Changes ====
mtr/4.0.x/content_developer.1743752444.txt.gz · Last modified: 2025/04/04 07:40 by AmberFrost