Custom 53’ trailer [closed]

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room217au
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Re: Custom 53’ trailer [closed]

#381 Post by room217au » 08 May 2020 15:58

Really only PMG.
Two wrongs don't make a right, but three lefts.. do.

richborba1
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Re: Custom 53’ trailer [closed]

#382 Post by richborba1 » 09 May 2020 04:24

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.

Solutech
Posts: 1534
Joined: 04 Nov 2014 08:34

Re: Custom 53’ trailer [closed]

#383 Post by Solutech » 09 May 2020 07:48

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 .

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xXCARL1992Xx
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Re: Custom 53’ trailer [closed]

#384 Post by xXCARL1992Xx » 09 May 2020 07:57

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

Image

there is no need to extract the base.scs and convert it all manually when blender can do it for you
Image
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Space_Night
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Re: Custom 53’ trailer [closed]

#385 Post by Space_Night » 09 May 2020 18:02

@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?

Solutech
Posts: 1534
Joined: 04 Nov 2014 08:34

Re: Custom 53’ trailer [closed]

#386 Post by Solutech » 09 May 2020 19:52

@Space_Night I would download mod studio2 and use that . It will do most of the work for you .

Space_Night
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Re: Custom 53’ trailer [closed]

#387 Post by Space_Night » 09 May 2020 20:19


Solutech
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Joined: 04 Nov 2014 08:34

Re: Custom 53’ trailer [closed]

#388 Post by Solutech » 09 May 2020 21:08

yes buddy thats the one . You need to add the trailer mod from the scs tools tab .

Space_Night
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Re: Custom 53’ trailer [closed]

#389 Post by Space_Night » 10 May 2020 13:11

unfortunately i cant seem to make it install

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room217au
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Re: Custom 53’ trailer [closed]

#390 Post by room217au » 11 May 2020 02:02

richborba1 wrote:
09 May 2020 04:24
Ok so hopefully my last 2 questions. #3, where would those files be? I have looked everywhere.
You need to extract 'base.scs' from the Steam Library files.
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 :)
richborba1 wrote:
09 May 2020 04:24
Also, when I extracted the trailer there is already an environmental folder, do I make a second one?
No, if 'material\environment' already exists in the mod, use that one.
Two wrongs don't make a right, but three lefts.. do.

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