Tutorial! Adding a trailer paintjob and skins.

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kast
Posts: 2040
Joined: 11 Dec 2015 19:54

Tutorial! Adding a trailer paintjob and skins.

#1 Post by kast » 07 Jun 2017 21:34

I hope this will help some people out and it wont be very confusing.

First, if you are updating old trailer mod, maybe you need to delete some variants under object tab. (must be defaultparts, brace_off and brace_on variants)

Dont know where to start, so i will get with the truckpaint.
Select trailer body and under material/SCS materials select shader preset truckpaint:
Image
Image
These are my settings for the materials( copy from .mat file) i have added the normalmap texture too, if you dont have it, just ignore that. You need to adjust the values to get the effect you need.

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material : "eut2.truckpaint.tsnmapuv.rfx" {
	texture[0] : "/vehicle/trailer_eu/kraker2/default.tobj"
	texture_name[0] : "texture_base"
	texture[1] : "/material/environment/vehicle_reflection.tobj"
	texture_name[1] : "texture_reflection"
	texture[2] : "/vehicle/trailer_eu/kraker2/normalskraker.tobj"
	texture_name[2] : "texture_nmap"
	add_ambient : 0
	diffuse : { 0.781718 , 0.781718 , 0.781718 }
	env_factor : { 0.0254037 , 0.0254037 , 0.0254037 }
	fresnel : { 0.2 , 0.9 }
	shininess : 200
	specular : { 0.0914056 , 0.0914056 , 0.0914056 }
}
Next step is adding base texture. It must be plain skin. Recommended is AO baked texture from the trailer( there is a lot of ambient occlusion bake tutorials out there, follow these and bake the texture) Make sure to save the baked texture as .tga file! Open the .tga file and make the tobj file. Set the texture and add UV maps. NB: on the picture i have default.tobj selected. If you add new texture, just open the tga and by clicking little box under that, blender will make the tobj file.

Image

I have two UV maps UV_0 is for the AO baked skin and UV_1 for the skins. If you have only one UV map, you can add UV map by pressing +. It will dublicate the UV mapping. Skin textures are added by def files as overlay to the plain ao skin.
Image

I will try to explane how to add company paint jobs and custom paint job skins.

The trailer skins for company skins must be added to folder named as company(not 100% sure about that) to: vehicle/trailer_eu/trailer_name/company/skin.dds and custom paint jobs you can make a new folder where the company folder is. So you have two folders in the trailer folder, company and custom(name it how you like)
Next step is to make the def files:

Lets first add the cargo: in def folder create a new folder named cargo. Now you need to add cargo. Best way is to copy all the cargo folder from the extracted base file. And add your trailer for what cargo you want to add. You must delete old .sii files from the cargo folders.
Example: under def/cargo/apples, create trailer_name.sii file. (for example i will use trailer name krone200 so the .sii file is krone200.sii)
Inside the .sii file copy these lines. You can edit the mass as you like.

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SiiNunit
{
trailer_def : .krone200
{
trailer: trailer.krone200
mass: 17300.0
cog_height_offset: 1.0
}
}
You can copy this file to every cargo folder you like to have this trailer. You can edit mass for every cargo to get more realistic values if you are not very lazy :lol:
When you are copying the .sii files, you can delete base cargo folders you dont need. And where you add the .sii file. just delete the old ones from that folder.

Next step is to add the trailer to the storage: under Def/vehicle Create trailer_storage.krone200.sii file.
inside add:

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SiiNunit
{
@include "trailer/krone200.sii"
}
Now you need a trailer .sii file: under def/vehicle/trailer Create krone200.sii file
inside add:

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trailer : trailer.krone200
{
	accessories[]: .krone200.tchassis
	accessories[]: .krone200.paint_job
	accessories[]: .krone200.trwheel0
	accessories[]: .krone200.trwheel1
	accessories[]: .krone200.trwheel2
}

vehicle_accessory: .krone200.tchassis
{
    	data_path: "/def/vehicle/trailer/krone200/chassis.sii"
}

vehicle_wheel_accessory: .krone200.trwheel0
{
	offset: 0
    	data_path: "/def/vehicle/t_wheel/single.sii"
}

vehicle_wheel_accessory: .krone200.trwheel1
{
	offset: 2
    	data_path: "/def/vehicle/t_wheel/single.sii"
}

vehicle_wheel_accessory: .krone200.trwheel2
{
	offset: 4
    	data_path: "/def/vehicle/t_wheel/single.sii"
}

vehicle_paint_job_accessory: .krone200.paint_job
{
    	data_path: "/def/vehicle/trailer/krone200/company_paint_job/default.sii"
}
Note the accessories[]: .krone200.paint_job, and the data path to the default.sii file (default skin will spawn under the companys in game, where there is no specific skin for that company) It is not the AO baked skin, just add one skin as default.dds.

