Simple Question: where To reference which .dds that it uses for a UVmap/mask/skin/texture, Where do you look?
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- xXCARL1992Xx
- Posts: 16461
- Joined: 17 Aug 2016 12:18
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Re: Simple Question: where To reference which .dds that it uses for a UVmap/mask/skin/texture, Where do you look?
i know i had this problem way back already that it didnt work and now i know again why, you cant do it with metallic paintjobs, for whatever reason
mask + airbrush > OK
mask no airbrush > OK
metallic + airbrush > OK
metallic no airbrush > NO
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mask + airbrush > OK
mask no airbrush > OK
metallic + airbrush > OK
metallic no airbrush > NO
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| !!!NO SUPPORT OR REQUESTS OF ANY SORT VIA PM!!! | Screenshot Thread | Steam Workshop | World of Trucks Profil |
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- SomeNordGuy
- Posts: 302
- Joined: 14 Sep 2021 03:56
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Re: Simple Question: where To reference which .dds that it uses for a UVmap/mask/skin/texture, Where do you look?
I am using a well known paintjob packing software for the templates/folders/files that apparently has not been updated for the new 2020 cascadia parts.. or i wouldn't have had to add them to the sii.
I have the cascadia and the "aero" rain/wind deflectors loaded into blender right now, the designation that you gave me is correct but, i am still useless at understanding how to mask the part separately from the template and why it uses the template mask...
you stated that you can override it.. that is the understanding that i fail to have.
where to learn and locate the list of parts/pieces that are make up each asset.
what i do see in blender is that the "Aero" piece is set to "default."
Is that the reason it points to the cabin mask/uvmap/skin?
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I've reverse engineered templates for other assets using a number graph and mapping it out. thats super easy. But i am very rusty/dense when it come to the work flow. I appreciate all the assistance.
I have the cascadia and the "aero" rain/wind deflectors loaded into blender right now, the designation that you gave me is correct but, i am still useless at understanding how to mask the part separately from the template and why it uses the template mask...
you stated that you can override it.. that is the understanding that i fail to have.
where to learn and locate the list of parts/pieces that are make up each asset.
what i do see in blender is that the "Aero" piece is set to "default."
Is that the reason it points to the cabin mask/uvmap/skin?
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I've reverse engineered templates for other assets using a number graph and mapping it out. thats super easy. But i am very rusty/dense when it come to the work flow. I appreciate all the assistance.
- SomeNordGuy
- Posts: 302
- Joined: 14 Sep 2021 03:56
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Re: Simple Question: where To reference which .dds that it uses for a UVmap/mask/skin/texture, Where do you look?
This is the Sii for the cab in question:
I've tried:
acc_list[]: "d_deflector"
acc_list[]: "aero"
acc_list[]: "cor_def"
just trying to fumble my way through it.. i'm either way off or missing something simple.
or its just not on the accessory list.
maybe i need to add it, make it a purchasable option as part of the skin mod to write the work flow that will allow me to mask it?
Code: Select all
SiiNunit
{
simple_paint_job_data: .ovr0
{
paint_job_mask: "/vehicle/truck/upgrade/paintjob/Sqrlnuts Ekorrnotter Logistics AB/Freightliner Cascadia/Bumper.tobj"
acc_list[]: "bumper.aero_pt"
acc_list[]: "bumper.fog_aero_pt"
acc_list[]: "bumper.fog_std_pt"
