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SASq Workshop [SASqW]
STEAM 组
SASq Workshop [SASqW]
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2017 年 5 月 8 日
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SASq 2017 年 5 月 9 日 上午 1:53
Tools i use for modding :)
Small number of powerfull and free programs:

Blender[www.blender.org]

SCS Blender Tools[modding.scssoft.com]
SCS Conversion Tools[modding.scssoft.com]
SCS Workshop Uploader[modding.scssoft.com]
*look in Steam tools

GIMP[www.gimp.org]

Notepad++[notepad-plus-plus.org]


Helping things:
SCS Game Archive Extractor[modding.scssoft.com]

ConverterPIX[github.com] - helping tool if you need to convert .pmg to .pim

ConverterPIXWrapper[github.com] - helping tool if you need to import .scs into blender

SCS color converter[scs-color-converter.sasq.nfsto.com] - tool allow you to convert color to SCS, RGB and HEX values
最后由 SASq 编辑于; 2022 年 7 月 9 日 上午 4:07
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正在显示第 1 - 6 条,共 6 条留言
[AQTEAM] ELRICOFATAL 2017 年 5 月 17 日 下午 12:13 
why 50keda stoped update SCS EXP_IMP plugin ?
SASq 2017 年 5 月 17 日 下午 12:54 
it have all topic for that in SCS forum ... but idk i dont read it :)

Blender2SCS is just close case anyway -.-
but SCS Blender tool is better!
beatbird 2018 年 3 月 19 日 下午 12:38 
SASq, can you make some tutorial how to make new scarfs (with new slots in shop)? I already have designs (*.dds files), but I don't know how to make *.tobj, *.pmc, *pmd files (is it binaries?). I can't find tutorials in google and SCS forum, maybe I was blind. :c I've downloaded Blender and SCS tools, but I don't know how to make this magic T_T.
I want to make new mod and share it to community. Please, help me!
SASq 2018 年 3 月 19 日 下午 2:09 
@beatbird

*.pmc, *.pmd, *.pmc are binary .. yea
they are result of converting process on *.pim, *.pit, *.pic

*.tobj is same file just cnvert to binary

I guess,
you need full tutorial of install the SCS Belnder Tool and SCS Conversion Tools
to howto create a objects and using in game :)

that are too huge tutorial lol
but SCS was make it alredy :)
http://modding.scssoft.com/wiki/Tutorials/Beginners/Simple_cube#1._How_to_prepare_tools_for_mod_creation


other Tutorials they show:
http://modding.scssoft.com/wiki/Tutorials#Truck_accessory


a bit more info :)
To put the your work in ETS2 you need files in def folder of the game.
Where and what will have inside depends of what you try to add in the game.

ofc to avoid destroy user game you need to use your persoanl names of files :)
scarfs use that file:
"def\vehicle\addon_hookups\glass.dlc_toys.sii"

your file need to look like that:
"def\vehicle\addon_hookups\glass.MY_MOD"

but to add that new file to game you need another file locate in:
"def\vehicle\addon_hookup_storage.SOME TEXT OF YOU"


or for your need you need:
"def\vehicle\addon_hookups\glass.MY_MOD"
"def\vehicle\addon_hookup_storage.SOME TEXT OF YOU"

you put that in your MOD WORKING FOLEDER
and after convert they will be in pack with other files



but first start with SCS Tuttorial they help :)
and try somethng small ... then go to bigger things :P

ofc if you have some problems just ask i will try to help :)
beatbird 2018 年 3 月 21 日 下午 4:20 
Hello, Sasq! Thank you for responsiveness!
I made this steps:

"def\vehicle\addon_hookups\glass.MY_MOD"
"def\vehicle\addon_hookup_storage.SOME TEXT OF YOU"

I used "ETS2Studio" to edit *.tobj files.
I've found these lines in "def\vehicle\addon_hookups\glass.MY_MOD" :

1) accessory_hookup_int_data :
2) data[]:
3) physics_toy_data :

Does this lines linked to some files? For example, in your "National scarfs" I've found this:

1) accessory_hookup_int_data : scarf_01.999_toys.addon_hookup
2) data[]: .scarf_dri999.phys_data
3) physics_toy_data : .scarf_dri999.phys_data

But there's no files with such names. Is it random names used only inside this file? Like comments or so?

And another question about *.pmc, *.pmd.
I saw tutorial video but I still don't got it... Do I need to create 3D model of scarf to take *.pim, *.pit files and then convert it to *.pmc, *.pmd? Or another simlier way is exist?

