@max you are just being cheap at that point....get a fully modded Scania in it's place /s
More seriously, if it fulfill your needs, don't see why you should change trucks
would you like to have ownable company skins? truck and trailer
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rookie_one
- Posts: 2656
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flight50
- Posts: 34242
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- Location: Dallas/Ft. Worth, Tx - USA
Re: would you like to have ownable company skins? truck and trailer
Ownable Freight Market skins? No. Ownable Cargo Market skins, Yes. We shouldn't own anything outside of Cargo Market imo.
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Theosz
- Posts: 1702
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Re: would you like to have ownable company skins? truck and trailer
So I think players can have both (surely one can be done first) because some features are more useful and a priority for some players than for others IMO.
(google translated)
(google translated)
PLEASE, vote for krizzy090's idea about ownable freightmarket skins viewtopic.php?f=185&t=276108
Brazil... shanty towns
since ATS 1.32... and counting
Brazil... shanty towns
since ATS 1.32... and counting
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rocknrollDaVE
- Beta tester
- Posts: 1996
- Joined: 23 Dec 2012 01:14
- Location: Pittsburgh, PA, USA
Re: would you like to have ownable company skins? truck and trailer
@flight50 what is a cargo market skin?
I'm on a mission to ensure the city of Pittsburgh is accurately represented in ATS.
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flight50
- Posts: 34242
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Re: would you like to have ownable company skins? truck and trailer
Livery system. If there was a livery system like Forza motorsports, that would be the ultimate skinning. Freight market skins are not our trailers so we shouldn't be able to alter them ever. Just like we can't now. But for owned trailers. The customization gets deeper with a livery system. Easier process imo than the current skinning process. Make it possible to upload our own images in game as well as hundreds of shapes and letters like Forza. Heck make it a dlc if they want. I'd buy it.
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Poll: Choose Next 3 ATS States
ATS Flatbed
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GT182
- Posts: 1467
- Joined: 10 May 2017 16:27
- Location: New Castle, Delaware
Re: would you like to have ownable company skins? truck and trailer
Company skins for ownable trailers and our truck of choice is a great idea... for Freight Market. I'd say that is what most of us play by. The way I see it, Cargo Market is where you can jump into any truck and haul a load that's already been chosen for the truck and trailer. It's not your own company where you own the trucks and trailers and get the profit from pulling the loads. Am I right or wrong? Freight Market is a (de)livery system.
I don't use ownable trailer mods unless they're from a leasing or rental company. I do only use blank trailers with no company affiliation. Ownable trailer skin mods are of no use to me unless they could be skins with my companies name on them and haul for another company as we do now.
But going one step further.. it could also work for Cargo Market if that's how you want to play ATS. You just get paid to drive for a company and get driver's pay, unlike Freight Market where you own the company, trucks, trailers, and pay the drivers, plus all costs associated with them driving for you.
I don't use ownable trailer mods unless they're from a leasing or rental company. I do only use blank trailers with no company affiliation. Ownable trailer skin mods are of no use to me unless they could be skins with my companies name on them and haul for another company as we do now.
But going one step further.. it could also work for Cargo Market if that's how you want to play ATS. You just get paid to drive for a company and get driver's pay, unlike Freight Market where you own the company, trucks, trailers, and pay the drivers, plus all costs associated with them driving for you.
Gary - CB code name: CW
Formerly from Northern NY on the Ontario/Quebec borders.
I've hauled ass down the road to deliver new cars and trucks, fuel, freight, and produce. Now I'm addicted to ATS doing the same thing in a simulation.
Formerly from Northern NY on the Ontario/Quebec borders.
I've hauled ass down the road to deliver new cars and trucks, fuel, freight, and produce. Now I'm addicted to ATS doing the same thing in a simulation.
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Deranged_Maester
- Posts: 100
- Joined: 06 Sep 2017 02:50
Re: would you like to have ownable company skins? truck and trailer
I voted no.
If the question had been asked without including `a skin to match it for the truck` then I might have voted yes, even though i would never use it.