acc_list[]: "bumper.std_pt"
acc_list[]: "bumper.aero_pt20"
acc_list[]: "bumper.fog_a_pt20"
}
simple_paint_job_data: .ovr1
{
paint_job_mask: "/vehicle/truck/upgrade/paintjob/Sqrlnuts Ekorrnotter Logistics AB/Freightliner Cascadia/Cabin Deflectors (Cabin B).tobj"
acc_list[]: "cabdefl.s72_xt_a"
acc_list[]: "cabdefl.s72_xt_ax"
}
simple_paint_job_data: .ovr2
{
paint_job_mask: "/vehicle/truck/upgrade/paintjob/Sqrlnuts Ekorrnotter Logistics AB/Freightliner Cascadia/Cabin Deflectors - Aero (Cabin C).tobj"
acc_list[]: "cabdefl.s48_aero"
}
simple_paint_job_data: .ovr3
{
paint_job_mask: "/vehicle/truck/upgrade/paintjob/Sqrlnuts Ekorrnotter Logistics AB/Freightliner Cascadia/Cabin Deflectors - Aero (Cabin D).tobj"
acc_list[]: "cabdefl.day_aero"
}
simple_paint_job_data: .ovr4
{
paint_job_mask: "/vehicle/truck/upgrade/paintjob/Sqrlnuts Ekorrnotter Logistics AB/Freightliner Cascadia/Cabin Deflectors - Standard (Cabin D).tobj"
acc_list[]: "cabdefl.day_std"
}
simple_paint_job_data: .ovr5
{
paint_job_mask: "/vehicle/truck/upgrade/paintjob/Sqrlnuts Ekorrnotter Logistics AB/Freightliner Cascadia/Sideskirts - Aluminium or Chrome Tank.tobj"
acc_list[]: "sideskirt.lng200_e"
acc_list[]: "sideskirt.lng200_eal"
acc_list[]: "sideskirt.lng240_e"
acc_list[]: "sideskirt.lng240_eal"
acc_list[]: "sideskirt.mid200_e"
acc_list[]: "sideskirt.mid200_eal"
acc_list[]: "sideskirt.mid220_e"
acc_list[]: "sideskirt.mid220_eal"
acc_list[]: "sideskirt.shr120_e"
acc_list[]: "sideskirt.shr120_eal"
acc_list[]: "sideskirt.shr160_e"
acc_list[]: "sideskirt.shr160_eal"
}
simple_paint_job_data: .ovr6
{
paint_job_mask: "/vehicle/truck/upgrade/paintjob/Sqrlnuts Ekorrnotter Logistics AB/Freightliner Cascadia/Sideskirts - Paint.tobj"
acc_list[]: "sideskirt.lng200_pt"
acc_list[]: "sideskirt.lng240_pt"
acc_list[]: "sideskirt.mid200_pt"
acc_list[]: "sideskirt.mid220_pt"
acc_list[]: "sideskirt.shr160_pt"
}
simple_paint_job_data: .ovr7
{
paint_job_mask: "/vehicle/truck/upgrade/paintjob/Sqrlnuts Ekorrnotter Logistics AB/Freightliner Cascadia/Sideskirts - Aero Painted (Cabin A).tobj"
acc_list[]: "sideskirt.lng200_pt_a"
acc_list[]: "sideskirt.lng240_pt_a"
}
simple_paint_job_data: .ovr8
{
paint_job_mask: "/vehicle/truck/upgrade/paintjob/Sqrlnuts Ekorrnotter Logistics AB/Freightliner Cascadia/Sideskirts - Aero Painted (Cabin C).tobj"
acc_list[]: "sideskirt.mid200_pt_a"
acc_list[]: "sideskirt.mid220_pt_a"
}
simple_paint_job_data: .ovr9
{
paint_job_mask: "/vehicle/truck/upgrade/paintjob/Sqrlnuts Ekorrnotter Logistics AB/Freightliner Cascadia/Sun Visor.tobj"
acc_list[]: "sunshield.stock"
}
}
acc_list[]: "d_deflector"
acc_list[]: "aero"
acc_list[]: "cor_def"
just trying to fumble my way through it.. i'm either way off or missing something simple.
or its just not on the accessory list.
maybe i need to add it, make it a purchasable option as part of the skin mod to write the work flow that will allow me to mask it?
- SomeNordGuy
- Posts: 302
- Joined: 14 Sep 2021 03:56
- Contact:
Re: Simple Question: where To reference which .dds that it uses for a UVmap/mask/skin/texture, Where do you look?
Back in blender, trying to split it from the base game and change the material etc...
Got this error after unpacking every archive... using my steam common ATS folder as my base folder.
does this mean that it was never packed with a tobj/texture from the 2020 update and has been defaulting the whole time?
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Got this error after unpacking every archive... using my steam common ATS folder as my base folder.
does this mean that it was never packed with a tobj/texture from the 2020 update and has been defaulting the whole time?
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- xXCARL1992Xx
- Posts: 16461
- Joined: 17 Aug 2016 12:18
- Contact:
Re: Simple Question: where To reference which .dds that it uses for a UVmap/mask/skin/texture, Where do you look?