I'm sorry, I'm not good in programming and I never used Blender before, I didn't find intelligible instructions on youtube or somewhere else. :c
SASq 2018 年 3 月 21 日 下午 6:03 
hey
you no need to use same names it was more for example lol

More easy for you will be to look in game files how SCS make it
i hope you extract game file somewhere with SCS Game Archive Extractor

accessory_hookup_int_data, data[], physics_toy_data - that are no files ... it is UNCIAL names for any object in game


explain of def file:

scarf_driver.addon_hookup -
(scarf_driver) here you need to have UNCIAL name for your mod you cant put too longer what you wish just have some limits ... keep it simple and clear ... exp. - (scarf_my.addon_hookup)

name - you know that
icon - for menu
price - :)
unlock - lvl of play to can perches

model - path to your model (.pmd)
coll - path to your collision object ... usually it is inside the model (.pmc)

data[]: - here you give unic name for your physics_toy_data ... same like top with names UNCIAL ... exp. - (.scarf_myp.phys_data)
suitable_for[]: - where you can use that

physics_toy_data - here you use name of data[] or from exp. - (physics_toy_data : .scarf_myp.phys_data)

phys_model - same like model
phys_model_coll - same like collision

phys_model_look: - if you have some looks inside the 3d model ... name are same like you have in 3D model in blender

rope_material - .mat file for rope ... usually some texture adding


and how that look like one:
it is SCS Legend Mini Scarf

accessory_hookup_int_data : scarf_driver.addon_hookup
{
name: "Legend Mini Scarf"
icon: "scarf_driver.dlc_toys"

price: 60
unlock: 0

model: "/vehicle/truck/upgrade/interior_decors/toyglass/sucker_01.dlc_toys.pmd"
coll: "/vehicle/truck/upgrade/interior_decors/toyglass/sucker_01.dlc_toys.pmc"

data[]: .scarf_driver.phys_data
suitable_for[]: "set_glass"
}
physics_toy_data : .scarf_driver.phys_data
{
phys_model: "/vehicle/truck/upgrade/interior_decors/toyglass/scarf_01.dlc_toys.pmd"
phys_model_coll: "/vehicle/truck/upgrade/interior_decors/toyglass/scarf_01.dlc_toys.pmc"
phys_model_look: default

rope_material: "/material/ropes/rope_black.mat"

toy_type: "TT_joint_free" # TT_rope, TT_double_rope, TT_joint, TT_joint_free
toy_mass: 0.1 # toy mass
linear_damping: 0.99 # damping of swinging of toy

locator_hook_offset: (0.0f, 0.0015f, -0.0035f) # offset of connection point on hook against toy locator
angular_amplitude: (25.0, 0.0, 2.0) # joint - maximal deflection agains equilibrium position
}







to be more easy for you and if you have many flags to add then you need to make it in Blender
but if you want to be lazy :) you can take one SCS file and just change textures
ofc you will need to change the tobj with HEX editor and to keep same name length for any file

scarf_01.dlc_toys.pmc
scarf_01.dlc_toys.pmd
scarf_01.dlc_toys.pmg

when you open scarf_01.dlc_toys.pmd with text editor you see all .mat files it use
when you check all .mat inside you find "44afec0a33533b75.mat" give the texture "scarf_driver.dlc_toys.dds" to model

44afec0a33533b75.matfile:

material : "eut2.dif.rfx" {
texture[0] : "/vehicle/truck/upgrade/interior_decors/toyglass/scarf_driver.dlc_toys.tobj"
texture_name[0] : "texture_base"
add_ambient : 0
diffuse : { 1 , 1 , 1 }
reflection : 0
shininess : 10
specular : { 0.0379928 , 0.0379928 , 0.0379928 }
}

then you need and
scarf_driver.dlc_toys.dds
scarf_driver.dlc_toys.tobj


and now rename:
scarf_01.dlc_toys - with name with same length of 17 symbols
you rename all 3 files .pmc .pmd .pmg

now rename:
scarf_driver.dlc_toys - with name with same length of 21 symbols
you rename all .dds and .tobj

open .tobj with HEX editor and change name there too for .dds it use

copy and rename 44afec0a33533b75.mat to - with name with same length of 16 symbols

open the renamed .pmd file and change name of 44afec0a33533b75.mat to your new name

now you need to change inside .mat
texture[0] : "/vehicle/truck/upgrade/interior_decors/toyglass/scarf_driver.dlc_toys.tobj" - change the file for texture

and now you add all that info to accessory_hookup_int_data we look up :)

Use SAME FOLDER AND PATHS like original and better change 1 or 2 symbols no need too much :)

in general that is lol

ofc i recommend Blender :)
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发帖日期: 2017 年 5 月 9 日 上午 1:53
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