Custom Lightbox (legacy)

As of version 1.7.2.1 SCS have made it possible to skin the lightbox/Globetrotter sign on top of the new 2012 Volvo FH/16.

This walk through will teach you how to do this for yourself.

Tools you will need: A paint program that can use Alpha layers. A tool to convert to/from DDS format. A 3d Modelling program. The tobj editor and notepad++

I personally use Photoshop CS6 with the DDS plugin from NVIDIA, and Blender (free) with the Blender2scs plugin.

If you don’t have Photoshop, I would suggest downloading GIMP or Paint.net, and DXTBmp for the DDS conversions.

For the TOBJ editor I highly suggest using the one in ETS2Studio found here

Make sure you have extracted the base & def files from version 1.7.2.1 or later before starting. They are important and you will need them. This tutorial assumes you have already installed everything you will need and are ready to go.


Before we start, I would like to point out that there are two methods for creating a working lightbox. The “easy” way and the “Blender” way.
The easy way is essentially replacing the default signs, but doing so will alter the lightbox for all trucks and does not add it as a new option. This is usually for people who are just making something for their own game and only normally use one skin so only need the one lightbox.

The Blender way is the correct way to do it if you have multiple skins and want multiple lightboxes or if you intend to release the mod publicly. There is nothing more annoying for some players, than downloading a mod and finding that part of it modifies something that edits all trucks and/or AI trucks when it is just as easy to add it as an option. Hence my preference towards the Blender option.

Method 1: The Easy Way

The easy way will only require a paint program  with a  DDS plugin or the DXTBmp converter.

Creating the Lightbox image. 

First off, we need to go into the folder where you have extracted your base.scs & def.scs file contents. Navigate through the folders to this location: vehicle\truck\volvo_fh16_2012 and find the file decals.dds right click and copy/paste it to your desktop. Open this new file in your paint program. (convert to TARGA with alpha layers if using DXTBmp)

Once loaded, click on the channels tab on the right of the scree and select the alpha layer, making sure only the alpha layer is highlighted. The first thing you will notice is that there are four different icons on this piece, these are the default options that SCS gave us, but we of course want to make our own. Select the rectangular marque tool and select the whole of one of the logos. If you want the AI traffic to keep the Globetrotter XL sign, it is suggested to only use one of the bottom three.

tutlb1
Select the paintbrush (black) and paint over the logo in the selected area. Then select the white colour and the text tool.

Click within the boxed area and type the name of your company. Once you’re done, select the drag tool and move the text into the correct position. You can if you wish use images, but make sure that they are white or light greys for the alpha layer, other wise you won’t be able to see them.

If you are wanting colour text/images read the Coloured Lightbox Image section.

If you are only wanting white text/imagery on the lightbox, please save your dds (with a unique name) and proceed to the “Using Blender” section.

Coloured Lightbox Image.

Once you have completed the steps above, click on the RGB channel (making sure alpha is no longer active) and click on the layers tab. Create a new layer and retype the text/or paste the coloured image on this section. The size must be the same as the one you made in the alpha layer. Once you have your new layer complete, go back to the channels tab and turn on the alpha layer (keep the RGB layer on and active) this will allow you to see both your RGB and Alpha layers. Now drag the coloured layer so that it is positioned directly over the alpha layer version. Once you are done you can save the dds file. Using the ‘Easy’ method you will need to keep the file names the same.

If you wish to make the shop icon go into the folder material\ui\accessory and find the decals_X_volvo_fh16_2012.dds file. X is the number of the icon you wish to change. The files are numbered in the order they were shown in the decals.dds file. So the top logo is decals_0 and the forth logo would be decals_3.

Edit the file in the same way we did for the lightbox and save when done.

If you haven’t already, create the folder structures vehicle\truck\volvo_fh16_2012 and place the decals.dds in the last folder and create material\ui\accessory and put the decals_X_volvo_fh16_2012.dds in the last folder. You can now use winrar/7zip to create your scs file.

If you have done this correctly, your lightbox will replace the one you edited and you can purchase it in shop. If you edited the first logo, then you should have it as default on your trucks.

