Hello people,
Short to my person I'm not new to modding just modded for Farming Simulator the last years.
Now I want to experience some new things and as I like to play Eurotruck Simulator why don't start a little modding for it.
So now to my problem. I build a little roofgrill and made it with chrome material that worked just fine with Slots and everything.
https://www.dropbox.com/s/fwxecvkcpoxuf ... 1.jpg?dl=0
Now I want to have the same roofgrill as a paintable variant to.
But there comes my problem I thought "truckpaint" would be the easiest material option for that.
But when I use this material it always puts the whole skin file of the truck on the roofgrill to.
Now I just want to have the basecolor of an skin on the roofgrill or the option to use a extra texturefile for it in a custom skin like it's made on the sideskirts of the newest trucks.
https://www.dropbox.com/s/kbpar63ta0hcf ... 1.jpg?dl=0
As a reference I took the material of painted bullbar from the Volvo tuning dlc but I think I missed something while setting up my own material. But I can't figure out what I missed...
Maybe someone can help me setting up the right material for my use
set up right material for paintable accessory
- Underscore_101_
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Re: set up right material for paintable accessory
This is somewhat beyond the things i know, but have you added the paintable roofgrill to the accessory file of the paint job for the truck it goes on?
ttbomk that's where it goes, and that way you can give it it's own colour, you'd have to add a colour dds and tobj in the appropriate folder as well.
idk which Scania that is, but the accessory file should go here for the NG Scania S:
def\vehicle\truck\scania.s_2016\paint_job\accessory
and needs to have the same name as the paint job .sii
Assuming that paint job already has an accessory file you can just add a new ovr, or if there's already an accessory that uses the right colour you can add it to that.
It should look something like this, but then with your folder structure where you saved the dds and tobj files of course:
Hope this makes sense
ttbomk that's where it goes, and that way you can give it it's own colour, you'd have to add a colour dds and tobj in the appropriate folder as well.
idk which Scania that is, but the accessory file should go here for the NG Scania S:
def\vehicle\truck\scania.s_2016\paint_job\accessory
and needs to have the same name as the paint job .sii
Assuming that paint job already has an accessory file you can just add a new ovr, or if there's already an accessory that uses the right colour you can add it to that.
It should look something like this, but then with your folder structure where you saved the dds and tobj files of course:
Code: Select all
SiiNunit
{
simple_paint_job_data : .ovr0
{
paint_job_mask: "/vehicle/truck/upgrade/paintjob/scania_s_2016/brouw/brouw_shared_red.tobj"
acc_list[]: "exhaust_m.mg01"
}
simple_paint_job_data : .ovr1
{
paint_job_mask: "/vehicle/truck/upgrade/paintjob/scania_s_2016/brouw/brouw_shared_black.tobj"
acc_list[]: "sunshld.sunshld_01"
acc_list[]: "sunshld.sunshld_04"
acc_list[]: "sunshld.sunshld_05"
acc_list[]: "sunshld.sunshld_06"
}
etc, etc.
}
}
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Re: set up right material for paintable accessory
Actually it has the same name (xyz) as the xyz.brand.truck.paint_job not the .sii filename.
//Typo
//Typo
Last edited by Etrusan on 25 Oct 2021 15:02, edited 1 time in total.
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- Underscore_101_
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Re: set up right material for paintable accessory
that doesn't make sense, the accessory file .sii needs to have the same name as the paintjob .sii tmk
This information: "xyz.brand.truck.paintjob" isn't in the accessory file.
This information: "xyz.brand.truck.paintjob" isn't in the accessory file.
My ETS2 and ATS workshop files: https://steamcommunity.com/id/_101_/myworkshopfiles/
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Re: set up right material for paintable accessory
No, but it's the internal name of the paintjob in the .sii
Eg. if the paintjob name is
and the internal name is
then the accessory file needs to be named
Eg. if the paintjob name is
Code: Select all
tourbus_b951e.sii
Code: Select all
accessory_paint_job_data : b951etourbus.karosa.b95x.paint_job
Code: Select all
b951etourbus.sii
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- Underscore_101_
- Posts: 1036
- Joined: 26 Jan 2019 08:36
- Location: Netherlands
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Re: set up right material for paintable accessory
i guess you're right,... different than i do it anyway, but it's a more confusing way, it's easier to keep everything the same, so in your examples, if i were to make a paint job for Heineken i'd use,..
heineken.sii for the paint job name, accessory_paint_job_data : heineken.karosa.b95x.paint_job, and for accessory file heineken.sii
and if i were to make a 2nd Heineken paint job i'd use
heineken_02.sii for the paint job name, accessory_paint_job_data : heineken_02.karosa.b95x.paint_job, and for accessory file heineken_02.sii
Anyhoo, good point.
idk why, but it's the way i've learnt it, keep it simple
heineken.sii for the paint job name, accessory_paint_job_data : heineken.karosa.b95x.paint_job, and for accessory file heineken.sii
and if i were to make a 2nd Heineken paint job i'd use
heineken_02.sii for the paint job name, accessory_paint_job_data : heineken_02.karosa.b95x.paint_job, and for accessory file heineken_02.sii
Anyhoo, good point.
idk why, but it's the way i've learnt it, keep it simple
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