If you include a truck skin, you end up locking SCS into making skins for every truck.... SCS Default, AND mod trucks (all of them). It is inevitable that eventually people would get upset if SCS only did the default trucks, and to be honest I see the same happening with trailers as well. The only upshot trailers have going for them is that there are so few compared to trucks.
So in the end for both trucks and trailers I had to vote no because I can't ever see SCS locking themselves into a situation like that.
I mean, look at the skin DLCs they have put out, I've seen mod authors get requested to make their mod compatible with the DLC. Most people don't realize the number of hours it takes cutting those skins up, and placing them on your UV map so that they will show up on the mod in the correct position. And then there is the `fudging` of the problem areas that add additional hours.
What they could do though, is this:
In the garage manager add an user input field. That field would be the BEGINNING number for your fleet trailers (IE: 231) and have the system increment the number by 1 for each new trailer. They could even add a secondary user input field for a prefix (IE: X-231). The system could then combine them and `paint` the trailer number on both forward corner beams and rear doors(if box) , front and rear of cylinder (if tanker), and bulkhead if flatbed (or ICC bar if trailer has no bulkhead).
As for company logo, this again could be pretty easy. Create a new folder in the drivers profile directory and name it 'LostInSpace' (whatever name, it doesn't matter) and inside place a blank 1024 x 1024 png file. The player can create a company logo (even with PAINT) and place the resulting png there. That png could then be referenced by any skin (default or mod) and 'paint' the logo on the last 1/4 of a box trailer, or side of a tanker. Sorry flatbeds, we always get screwed lol.
All of that allows not only freight/cargo market skins to be used (could just copy the company's logo into your profile directory), but also custom paint skins could use the players logo.
Anyway, my $0.02
If the question had been asked without including `a skin to match it for the truck` then I might have voted yes, even though i would never use it.
If you include a truck skin, you end up locking SCS into making skins for every truck.... SCS Default, AND mod trucks (all of them). It is inevitable that eventually people would get upset if SCS only did the default trucks, and to be honest I see the same happening with trailers as well. The only upshot trailers have going for them is that there are so few compared to trucks.
So in the end for both trucks and trailers I had to vote no because I can't ever see SCS locking themselves into a situation like that.
I mean, look at the skin DLCs they have put out, I've seen mod authors get requested to make their mod compatible with the DLC. Most people don't realize the number of hours it takes cutting those skins up, and placing them on your UV map so that they will show up on the mod in the correct position. And then there is the `fudging` of the problem areas that add additional hours.
What they could do though, is this:
In the garage manager add an user input field. That field would be the BEGINNING number for your fleet trailers (IE: 231) and have the system increment the number by 1 for each new trailer. They could even add a secondary user input field for a prefix (IE: X-231). The system could then combine them and `paint` the trailer number on both forward corner beams and rear doors(if box) , front and rear of cylinder (if tanker), and bulkhead if flatbed (or ICC bar if trailer has no bulkhead).
As for company logo, this again could be pretty easy. Create a new folder in the drivers profile directory and name it 'LostInSpace' (whatever name, it doesn't matter) and inside place a blank 1024 x 1024 png file. The player can create a company logo (even with PAINT) and place the resulting png there. That png could then be referenced by any skin (default or mod) and 'paint' the logo on the last 1/4 of a box trailer, or side of a tanker. Sorry flatbeds, we always get screwed lol.
All of that allows not only freight/cargo market skins to be used (could just copy the company's logo into your profile directory), but also custom paint skins could use the players logo.
Anyway, my $0.02
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krizzy090
- Posts: 297
- Joined: 10 Nov 2017 17:47
Re: would you like to have ownable company skins? truck and trailer
dude scs dose not own mods what are you saying they only have to do it for there own scs made truck's and trailer's not mods
they dont own them the mod owners need to do that or a person who skins them like me
they dont own them the mod owners need to do that or a person who skins them like me
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Deranged_Maester
- Posts: 100
- Joined: 06 Sep 2017 02:50
Re: would you like to have ownable company skins? truck and trailer
Apparently you've misunderstood. I am simply referring to the framework that SCS would have to build from scratch to enable such features in not only their trucks, but also truck and trailer mods (paint jobs are nothing more then textures. a skin however is the framework that texture sits on.. def files, uv maps, etc and it's specifically the def files I'm referring to).
