Skinning trucks is a little harder than skinning a trailer, mostly because of all the work involved outside of the painting side of things. When it comes to skinning trucks we are making a whole new livery which requires including all the files needed to allow the game to recognise it and show it within the paintjob window.
Tools you will need: A paint program (preferably one that can use layers,) a tool or plugin to convert to DDS, the tobj editor, a mat template and the truck templates.
I personally use Photoshop CS6 with the DDS plugin from NVIDIA.
If you don’t have Photoshop, I would suggest downloading GIMP, I’m not sure if GIMP natively supports DDS files, if it doesn’t you will also need DXTBmp. When using DXTBmp open the dds file by dragging it into the program, click file>save as and save as a TARGA with Alpha. While the alpha channels aren’t important for the trailers, they are important for the company logo. After editing and saving your TGA, drag the TGA file into DXTBmp save as DDS.
For the rest of the tutorial I will be giving instructions based on Photoshop CS6.
For the TOBJ editor I highly suggest using the one in ETS2Studio found here
The MAT template can be found here
The truck templates can be found on the main ATS and ETS2 pages.
Setting up the folders
The first thing to get out of the way should be the folders that we are going to need. First of all create a folder on your desktop (or other preferred location).
In this folder we want to make these folders trees:
(Replace the *** with something unique to you, your initials for example. This will almost guarantee that your skins are compatible with any other skins other people make.)
The ‘TRUCKNAME’ in the first folder tree will be the model name of the truck. Here is the list of each model:
For the purposes of this tutorial I will use a DAF. Remember not to use any capitals.
Creating Your Skin
The first thing you need to do is download the templates and extract them from the rar file. If you look at files you will see they are sorted into folders for each truck, open the DAF folder and you will see three files labeled DAF a, b and c. The image listed as ‘a’ is the tallest cab version, ‘b’ is the middle version and ‘c’ is the smallest cab. For this tutorial I will use the super space cab (daf_a.png) so go ahead and load that up in your paint program and you should see this:
From left to right we have the left side of the cab, the little bit that extends back at the left of the cab (fin), the back of the cab, the fin that extends back on the right side of the cab and the right side of the cab.
The two little bits underneath the cabs are the first set of steps that appear for their respective sides.
The next two bits are the side skirts and the rear spoiler.
Underneath this you will see something that is a similar shape as the two fins that extend from the cabs. This is the back side of those parts.
Going down we then have the top half of the front grill, the bottom half of the front grill and the roof. Note the thin part of the roof is the front, so if you plan to put text on it, make sure you flip the text upside down.
Just for reference sake here is what it would look like all filled in random colours.
Please note that the underside of the black spoiler will show anything you put on the top of it. So if you put a name logo on top it will be on both sides.
Using the above samples, you should have no problems figuring out what goes where. However a few little tips: before colouring create a new layer. This will help you if you make any mistakes, you can simply remove the colour but not lose the guide lines of the template. It also allows you to colour the truck first and then use opacity to still see the template for adding text/logos on top.
Once you are done save your design to DDS as you did with the trailers/logos etc and place the DDS file in ‘vehicle/truck/upgrade/***paints’ folder with a suitable and unique name. For the sake of the tutorial I will name it tut1.dds
It is a good idea to save this work as a PSD or keep the program open until you have been able to check the skin in the game. Certain things may not line up and it is far quicker to make small edits than to start from scratch.
Creating the accompanying TOBJ file.
Open the TOBJ editor. In the white field that asks for the path and file name type: ‘vehicle/truck/upgrade/***paints’ and end it with the name of your skin. So in my case it would be: ‘vehicle/truck/upgrade/ijspaints/tut1.dds’
Now click on “File” and “Save as”, type in the save file name field the name of your skin and the extension of tobj. eg: tut1.tobj then click save. Move this new file in to the ‘vehicle/truck/upgrade/***paints’ folder along with the dds file.
The truck skin is now complete.
Creating the icon, tobj and mat file.
Now we want to make an icon for the shop where we will buy the skin.
In your paint program create a new image with the dimensions of 256 x 64. Paint the background a greyish colour then add a logo or text to the left handside (not more than half the length). You should have something like this:
How you chose to style it is up to you of course. Once you are happy with your design save it as dds, I suggest adding your initials or something unique to you in the filename with an underscore so that there are no conflicts with other skinners skins. EG: ‘ijs_tut1.dds’.
Place the dds in the ‘material/ui/accessory’ folder.
As above; open the tobj editor and type the following ‘/material/ui/accessory/‘ and the name of the icon dds. eg: ‘/material/ui/accessory/ijs_tut1.dds’ – Click on ‘file’ and ‘save as’ and change the file name to match the dds name with the tobj extension and move this file to the ‘material/ui/accessory’ folder with the dds file.
