Converting Trucks from ETS2 to ATS

So when it comes to porting trucks there is really a lot of work to do, unfortunately a lot of the truck ports publicly available are NOT done properly. Many of the def files and SUI files have not been edited and renamed to make the mods truly standalone. At present time that means a lot of the ports will not work properly with each other. So I am going to walk you through how to convert a truck mod from ETS spec to ATS spec.

For the purposes of this tutorial I will be using the Kenworth K200 as the example. While I am aware that his is not a public/free mod, I have already converted it so I can quickly compare the ETS version with the ATS version, so I hopefully won’t forget anything.

Before continuing I suggest you extract the ETS2 & ATS base.scs & def.scs content if you haven’t already. You should probably also extract the content of the truck files as well.

We will start by going through the def files.

First make your way into the folder: def\vehicle\

Before we move on, delete the folders ending in ‘UK’. There is no UK in ATS (obviously) so the game will not recognise this, while I don’t think it will do any serious harm if you forget, it’s best to be sure and remove them now. Having deleted the unneeded folders enter the “truck_dealer” folder. Depending on the mod you are working with you will either see one (or more) folder(s) with truck brand names, and maybe one or more sii files.

For the k200 I see just an Iveco folder. The first thing I want to do is rename the folder. Since the k200 is a Kenworth that is the brand I will use. The name you give this folder is not important, you can use what ever is appropriate for your truck. Just remember not to use capital letters.

Now we have renamed the folder, lets open it. Inside you should see a file, the name will vary depending on the mod, in my case the file is called iveco_0.sii. I want my mod to be truly stand alone, so the first thing I want to do is rename it. k200.sii will do for me. After renaming the file open it.

The first line of the file should be the same as the file name. So in my  case it is: vehicle: .tdealer.iveco_0 – obviously I need to change this, for me I will use vehicle: .tdealer.k200

Reading further down the file I see entries like this:  accessories[]: .k200eu.data — now depending on what you are editing and who made it you might see unique names that I coloured blue. By unique I mean correct for your mod truck brand/model. k200eu is fine for me so I will leave it. But you will need to judge whether you think yours will need renaming. Names like ‘scania’ or ‘iveco’ should be changes. My suggestion is you use the truck model. So if you were doing a T908 you would use: accessories[]: .t908.data.

If you rename these entries, make sure you also rename the ones lower down.

vehicle_accessory : .k200eu.data
{
data_path: “/def/vehicle/truck/ken200/data.sii”
}

PLEASE NOTE: If you do have to edit any data in this file or the file name, make sure you also make the same changes to the file in def\vehicle\truck_desktop\

I will come to the part in green later on.

The part in blue must match the name you gave in the accessories lines.

Once you have finished editing the file, save it and close, and then return to the def\vehicle\truck_dealer\ folder.

Now depending on the mod, you may have a file in this folder, in my case I do not. If you have a file you can edit it as needed, or delete it and start with the ATS default.

Again since I am using a Kenworth mod, I am going to open the extracted ATS content and copy the kenworth.t680.sii file and place it in my mod.

Before we continue, lets cover something EXTREMELY important about this file.

As you can see I have named two parts two colours. The red part, in my case Kenworth, must be the name of an in game dealer. The word Kenworth (or Peterbilt) must be correct as it tells the game which dealer your mod is going to appear in. So make sure your file name starts with the appropriate brand, does not contain caps and you haven’t misspelt it.

The part is blue is the part we must change. The t680 is obviously the make of model of the Kenworth. So for me I will change it to k200. Please be aware that the Kenworth w900 and Peterbilt 389 are coming to ATS soon, so if you happen to be doing one of these trucks as a mod, be very careful what you name it here. You may want to consider putting your initials in here just to make sure it is unique. Because I am using the k200 (something I don’t expect SCS to make, because it is technically an Australian truck not American) I am just going to use kenworth.k200.sii

Once you have decided on the name and named it, lets open the file.

SiiNunit
{

truck_dealer_sortiment: .tdealer.sortiment
{
brand: “@@brand_kenworth@@”

showcase_vehicles[0]: .tdealer.kenworth_0.t680
showcase_vehicles[1]: .tdealer.kenworth_1.t680
showcase_vehicles[2]: .tdealer.kenworth_2.t680
showcase_vehicles[3]: .tdealer.kenworth_3.t680
showcase_vehicles[4]: .tdealer.kenworth_4.t680
}

@include “kenworth/kenworth_0.t680.sii”
@include “kenworth/kenworth_1.t680.sii”
@include “kenworth/kenworth_2.t680.sii”
@include “kenworth/kenworth_3.t680.sii”
@include “kenworth/kenworth_4.t680.sii”
}

Inside the file you will see something along the lines of the above. Now we are only adding one truck in this tutorial so we can safely delete all but one of the showcase lines and one of the @include lines. So let’s delete all the lines except the ones we need. Our file contents should now look like this:

SiiNunit
{

truck_dealer_sortiment: .tdealer.sortiment
{
brand: “@@brand_kenworth@@”

showcase_vehicles[0]: .tdealer.kenworth_0.t680
}

@include “kenworth/kenworth_0.t680.sii”

}

The part I have put in orange is important. Make sure the number is 0. The part in blue should be named exactly the same as the first line inside the def/vehicle/truck_dealer/**truck brand**/ folder. The red line should be the brand name / name of the sii file in the folder. See pic below for clarification.

