Implementation of Variants and Looks for ATS or ETS2
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- เผยแพร่เมื่อ 20 ส.ค. 2024
- Simple explanation of variants and looks and how to use them.
Copyright free music by Harris Heller #Streambeats
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Bro I can't understand why your channel doesn't have like a mill subs. You help so many people and create cool mods. I've been doing scs modding since 2011 when I was doing ALH and Haulin'. When in doubt about a particular issue I google errors of console or stuff and most if not all the times you pop up in the search results. Keep doing what you are doing and I'll catch you on the flip side.
Much appreciated! Feel free to share me around haha
every time i say "i need to figure this out" you have made a video. thanks again jeff
I went from not knowing anything about building a truck to copying a chasiss and cabin from an ATS truck, defining it properly, renaming its folder structure to , making it appear in the dealer and desktop, and sure I used the wiki and guesswork because not a lot is explained, but this video on variants further solidified how the locator system works, calling two meshes in one .sii.
You should really add this to an 'SCS Modding Fundamentals' playlist! This stuff is gold.
It's important that people modding understand variants, fallback rules, how the truck spawns the cabin, the cabin spawns the interior (via hierarchical .pmd locators, truck.pmd > cabin.pmd > interior.pmd). This is definitely important!
I appreciate the kind words, and am happy you found use of this video though it is on the older side!
@@Halffastgaming Yup, you should playlist them! Or at least put them into a separate one like 'ATS Modding Advanced'!
@@deqa noted!
These videos are great & have enabled me to do some fun personal edits on trucks & parts over the past year or 2. cheers
Thank you for your videos, they're very much appreciated. I had an idea for a simple mod I'd like to try. Do you have a video showing adding textures to cargo? For example let's say the default lumber cargo in ATS. If I wanted to add text to the lumber or signage on the lumber is that possible?
You can do that and I've added textures to a ton of stuff over all the videos. If you are interested in assigning textures as you say, you may want to check out my materials and UV handling video.
@@Halffastgaming thank you so much
Can you post a tutorial video on matching a trailer for a new cargo and being able to select that cargo in the yard
Yes I can do that. I assume you mean a visible cargo not a dryvan style cargo?
@@Halffastgaming Yes, visible. Thank u
Hello HFG,
I watched over this tutorial and this is the closest one to what I'm looking for. I would like to make a standalone 6X4 chassis for the Pete 389 with only one difference: to get rid of the rear step toolbox.
Everything is unique: file with deleted toolbox mesh, variants, looks, def .sii file. No error logs and/or warning in blender export nor in game, but the toolbox appears every time.
I opened a topic in scs forum under blender section "Blender ATS - Pete 389 Custom Chassis doesn't appear", can't use external links here.
If you could take a moment to have a good look at what I'm doing wrong or could make a short tutorial about how to make a standalone chassis, that would be appreciated.
Thanks in advance.
Nvm, solved.
Any chance you'd like to share what you had to fix to get it to show up?
@@Halffastgaming
It's not the proper solution, but I reversed the whole project, deleted the toolbox mesh from the truck file, overwrite the original and added a new accessory slot with the toolbox.
So we can say it's just a temporary solution, I want to learn what was exactly messed up (the new variant and the interior .sii files imho) because game log wasn't consistent nor unequivocal.
Dot bumper
You think i should upgrade blender 2.79b to 2.83?
At least to 2.81
Thx. Im really learning much from your tutorials. Im not finding any better ones lol
@@colinvandewiel6796 that's the goal 😉
Still finding it hard but ill get there… i hope
I need a help in modding
I want to know the difference between drivable and traffic mod ( model) other than def files
Traffic models are much lower poly count and rely on normal maps to show detail.
@@Halffastgaming thanks but I have model which works like drivable mod to convert it to traffic I'm just confused what and all to change
@@gurugaru3806 well if the model exists in game you can just add some def files to the ai folder iirc.
@@Halffastgaming thanks bro I'll try to do that
@@Halffastgaming i have to only put def files in it right?
Can you make the trailer an ownable for 1.43-1.44
It will be yes.
@@Halffastgaming how long will that take no rush btw?
@@vexizio1394 as far as I know the one that's available for patrons work, but I don't put timelines on things.
@@Halffastgaming ok thank you
I need help bro can you help me please
What's the issue?
@@Halffastgaming need to convert some mods from 1.31 to 1.35
@@gurugaru3806 ok, I don't work with anything but the latest version of the game.
@@Halffastgaming you posted one video to update pim to 1.35 but you know it's not working in my case
@@gurugaru3806 why not?