ATS Example file structure mod using templates (Includes Freightliner Cascadia 2019)

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Alarthon
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Joined: 08 Nov 2018 00:11

ATS Example file structure mod using templates (Includes Freightliner Cascadia 2019)

#1 Post by Alarthon » 13 Dec 2019 01:52

This is an example mod that uses the truck/trailer templates. It is mainly a file structure, but it is a full functioning mod and makes it very easy to make your owns paint jobs. This mod also makes it easy to tell exactly what section of the template is where on the truck/trailers (as seen with pictures below). Includes all owned trucks and trailers for ATS. Just drop zip file into your mod folder and you are good to go, or unzip and make your own mod.

Here is the google drive link to the example mod. (~181MB file size)

Latest mod version: 1.7.

Last update: 12/20/2020, Changed around metallic box trailer settings. Should now be able to skin trailer and still have metallic settings (minus flake, because it doesn't work on trailers)

Here is the google drive link to only templates. .png files (-144MB file size)


It is always best to rename your files. If just making a single paintjob follow below steps. If making multiple paintjobs continue reading further down.


How to use this mod for skins. (this method you can only have 1 mod active at once. By not renaming the files, they will conflict with each other)
If making a personal mod:
-Download and extract zip file
-Edit .dds picture file in vehicle folder
-Edit .dds picture in material folder
-Delete extra trucks/trailer folders to make mod smaller
-Edit mod_image, if you want to change that
-Zip file and place in mod folder


With multiple skins (skins on the same type of truck / trailer), the 2nd mods files will have to be renamed. So rename and edit the .sui, .sii, .dds, .mat, .tobj files.
The quick and dirty way to use this for multiple is to:
-rename entire file (for instance example2)(this is if you are making a new mod and not just adding new paintjobs for same mod)
-copy/paste, then rename def folder files for .sui and .sii and edit them to reflect name change (If truck/trailer has accessory folder rename accessory .sii to match)
-copy/paste, then rename material folder files for .dds, .mat, .tobj and edit them all
-for vehicle folder you can just copy and rename the paintjob folder and rename it (for instance "vehicle\truck\upgrade\paintjob\mack\example" would turn into "vehicle\truck\upgrade\paintjob\mack\example2") Edit the .tobj in new folder to match new file path.
Make sure to edit the def folder files to match this file path change. So make sure paintjob mask file path and the accessory file paths match new named folder.

Thats all. no need to change the vehicle .dds file names or .tobj names because you placed them into a different folder so just the path changed.

Here is a paintjob on the Mack with above method for 2 different skins within same mod.


If uploading to steam workshop, do above steps but make sure to edit manifest, mod_description, and mod_image. It would be best to change the file names to your own names to help avoid same names and cause conflicts.

*Tip for paintjobs* If you are not painting anything special on the accessories you can make a 4 pixel by 4 pixel image with the base color of your truck. This will make the file size smaller and be less for the game to load. In the def folder just point the paths to that image.


RGB
RGB works for all trucks. To get it to work for other trucks just copy the setup for the Kenworth truck and edit the files for the new truck. In the def .sii files make sure to edit all lines. In the def .sui you only need to edit the name:, alternate_uvset, and icon.
When making an RGB paintjob make sure to only use black (hex code: 000000 or rgb code: (0, 0, 0)), red (hex: FF0000 or rgb: (255, 0, 0), green (hex: 00FF00 or rgb: (0, 255, 0), and blue (hex: 0000FF or rgb: (0, 0, 255).
Any variation of these colors will make your paintjob colors dull/off color. So for RGB paintjobs you are limited to only 4 different colors on your paintjob.


Metallic Paintjob
Metallic Paintjob example is added to the Mack Anthem. The files in the def folder are mack70m.sii and mack70m_settings.sui.
Metallic is made through the flip / flake settings, so just copy that to other truck files you want metallic on.
Example of the paintjob ingame can be seen here: https://i.imgur.com/nbRQtLY.jpg .



If you have any questions feel free to ask.

If you find any errors in my mod please let me know!

Couple examples.

Image

Image

Image

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Image
Last edited by Alarthon on 20 Dec 2020 17:53, edited 69 times in total.

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BK Vissers
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Re: ATS Example mod using templates

#2 Post by BK Vissers » 13 Dec 2019 03:49

Very cool, thank you!
Image

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paulofenoll
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Re: ATS Example mod using templates

#3 Post by paulofenoll » 16 Dec 2019 13:26

Thank you and Merry Christmas !!
My passion, the American Trucks ..

maddog39
Posts: 1
Joined: 18 Jan 2019 16:41

Re: ATS Example mod using templates

#4 Post by maddog39 » 19 Dec 2019 00:05

Thanks a ton! Made my first skin last night with your help! Simple but I'll keep iterating on it.

Image

Alarthon
Posts: 155
Joined: 08 Nov 2018 00:11

Re: ATS Example mod using templates

#5 Post by Alarthon » 21 Dec 2019 05:18

@maddog39 Welcome, glad it worked out well for you!

Alarthon
Posts: 155
Joined: 08 Nov 2018 00:11

Re: ATS Example mod using templates

#6 Post by Alarthon » 18 Feb 2020 16:39

Updated folder and added rear door aero for the box trailers. You can now paint the deflectors whatever you want.

Alarthon
Posts: 155
Joined: 08 Nov 2018 00:11

Re: ATS Example mod using templates

#7 Post by Alarthon » 16 Mar 2020 17:28

Added the food tanker. Also added RGB channel example for the food tanker.

Alarthon
Posts: 155
Joined: 08 Nov 2018 00:11

Re: ATS Example mod using templates

#8 Post by Alarthon » 29 Apr 2020 01:56

Added Mack Anthem. Reorganized material/ui/accessory and vehicle/truck/upgrade/paintjob to separate the files by manufacturers. Added "base_color_locked: false" to International lonestar settings.sui. Added " airbrush: true " to food tank trailers non-rgb settings.
Last edited by Alarthon on 29 Apr 2020 04:36, edited 3 times in total.

jarryed
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Re: ATS Example mod using templates

#9 Post by jarryed » 29 Apr 2020 03:27

Is there a reason why white text is showing as red on the Anthem? Can't seem to figure that out.

ETA: using paint.net. Saving as .dds. BC3(Linear, DXT5). Error Metric is Perceptual. Generate Mip Maps is checked. Fant selected.

Alarthon
Posts: 155
Joined: 08 Nov 2018 00:11

Re: ATS Example mod using templates

#10 Post by Alarthon » 29 Apr 2020 03:49

That was an error on my part. I ended up copying a wrong .sui file that didn't have "airbrush: true" in it. Its updated now and should work. Thank you very much for letting me know about it. If you find anything else just let me know please. If you don't want to redownload it just add " airbrush: true " to the files in def folder, file names are mack48_settings.sui , mack70_settings.sui, mackday_settings.sui
Last edited by Alarthon on 29 Apr 2020 03:55, edited 2 times in total.

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