4er5y

The parts circled in the same colour should share the same names. I appologise if the “scania_1” name confuses any one, it was just an image I had already made for someone else, and it was easier to use that than make a new one.

So now we have made these changes we can save and close the file.

Now navigate to the folder: def\camera\

Hopefully your mod will already have a file in here that is named uniquely. In my case I have camera_storage.k200.sii – if you do not have one or it is only called camera_storage.sii we need to edit this file. So make sure the file has a unique name by changing the part in blue. If your file doesn’t have that part add one, if you don’t have one at all either create a new file or copy the one from the extracted ATS def.scs file, now lets open the file.

SiiNunit
{

@include “units/interior_ken_k200.sii”

}

Because the k200 already has a unique name inside I do not have to do anything. But if you had to use the default scs file, or it has the name of an ETS truck, you should also edit the internal file content. It is possible that you may have more @include lines in your file, if so you can delete everything but the interior line. If you have an interior line that ends oculus you need to make a choice whether you want to keep it. If you don’t have an Oculus Rift headset (and I imagine 99% of the people reading this don’t) you can remove it if you wish.

Once done, save and close the file. Now enter the folder called units. Again depending on your mod you may and more than one file in this folder, once again delete all the files except the interior ones, again oculus is optional. Rename the file to what ever you named it in the @include line in the previous file. After renaming the file, open it.

The first line will vary depending on your mod. Again we want this to be unique.

vehicle_interior_camera: camera.interior.kenworth.k200

In my case it already has an appropriate name. You should edit the red part to suit your mod. Now scroll down the file until you see something that looks like the following.

 azimuth_overrides[]: _nameless.k200.ar.80

The names will vary based on your mod, again make sure that the red part is unique to your mod. Lower down make sure to edit the lines to match the above part.

camera_azimuth_range: _nameless.k200.ar.r

Once you have edited all the lines (if you need to) we can save and close the file.

Now navigate to the folder structure def\vehicle\truck\ken200\ again the part in red will be unique to your mod. You shouldn’t have to edit this, but if you do make sure it is not a name that might conflict with another mod or current/future SCS vehicle name. Now if you recall, earlier in the tutorial there was a part in green and I said I would come back to. The part in green in the dealer and desktop folders must have the same name as the folder name in red above. If you need to edit the green name in the two files, do so now.

Now ender the folder def\vehicle\truck\truckname\ and open the file data.sii.

The first parts we want to look at are:

interior_camera: camera.interior.xxxx
interior_camera_oculus: camera.interior.xxxx.oculus

Make sure these match the camera names from earlier. If you removed the oculus line, make sure you remove it here also. Once done save and/or close the file. Then enter the sound folder.

In the sound folder you will have various files. The more engines your mod has the more files will be in here. Open the first file and scroll down until you see either motor_brake: .mbrake or engine_brake[]: .eb if you have the latter of the two you can close the file. If you have the former, edit the line and replace it with the latter, if you do need to change this, also change it for your ETS2 mod. There was a change in the game that requires the new line for the jake brake sound to work.

Once you’re done here, navigate to the def\vehicle\truck\ folder. If your mod has mid or tag lifts, or you plan to add them, you will need four sui files in this folder. If your mod does not have mid/tag lifts you can skip this part.

The four files you will need are need are called: common_sound_ext_data.sui, common_sound_ext.sui, common_sound_int_data.sui, and common_sound_int.sui

If you already have these files rename them as below, if you don’t have these files you can get them from the ETS or ATS extracted def.scs file. Doesn’t matter which one as we are going to edit all the into inside them.

First of all rename the file to make them unique so that we don’t overwrite the default game ones.

In my case I added .k200. to the end to look like this: common_sound_ext_data.k200.sui

After renaming all four files open: common_sound_ext.name.sui

On the inside remove all the content and copy/paste all the red text below into the file.

lift_axle: .lift.k200

Remember to rename the k200 to be appropriate to your mod. Save and close.

Then open the common_sound_ext_data.name.sui file, delete the contents and copy/paste the red parts below.

# Lifting axle sound.

sound_data: .lift.k200
{
name: “/sound/truck/noises/lift_axle.ogg”
looped: true
volume: 1.0
}

Remember to rename the k200 to be appropriate to your mod. Save and close.

Then open: common_sound_int.name.sui

On the inside remove all the content and copy/paste all the red text below into the file.

lift_axle: .lift.k200

Remember to rename the k200 to be appropriate to your mod. Save and close.

Then open the common_sound_int_data.name.sui file, delete the contents and copy/paste the red parts below.

# Lifting axle sound.

sound_data: .lift.k200
{
name: “/sound/truck/noises/lift_axle_int.ogg”
looped: true
volume: 1.0
}

Remember to rename the k200 to be appropriate to your mod. I have underlined part in that last file just to point out that that one IS different to the other file. Once done save and close.

