Custom 53’ trailer [closed]
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SCS as a company do not wish to have paid mods on this forum. While we understand that not all paid mods use the Intellectual Property of other companies/people, it is very hard to moderate what is and isn't acceptable when money is involved. There are also concerns that it could look unfavorable to potential work partners going forward if SCS allow mods that may potentially use unlicensed branding.
Posting in the Mods forum (ATS and ETS2) is restricted to sharing free-to-the-public mods and providing support for mods. For more details, please check the Forum Rules.
Re: Custom 53’ trailer [closed]
Really only PMG.
If you suck at playing the trumpet, that's probably why.
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Re: Custom 53’ trailer [closed]
room217au wrote: ↑08 May 2020 05:29 You've obviously got the "io_scs_tools" and "io_converter_pix_wrapper" addons in Blender. In terms of import/edit/export/conversion, this is how I do it. Using the CTS box trailer and editing 'marker slots' as an example:
If you haven't already done it, extract base.scs from ATS game files to a folder called "ATS_Game_Files" on a large drive somewhere.
1. Make a folder somewhere, let's call it X:\CTSbox but it can be any drive.
2. Extract entire CS53TR to that folder. Everything. This will be your 'edited' mod trailer. Just incase you mess something up and have to start again, the original trailer is intact.
3. Make an 'environment' folder in '..\CTSbox\material' folder. Into that environment folder, copy:
generic_s.dds
generic_t.dds
generic_b.dds
vehicle_reflection.tobj
These files come from ATS_Game_Files.
4. Open the Command Prompt in Windows. Wherever you installed Converter_Pix, navigate to there in the command prompt and type this line:
converter_pix -b X:\CTSbox -m \vehicle\trailer_owned\upgrade\markers\cts_box\slots -e X:\CTSbox_exp_slots
then press enter. (Remember that X is whatever drive you converted the mod to)
5. Run Blender and import:
X:\CTSbox_exp_slots\vehicle\trailer_owned\upgrade\markers\cts_box\slots.pim
When you get to the "X:\CTSbox_exp_slots", click the "Set Current Dir as Project Base" button, then navigate to the .pim and dbl click it.
6. Make your edits to the model.
7. Save your project. Wherever Blender wants to save it. Call it "CTBox slots" if you want.
8. In the Properties editor (default: far right pane) there is a vertical colum of little icons. Select the 3rd one from the top (Output Properties) set the "Default Export Path" to:
vehicle/trailer_owned/upgrade/markers/cts_box
by clicking the little folder icon at the righthand side.
9.Just below that is "SCS Conversion Helper" section. You should have the Conversion Tools path set there. It'll be wherever you've installed Conversion Tools. This is important.
10. Just below that, make sure "Custom Paths" is unchecked.
11. Just below that, make sure "Export" is checked, then press the CONVERT CURRENT SCS PROJECT button.
A command prompt will open automatically. It'll take a second or two for the conversion to process. The command prompt will close automatically.
You'll see a little blue message at the bottom of the screen saying "Conversion done!"
You can close Blender if you want. But I always keep it open just in case.
12. Wherever you installed Conversion Tools, navigate to the "rsrc" folder. In that folder you will see one or more folders named "linked_bt_xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx" (where the x's mean the rest of the folder name, whatever it is)
Pick the most recently dated one and in that folder you'll see "@cache" folder, look in that folder.
You'll see 'automat', 'material' and 'vehicle' folders. This is your converted mod.
13. Technically you only need the slots.pmd and slots.pmg files (because you've changed nothing but the orientation of model selectors) from that @cache folder:
vehicle\trailer_owned\upgrade\markers\cts_box\slots.pmd
vehicle\trailer_owned\upgrade\markers\cts_box\slots.pmg
14. Copy them BOTH into EXACTLY the same folder in your X:\CTSbox folder you made from the original CS53TR mod. Overwrite both existing files.
15. Zip up the X:\CTSbox contents and call it "CS53TR.zip" (with normal compression) and place it in your mod folder. You'll need to remove the oringal CS53TR.scs mod before playing.
That's the long-winded version.
IF you want.. from step 13, you can simply make a folder in your mod folder called CTSbox, and in that folder make "vehicle\trailer_owned\upgrade\markers\cts_box" folder structure and place the two slots files in the last 'ctsbox' folder.
In Mod Manager it might be hard to find because it has no manifest, or such, but when you find it give it a higher priority than the CS53TR trailer mod already in your mod folder. With this method you don't have to remove the original trailer.