Said framework is going to have to look for definitions for logos, numbers, and positional data. Failing in finding these definitions the function would have to have a fallback option to not error out gracefully.
Where as if they simply do them for only SCS trucks they would not only be able to contain the much smaller framework within the executable it's self (they would not have to reference external files to obtain definitions and positional data, cross check the data to make sure it's not only formatted correctly but also valid, and make the system compatible with all current and future skins), but because it's their own trucks they wouldn't have to have a graceful error check thus making the code even smaller and easier to produce. Now imagine we get a dirt layer in the game. Now there will have to be addition layering definitions for logos, numbers, and then dirt.
The problem is, as I stated, people will want the mods to have the same compatibility and so they would be forced to make the bigger framework. I just personally feel there are more issues that need to be fixed long before scope creep begins again. Sleepers, or utility chests, or headache racks as a few examples. You can buy them, but there isn't a single use for them in the game. You can't store tire chains in utility boxes, or straps and chains on headache racks, and you can't sleep in your sleeper.
Then we have the vast differences between the states themselves, looking at Utah verses California. Utah has terrain that is much more varied and distinct (they have really grown as terrain modelers) where as California is more homogenized and bland.
I wasn't looking at this issue from a painters perspective when I posted, but on a game level perspective and so I see a broader picture that has many issues already.
Anyway, stay safe and healthy dude
Said framework is going to have to look for definitions for logos, numbers, and positional data. Failing in finding these definitions the function would have to have a fallback option to not error out gracefully.
Where as if they simply do them for only SCS trucks they would not only be able to contain the much smaller framework within the executable it's self (they would not have to reference external files to obtain definitions and positional data, cross check the data to make sure it's not only formatted correctly but also valid, and make the system compatible with all current and future skins), but because it's their own trucks they wouldn't have to have a graceful error check thus making the code even smaller and easier to produce. Now imagine we get a dirt layer in the game. Now there will have to be addition layering definitions for logos, numbers, and then dirt.
The problem is, as I stated, people will want the mods to have the same compatibility and so they would be forced to make the bigger framework. I just personally feel there are more issues that need to be fixed long before scope creep begins again. Sleepers, or utility chests, or headache racks as a few examples. You can buy them, but there isn't a single use for them in the game. You can't store tire chains in utility boxes, or straps and chains on headache racks, and you can't sleep in your sleeper.
Then we have the vast differences between the states themselves, looking at Utah verses California. Utah has terrain that is much more varied and distinct (they have really grown as terrain modelers) where as California is more homogenized and bland.
I wasn't looking at this issue from a painters perspective when I posted, but on a game level perspective and so I see a broader picture that has many issues already.
Anyway, stay safe and healthy dude
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GT182
- Posts: 1467
- Joined: 10 May 2017 16:27
- Location: New Castle, Delaware
Re: would you like to have ownable company skins? truck and trailer
Hold on F50. I assume you own garages and trucks in the Freight Market? Running loads in the Cargo Market "you" drive for someone else.... it's not your truck. You are just dropped into the seat and go. When done you're out and looking for another load to be pulled by some other company that owns the truck. So you'd need a whole slew if company names for that. One company name would cover all of your owned trucks, and yours, in the Freight Market. Those drivers work for you. Hence one company name.
Gary - CB code name: CW
Formerly from Northern NY on the Ontario/Quebec borders.
I've hauled ass down the road to deliver new cars and trucks, fuel, freight, and produce. Now I'm addicted to ATS doing the same thing in a simulation.
Formerly from Northern NY on the Ontario/Quebec borders.
I've hauled ass down the road to deliver new cars and trucks, fuel, freight, and produce. Now I'm addicted to ATS doing the same thing in a simulation.
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