Before we do anything else navigate to the folder sound\truck\noises\ and make sure you have the files lift_axle.ogg and lift_axle_int.ogg if you don’t copy the ones from the ETS2 content, without these two sound files the game will crash when you attempt to lift or lower the axles.

We are now done with the tag/mid lifts. 

Navigate to the folder ui\ inside you should see a folder called dashboard and possible a file with GPS in the name. If this file exists you will probably want to rename it to have a name appropriate if it is named after an SCS ets2 truck. If the file does not exist, you may not need it. If your mod does not have an inbuilt GPS on the dashboard, you will not need the file. If your mod does have an inbuilt GPS then we need to figure out which file you need there.

Go to the following folder: def\vehicle\truck\ken200\interior\

Open the file[s] that appear to be for dashboard layouts. Depending on your mod the names will vary, but should be similar in name to what they are called in the truck shop upgrade area.

Inside the files you want to look for the following lines:

dashboard_path: “/ui/dashboard/truckname_brand_tv.sii”
gps_path:”/ui/gps_truck.sii”

If you don’t require the gps the gps line will not be present. If you do make sure the name is unique to your mod, then remember to rename the gps_name.sii file in the /ui/ folder.

While we are here also check that dashboard_path. If required rename the file to be unique for your mod.

Once done save the file and return to the /ui/ folder.

If you don’t have a folder called template make one now.

Open the folder called dashboard, inside there will be a file. If the file has a unique name open the file, if it does not rename it first. I used k200_tv.sii.

Inside the file we want to find the entries that look like:  look_template: txt.truckname.xxxx — If you had to rename the file you will most likely have to rename all these entries, there are several of them and found nearer the bottom part of the file. Change the truck name to suit your mod then save and close.

Now enter the /ui/template/ folder. Inside the folder there will be a file called dashboard_text.sii if you had to make the folder yourself look for this file and copy it from the ets2 extracted content.

Change the name to be unique using the following style: dashboard_text.k200.sii

Then open the file.

The contents of your file my vary depending on whether it was edited for the mod or left whole. You will notice that each truck has its own section separated like this:

#
#Truck Name
#

You need to find that part that has the name of the truck that you edited out of the look_template section in the previous file. In my case that would have been the Renault 2009.

Delete all the content that that relates to all the other trucks but the one you need.

Then edit all the lines that look like this: text_template : txt.truckname.xxxx and replace the truckname with the same name you edited into the look_template: txt.truckname.xxxx entries.

Save the file and we are almost done.

Before we wrap up go into the def\vehicle\truck\truckname\ folder and look for the head_lights folder. If you have one open the folder and open the file[s] inside. Make sure the opening line is unique and does not have an SCS ets2 truck name.

accessory_head_lights_data : std.k200.head_lights

If your mod has unique names, you are done here. This tutorial is over for you, congrats you should now have a fully functional, 100% stand alone mod. (But please see below – re: mat files)

If the name is not unique or does not exist. Edit the name to suit your mod.

One you have edited the name (or you don’t have a file) navigate to the def\vehicle\truck_dealer\truckname\  and  def\vehicle\truck_dashboard\truckname\ and open the file for your truck.

Look for the line that will be similar to

vehicle_accessory : .k200eu.light
{
data_path: “/def/vehicle/truck/volvo.fh16/head_light/standard.sii”
}

As you can see as default the K200 links to the Volvo light file. Change folder so the name is the same as the folder in /def/vehicle/truck/

If you DID have the file in the head_light folder this tutorial is now over for you. Congrats.

If you didn’t have the file in the head_light folder then find the ETS2 stock file that was listed in the data_path before you edited it. Copy that file into the head_light folder and make the edit we mentioned previously, save and close.

Congrats. You have now also completed this tutorial and more importantly I can rest my fingers after four hours of typing.

Missing Mat/tobj Files

In some cases you may get missing mat file errors. These can happen for various reasons and not something I can really cover fully in a tutorial because there’s two many possibilities on what needs updating.

Sometimes it will be because the original modder didn’t export all files and some where linking SCS files, in other cases it will be tobj issues related to shop upgrade icons.

If the issue is related to shop icons, then read the log, it will tell you exactly where to find the file[s] you are looking for. Look for these in the extracted ETS2 content. There are three files you will need to copy over. The dds file, the tobj file, and the mat file. All files will have the same name with the different file extensions. Copy these over and the issue should be resolved.

If it’s a mat error (red texture error on the truck or accessory) it is likely that the person didn’t export all files. Again check the log it will tell you exactly where to find the file. Simply copy it and paste it to the same folder structure in your mod.

Accessories and Wheels

Before finishing this tutorial I want to say that it is best NOT to carry over wheels and accessories. If you want to keep wheels you need to open them in blender, and export them to a different folder structure, or at the very least with unique names so that they do not conflict with the new ATS wheels. Blender work is covered in another a tutorial so I won’t rehash it here as well.

Accessories may also require blender import/export, or have missing mat files. I would honestly suggest that you do it bit by bit, that way you aren’t over whelmed by lots of potential mat errors. All being well you shouldn’t need to update any accessories. But if you do, you can try the above method with mat files first.

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