Method 2: The Blender Way

Creating the Lightbox image. 

First off, we need to go into the folder where you have extracted your base.scs & def.scs file contents. Navigate through the folders to this location: vehicle\truck\volvo_fh16_2012 and find the file decals.dds right click and copy/paste it to your desktop. Open this new file in your paint program. (convert to TARGA with alpha layers if using DXTBmp)

Once loaded, click on the channels tab on the right of the scree and select the alpha layer, making sure only the alpha layer is highlighted. The first thing you will notice is that there are four different icons on this piece, these are the default options that SCS gave us, but we of course want to make our own. Select the rectangular marque tool and select the whole of the first logo. (see pic for example)
tutlb1
Select the paintbrush (black) and paint over the logo in the selected area. Then select the white colour and the text tool.

Click within the boxed area and type the name of your company. Once you’re done, select the drag tool and move the text into the correct position. You can if you wish use images, but make sure that they are white or light greys for the alpha layer, other wise you won’t be able to see them.

If you are wanting colour text/images read the Coloured Lightbox Image section.

If you are only wanting white text/imagery on the lightbox, please save your dds (with a unique name) and proceed to the “Using Blender” section.

Coloured Lightbox Image.

Once you have completed the steps above, click on the RGB channel (making sure alpha is no longer active) and click on the layers tab. Create a new layer and retype the text in the colour you want/or paste the coloured image on this section. The size must be the same as the one you made in the alpha layer. Once you have your new layer complete, go back to the channels tab and turn on the alpha layer (keep the RGB layer on and active) this will allow you to see both your RGB and Alpha layers. Now drag the coloured layer so that it is positioned directly over the alpha layer version. Once you are done you can save the dds file with a unique name.

If you wish to make the shop icon go into the folder material\ui\accessory and find the decals_0_volvo_fh16_2012.dds file and the decals_0_volvo_fh16_2012.mat file copy and paste both of these to the desktop. Edit the dds file in the same way we did for the lightbox and save with a unique name when done. (I will cover the mat file in the “making the rest of the mod” section.)

Using Blender.

This part of the tutorial assumes you have saved the base.scs and def.scs into a folder called base on the desktop

Open Blender and delete three items on the right hand pane so that only ‘world’ and ‘renderedlayers’ remain then click on File > import > SCSoft Model ETS2

In the top bar navigate to the following location: C:\Users\USERNAME\Desktop\base\

On the bottom left click on “set as base path” and it should change to the base folder on the desktop.

Using the folder structure in the large window navigate through to vehicle\truck\upgrade\decals\volvo_fh16_2012\ 

Click on the file decal_0.pmd and click Import SCS Model.

Once loaded, look to the right hand side and expand the “decal_0” section fully so you can see all the items under it. Then right click on “decal_0” zero and rename it something unique.

Once you have done this click on the material name (the long string of numbers/letters #1.), on the lower box click the material icon (#2.) and in the text box (#3.) rename it to something unique.

tutlb2
Once you have renamed the material, click on the texture icon (chequered square icon directly to the right of the materials icon.) An image will come up with the four globetrotter logos, under this there is the source bar which tells you the location of the image. To the right of this bar, click the icon that looks like a folder. In the new window that comes up navigate to the dds file we previously made and select that. The image with the globetrotter logos should refresh to show the one we created.

There are two places that hold the default name ‘decals’ also rename these to the same as your dds file.

tutlb3

Click on File > Export > SCSoft Model ETS2

In the top bar set the location to your desktop and add \test on the end. This is the location the model will export to.
In the bar directly underneath, name the file something unique. I find it best to use decal_nameofthecompanhere.pmd
On the bottom left under “export origin” set this to: vehicle/truck/upgrade/decals/volvo_fh16_2012/ (you can if you wish change the location here, it is not a mandatory location.)

Make sure you use forward slashes / and not backslashes \.

Set the PMG version to 1.4x then you can click export. Blender should export this very quickly.

If everything worked correctly and you haven’t received any error messages, you can close Blender.