It'll simply overwrite those two files only. The game will complain about missing a manifest file, but it'll add default ones and you can simply make your own later on, once you are happy with your model edit.
I hope I covered everything
Ok so hopefully my last 2 questions. #3, where would those files be? I have looked everywhere. Also, when I extracted the trailer there is already an environmental folder, do I make a second one? Thank you again.
Re: Custom 53’ trailer [closed]
wherever you placed conversion tools . When you hit convert current scs project the conversion tools program made a folder rsrc in there will be a linked_bt folder with a string of numbers and letters you want the folder in there @cache your model files will be there. The key to working in blender is setting up your folders before you start .
I do it this way
D:\blender is my base folder .
D:\blender\ct is where I put conversion tools
D:\blender\cp is where I put converter pix
D:\blender\projects is my project folder in there is
D:\blender\projects\ats where all mod files im working on are and D:\blender\ats\base which contains my extracted base.scs files and def.scs files
D:\blender\projects\ets2 where all mod files im working on are and D:\blender\ets2\base which contains my extracted base.scs files and def.scs files
So when I hit convert I head to D:\blender\ct\rsrc\linked_bt_whatever\@cache\ and my exported models are in there .
I do it this way
D:\blender is my base folder .
D:\blender\ct is where I put conversion tools
D:\blender\cp is where I put converter pix
D:\blender\projects is my project folder in there is
D:\blender\projects\ats where all mod files im working on are and D:\blender\ats\base which contains my extracted base.scs files and def.scs files
D:\blender\projects\ets2 where all mod files im working on are and D:\blender\ets2\base which contains my extracted base.scs files and def.scs files
So when I hit convert I head to D:\blender\ct\rsrc\linked_bt_whatever\@cache\ and my exported models are in there .
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Author of ReMoled series of mods,V8K Blaine ReWork and general helpful chap .
Author of ReMoled series of mods,V8K Blaine ReWork and general helpful chap .
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Re: Custom 53’ trailer [closed]
there is a much easier way
converterPIXwrapper already pulls all textures you need, and you can also tell it to export it to a base folder and not into your project folder, also when you click >>>convert now<<< it puts it to the destination you have set to not into the rsrc folder
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there is no need to extract the base.scs and convert it all manually when blender can do it for you
converterPIXwrapper already pulls all textures you need, and you can also tell it to export it to a base folder and not into your project folder, also when you click >>>convert now<<< it puts it to the destination you have set to not into the rsrc folder
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there is no need to extract the base.scs and convert it all manually when blender can do it for you
| !!!NO SUPPORT OR REQUESTS OF ANY SORT VIA PM!!! | Screenshot Thread | Steam Workshop | World of Trucks Profil |
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Re: Custom 53’ trailer [closed]
@xXCARL1992Xx I have made a skin for this trailer but currently it takes up an existing slot within the trailer, how do i make it standalone?
Re: Custom 53’ trailer [closed]
@Space_Night I would download mod studio2 and use that . It will do most of the work for you .
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Author of ReMoled series of mods,V8K Blaine ReWork and general helpful chap .
Author of ReMoled series of mods,V8K Blaine ReWork and general helpful chap .
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Re: Custom 53’ trailer [closed]
this one @Solutech https://www.mods.studio/download ?
Re: Custom 53’ trailer [closed]
yes buddy thats the one . You need to add the trailer mod from the scs tools tab .
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Author of ReMoled series of mods,V8K Blaine ReWork and general helpful chap .
Author of ReMoled series of mods,V8K Blaine ReWork and general helpful chap .
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Re: Custom 53’ trailer [closed]
unfortunately i cant seem to make it install
Re: Custom 53’ trailer [closed]
You need to extract 'base.scs' from the Steam Library files.richborba1 wrote: ↑09 May 2020 04:24Ok so hopefully my last 2 questions. #3, where would those files be? I have looked everywhere.
You can get the scs_extractor.exe here: https://modding.scssoft.com/wiki/Docume ... _Extractor
Copy the base.scs AND the scs_extractor files to a folder somewhere called "ATS_Game_Files". Then drag n drop the base.scs onto the scs_extractor.exe
A command prompt will open and extraction begins. This will take some time. Go make a cup of coffee
No, if 'material\environment' already exists in the mod, use that one.richborba1 wrote: ↑09 May 2020 04:24Also, when I extracted the trailer there is already an environmental folder, do I make a second one?
If you suck at playing the trumpet, that's probably why.
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