Now lets add chassis.sii file: def/vehicle/trailer/krone200(traile name folder) add chassis.sii file.
inside add:

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SiiNunit
{
accessory_chassis_data : .chassis
{
	detail_model: "/vehicle/trailer_eu/krone200/krone200.pmd"
	
	collision: "/vehicle/trailer_eu/krone200/krone200.pmc"

	trailer_brace_up_sound: "/sound/truck/trailer_brace_up.ogg"
	trailer_brace_down_sound: "/sound/truck/trailer_brace_down.ogg"

	trailer_brace_model: "/vehicle/trailer_eu/krone200/krone200_brace.pmd"
	trailer_brace_anim: "/vehicle/trailer_eu/krone200/krone200_brace.pma"


	residual_travel[]: 0.12
	residual_travel[]: 0.12
	residual_travel[]: 0.10

	liftable_axle[]: false
	liftable_axle[]: false
	liftable_axle[]: true

	trailer_mass: 7600.0

	variant: default
	look: default

	extended_shadow_texture: "/vehicle/trailer_eu/krone200/shadow.tobj"
	extended_shadow_intensity: 0.7
	extended_shadow_fadeout_start: 10
	extended_shadow_fadeout_length: 0

	ui_shadow: "/vehicle/trailer_eu/krone200/ui_shadow.pmd"
}
}

Some of the lines maybe different, If you have lod models and so on.

Now lets add company_paint_job folder: def/vehicle/krone200/company_paint_job now add default.sii file
inside add:

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SiiNunit
{
accessory_paint_job_data : .paint_job
{
	airbrush: true
	paint_job_mask: "/vehicle/trailer_eu/krone200/company/default.tobj"
}
}

And other company files create for example: norr_food.sii and paint job mask to norr_food.tobj and so on...

For custom paint jobs: create folder def/vehicle/krone200/custom_paint_job inside the folder add .sii files for the skins.
inside add the lines and set the file tobj file path:

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SiiNunit
{
accessory_paint_job_data : .paint_job
{
	airbrush: true
	paint_job_mask: "/vehicle/trailer_eu/krone200/customskin_folder_name/skin_name.tobj"
}
}

Not sure how this work 100% or how to explane it, but if the trailer skin is not working you may need add line alternate_uvset: true
example:

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SiiNunit
{
accessory_paint_job_data : .paint_job
{
	airbrush: true
alternate_uvset: true
	paint_job_mask: "/vehicle/trailer_eu/krone200/customskin_folder_name/skin_name.tobj"
}
}
Now everything should be set. pack the mod and test :D

I will improve this tutorial on the fly, add more screens and so on. It is late and my brain is melting. If i did some mistakes and you have something that i should add. let me know!
Hope it will help some of the people who are stuck :)

User avatar
Chief86
Posts: 430
Joined: 08 Feb 2016 05:09

Re: Tutorial! Adding a trailer paintjob and skins.

#2 Post by Chief86 » 09 Jun 2017 06:55

Thanks it works like a charm. one thing can you provide some info on how to add the multiply option to an AO with Blender Tools.
Rule [4.4]

User avatar
kast
Posts: 2040
Joined: 11 Dec 2015 19:54

Re: Tutorial! Adding a trailer paintjob and skins.

#3 Post by kast » 09 Jun 2017 09:26

Just set the truckpaint shader preset, and you are good to go. You dont have to set no multiply.

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Blackspots
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Location: Wichita Falls, TX
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Re: Tutorial! Adding a trailer paintjob and skins.

#4 Post by Blackspots » 17 Jun 2017 23:37

This really doesn't help any, especially when the trailer parts aren't named. Let alone the fact that I don't know how to properly use ConverterPix.
Author: C2C Eastern New Mexico, Texas, Oklahoma and Kansas improvments
ETS2 Map Combo: PM, Scandinavian Addon, RusMap, SR, The Great Steppe, PJ Indo Map
ATS Map Combo: Coast to Coast, CanaDream, Tonopah Reworked, US Expansion, Viva Mexico

User avatar
kast
Posts: 2040
Joined: 11 Dec 2015 19:54

Re: Tutorial! Adding a trailer paintjob and skins.

#5 Post by kast » 18 Jun 2017 00:05

Well it is more for creating a trailer. Or when you are at this stage and maybe you pick some of the info out of it. Not for the "converting old trailer mod". I am still new to the modding and every bit of the info out there is good thing. So i was hoping maybe this will help some people. More or less! But maybe some parts of the modding buzzle :D

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tobrago
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Re: Tutorial! Adding a trailer paintjob and skins.

#6 Post by tobrago » 18 Jun 2017 11:14

@ ShirBlackspots: Maybe this can help you to convert 'ConverterPix'.

or this to help
;)
Google translator
Greetings and cheers
Keep truckin'

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Blackspots
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Location: Wichita Falls, TX
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Re: Tutorial! Adding a trailer paintjob and skins.

#7 Post by Blackspots » 18 Jun 2017 17:23

Well, I read the link. I did manage to convert the models. It was just a whole lot more confusing to use Blender.
Author: C2C Eastern New Mexico, Texas, Oklahoma and Kansas improvments
ETS2 Map Combo: PM, Scandinavian Addon, RusMap, SR, The Great Steppe, PJ Indo Map
ATS Map Combo: Coast to Coast, CanaDream, Tonopah Reworked, US Expansion, Viva Mexico

batteryman
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Re: Tutorial! Adding a trailer paintjob and skins.

#8 Post by batteryman » 19 Jul 2017 20:29

Thanks for tutorial.I try it with 2 trailers from ets2 studio scmitz and krone and custom or company paint jobs dont works.It works only the bcp(skin from ets2studio) Any help? Thanks.

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