Making the rest of the mod

Open up the test folder we exported the model to.

Inside you need to make the following two folder structures:

def\vehicle\truck\volvo.fh16_2012\accessory\decals
material\ui\accessory

Go into the material\ui\accessory folder and place the shop icon and mat file we made earlier in the last folder. Rename the mat file to the same as the dds file. For example: if the dds is called decals_test.dds rename the mat file to decals_test.mat

After renaming the mat file, open it with notepad++.  and find the line: texture : “decals_0_volvo_fh16_2012.tobj” and rename it to the same name as you named the files. Using my example above I would put: texture : “decals_test.tobj”  Then save the file.

Now we need to make the tobj file. Open the tobjeditor and in the path type: material/ui/accessory/ and add the file name on the end. Eg: material/ui/accessory/decal_test.dds

Click on file > save as and in the name box call it the same as the file name eg: decal_test.tobj  and then save it. Put the saved file into the accessory folder and then we are done here.

Now navigate to the folder: def\vehicle\truck\volvo.fh16_2012\accessory\decals in here we need to add the last file for our mod. The sii file that tells the game where to find everything. Go to the same location in the base folder and copy/paste the file ‘shape0.sii’ into the last folder.

Rename the file to something unique eg:  shape.test.sii then open the file. In the line: accessory_addon_data : shape0.volvo.fh16_2012.decals change the name to the same you named the file. eg: accessory_addon_data : shape.test.volvo.fh16_2012.decals

Change the “GlobetrotterXL” on the name line to the name of your company/mod.

Change the icon line to the  same name as your tobj file we just made.

Then edit the exterior_model line to the same as the folder location and pmd file we made in Blender.

Once you have edited the file save it and your mod is made.

Just add it into your existing truck mod or use winrar/7zip to make it an SCS file on its own.

Video Tutorial:

12 thoughts on “Custom Lightbox (legacy)

  1. I have been trying to do this for a while and follow your instructions carefully, but everytime I get to the step where you rename the file and click on the long numbers I do not get these I can import the light box with no problems I just get mesh_model0.0 as the last file in the list, what am I doing wrong?

    • If you don’t have the long string of numbers it is likely that you haven’t fully exported the base.scs file.

      Quickest way to check is to right click on your base folder and click properties.

      The General tab should show 2.68GB – 50,000+ Files (I have 50,931 but I also have the two steam skin packs and the DLC installed) and 1,506 folders.

      If you have a large disparity with those numbers I would suggest extracting the base file again.

      Also make sure you are setting the base path correctly. This would also stop the mesh files loading.

  2. Dear when i exported the .pmd file two folders were made
    materials ( have.mat file in it)
    Texture (having texture files)
    What about these two folders as the mod i am converting doesnt have any, For textire folder i eedited all files and now i have to reset the path of materials (.mat) for my .pmd file
    what should i do

  3. Hi, this is an very good Tutorial. One think that i not Understand is: You say i need 2 Folders (def,materials), in the end of your Video you have 3 Folder (def,material,vehicle)!!!!

    Can you say me how i find the vehicle folder? And what i must put in?

    P.S.: sry for my bad English (im German and my english classes ago 20 years)

  4. Hi, I’ve a problem extracting the base.scs file, when I clic on “extract here” or “open with 7zip” it say error and it doesen’t open

  5. Hey Guys,
    I think i need some help 😀
    I cant finish your guide because the scs2blender addon is not available for me (or at least i cant find it). Looks like the author of the addon stopped working on it because of the new(er) scs blender tool. But the new tool dont let me import the needed files. long story short: is there someone out there with the blender addon and know-how willing to do the mod for me (i would pay smth via paypal if u like). I just cant stand the globetrotter logo. pls help me 😉

    • 50keda is an SCS employee, he said over a year ago it would be better for modders to switch to the new Blender Tools. I think when the new pmg version came it gave him a reason to kill off b2scs. It would essentially force anyone who had yet switched (like me) to switch.

      To update the lightbox you will need to visit the SCS forum and find the ConverterPIX tool. This changes the model files into ones that Blender Tools can open.

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