"paint_job_mask: "/vehicle/truck/upgrade/paintjob/Sqrlnuts Ekorrnotter Logistics AB/Freightliner Cascadia/Sideskirts - Aluminium or Chrome Tank.tobj""
get rid of the uppercase letters and spaces, only use lowercase and _ in file paths
get rid of the uppercase letters and spaces, only use lowercase and _ in file paths
| !!!NO SUPPORT OR REQUESTS OF ANY SORT VIA PM!!! | Screenshot Thread | Steam Workshop | World of Trucks Profil |
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Re: Simple Question: where To reference which .dds that it uses for a UVmap/mask/skin/texture, Where do you look?
That corner piece is acc_list[]: "cor_def.aero"
You can see an example of it here: viewtopic.php?t=280078
If you want it a solid color just point the mask to a small image (2x2 , 4x4, etc.). Or use the template to paint on it.
Code: Select all
simple_paint_job_data : .ovr11
{
paint_job_mask: "/vehicle/truck/upgrade/paintjob/freightliner_cascadia2019/example/corner_def.tobj"
flake_uvscale: 10.000000
flake_vratio: 0.500000
acc_list[]: "cor_def.aero"
}
If you want it a solid color just point the mask to a small image (2x2 , 4x4, etc.). Or use the template to paint on it.
- SomeNordGuy
- Posts: 302
- Joined: 14 Sep 2021 03:56
- Contact:
Re: Simple Question: where To reference which .dds that it uses for a UVmap/mask/skin/texture, Where do you look?
Thanks, this is the exact answer i was looking for. It would be nice if individual Part Designations for each Vanilla driveable asset were in the SCS wiki.Alarthon wrote: ↑23 Jan 2022 06:10 That corner piece is acc_list[]: "cor_def.aero"
You can see an example of it here: viewtopic.php?t=280078Code: Select all
simple_paint_job_data : .ovr11 { paint_job_mask: "/vehicle/truck/upgrade/paintjob/freightliner_cascadia2019/example/corner_def.tobj" flake_uvscale: 10.000000 flake_vratio: 0.500000 acc_list[]: "cor_def.aero" }
If you want it a solid color just point the mask to a small image (2x2 , 4x4, etc.). Or use the template to paint on it.
Not even the folder location/workflow.. just the designation for each individual part that has a mask/uvmap/etc.. Cascadia has less than 30 parts that can be masked/mapped/directed separately to shared uvmaps.
So now the only part I need to figure out is to redefine the mask within another mod, hopefully under my paintjob:
Code: Select all
.sii
accessory_addon_data : ijs_paint.freightliner.cascadia2019.grill
Re: Simple Question: where To reference which .dds that it uses for a UVmap/mask/skin/texture, Where do you look?
So most the time I just extract SCS's files and look at the def files to see what is needed.
For that part I would try acc_list[]: "grill.ijs_paint"
Just copy past the cor_def code, replace the acc_list, change the .ovr number, and just point the mask to whatever you want/need.
For that part I would try acc_list[]: "grill.ijs_paint"
Just copy past the cor_def code, replace the acc_list, change the .ovr number, and just point the mask to whatever you want/need.
- SomeNordGuy
- Posts: 302
- Joined: 14 Sep 2021 03:56
- Contact:
Re: Simple Question: where To reference which .dds that it uses for a UVmap/mask/skin/texture, Where do you look?
eureka///! I sent it to the sunshield mask and it worked.Alarthon wrote: ↑04 Feb 2022 00:35 So most the time I just extract SCS's files and look at the def files to see what is needed.
For that part I would try acc_list[]: "grill.ijs_paint"
Just copy past the cor_def code, replace the acc_list, change the .ovr number, and just point the mask to whatever you want/need.
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Now the other day I copy pasta and renamed the tobj & dds in the correct folder but the texture defaulted to a red mask with texture written in black in the center.
Any Idea where i went wrong with that? the DDS should have been the same color, DXT5 etc as the other file that it copied, so why did it go to the red texture file?
Re: Simple Question: where To reference which .dds that it uses for a UVmap/mask/skin/texture, Where do you look?
Red texture/black means you got the link wrong and it was trying to display the default of 'texture not found'.
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