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Ensure your .scs files are placed in Documents/American Truck Simulator/mod . Since 1.36, the game is more sensitive to mod priority in the "Mod Manager" to avoid crashes caused by old DX9 assets. [5, 6]

This version fully embraced DX11. If you are developing textures or assets, ensure your shaders are compatible with the updated lighting system introduced during this era. [1, 3]

Version 1.36 added detours and updated anti-aliasing . If you are building a map mod, you'll want to leverage the newer assets found in the Utah and Washington directories. [1, 4]

Are you planning to create a , a map expansion , or perhaps a sound mod for this version?

The version you’re working with, , was a major milestone for American Truck Simulator because it introduced the Utah DLC and the transition to DirectX 11 , which significantly boosted performance and lighting. [1, 2]

To help you "develop a piece" (whether that is a mod, a custom skin, or a map expansion), here is a quick technical breakdown of that specific version:

American Truck Simulator [v 1.36.1.18s Dlcs] ... Apr 2026

Ensure your .scs files are placed in Documents/American Truck Simulator/mod . Since 1.36, the game is more sensitive to mod priority in the "Mod Manager" to avoid crashes caused by old DX9 assets. [5, 6]

This version fully embraced DX11. If you are developing textures or assets, ensure your shaders are compatible with the updated lighting system introduced during this era. [1, 3] American Truck Simulator [v 1.36.1.18s DLCs] ...

Version 1.36 added detours and updated anti-aliasing . If you are building a map mod, you'll want to leverage the newer assets found in the Utah and Washington directories. [1, 4] Ensure your

Are you planning to create a , a map expansion , or perhaps a sound mod for this version? If you are developing textures or assets, ensure

The version you’re working with, , was a major milestone for American Truck Simulator because it introduced the Utah DLC and the transition to DirectX 11 , which significantly boosted performance and lighting. [1, 2]

To help you "develop a piece" (whether that is a mod, a custom skin, or a map expansion), here is a quick technical breakdown of that specific version:


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