Now go and find the mat file you have downloaded and extract it if you haven’t already done so. Copy/paste this file into the accessory folder with the other two files. Change the name of the file to match the other two files, in my case it should be ‘ijs_tut1.mat’
Then open the file with notepad++ and change the name on the line:
texture : “paintjob_style13.tobj”
to match the name of the tobj file you just created. Then save. The icon is now complete.
Explaining & Creating the Def file.
First of all lets take a look at the truck definition file for your cab. This is how your file should look in general.
(Please note that wordpress formats the punctuation marks differently, if you plan to copy/paste this as a template I highly suggest you delete the quotation marks and curly parentheses/brackets.)
accessory_paint_job_data : name1.truck.paint_job
airbrush : true
base_color : (0.0, 0.0, 0.0)
suitable_for: cab model
The parts in red are the parts that you need to edit. The ‘name1’ will be the name of your skin and also the name of the .sii file and the ‘truck’ is the truck model that you are editing. There name cannot have any spaces here or capitals. Since this location will be used for ALL truck skin mods, it is essential that you give it a unique name. So again, your initials or something similar to start the file name eg: ijs_tut1
“paintjob” is the name that will appear in the dealership paint section. You can use both capitals and spaces in this part.
The price is fairly clear but as explained in the basics, the price must be in Euros so if you are using a different currency you will have to convert the price.
Unlock is simply the level at which the paintjob will unlock. 0 means it will be available right from the start.
Icon refers to the icon that will show in the dealership/service station. The name must be the same as the tobj name in the accessory folder. Again no capitals or spaces in this one.
The base colour will edit the parts of the truck that you cannot skin. For example the painted wing mirrors. To edit the base colour you will first need to know the RGB colour that you wish to use. As an example I will use the blue bar on the left of this page. The RGB colours are R66 G118 B254. To convert these open up windows calculator you need to times each number by it’s self then divide by 7. So the Red value would be 66×66/7 = 622 The Green value 118×118/7 = 1989 and the Blue value 254×254/7 = 9216. All numbers that appear after the period point are ignored. Only use the numbers to the left of the period.
So the base colour would look like this: (0.0622, 0.1989, 0.9216). In the event that one of the numbers has less than four digits, simply put on a zero at the start as I have about. If it was a 2 or 1 digit number then you would use 2 or 3 zeros.
Please Note: As of game version 1.10.x the base colour will no longer affect parts like the mirrors or sunvisor strips. This is now controlled on the template in the bottom left hand corner. However, some mods do still use it to colour accessories.
paint job mask refers to the location of the tobj file that points to the skin of the truck. The name name should be the same you gave to the files in the paintjob folder, no capitals or spaces.
Suitable_for refers to the cab variation. Making skins you will quickly find out that you have to either make 3 versions of each skin or limit it to one cab style. By filling in this section it means the paint will only show up in the dealership paint section for that cab and will be hidden from the other variations.
To find the correct name navigate to the following folder in the extracted ‘base’ folder: def/vehicle/truck/TRUCKNAME/cabin – you will then see three different files. Open the file pertaining to the cab type your paint job is for and look for the line:
accessory_cabin_data : xxx.xxx.cabin
xxx is the cab name the second is the truck name. So the daf super space cab would read like this:
accessory_cabin_data : super_s_cab.daf.xf.cabin
Stock refers to whether or not you want your skin to be available from the truck dealership/online dealership. If you delete this entry or change it to false your skin will only be available at a garage paint shop where you do repairs. This is no longer required since update 1.22.x as the paint shop was merged into the upgrade shop.
alternate_uvset refers to the new UVmap. Use false to use the old template (as above pic) I may cover the new UVmap in more detail in a new tutorial at a later date.
Here is how the sii should look when filled in (I have used the tut1)
accessory_paint_job_data : tut1.daf.xf.paint_job
name: “Tutorial 1”
airbrush : true
base_color : (0.0, 0.0, 0.0)
Copy and paste all the above text that is in silver. Open a new notepad++ document and paste it in. Change the appropriate names as outlined above to match your files and then save. The name of the file should be the same as the first part of accessory_paint_job_data. In my case that is ‘tut1’.
This file should be placed in the ‘def/vehicle/truck/TRUCKNAME/paint_job’ folder. You should now be done.
Go back to the start folder, select the three folders ‘def’, ‘material’ and ‘vehicle’ and save them to an scs archive. Move the resulting file to your game’s mod folder, start the game, click edit and load the file then start the game and check out your new truck livery.
If you plan to make each cab variation with the same skin, you can use the same icon for each one rather than making it three times. You will need to make three .sii files. The first one would be tut1.sii – then add an underscore and letter for the rest. So you would have tut1.sii – tut1_b.sii and tut1_c.sii – also remember to place the _b & _c inside the sii file on the ‘accessory_paint_job_data’ line. Name your truck dds file something like tut1b & tut1c and remember to change the name in the paint_job_mask like (and make the tobj files for them) and change the suitible_for to the appropriate ones. You can archive them all in the same scs file.
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