This tutorial assumes you have already extracted the SCS base.scs file and have Blender & Blender2SCS installed and setup. This Tutorial is intended to be used as a companion to the video. I may skip minor steps that have been covered in previous tutorials.
Painted AI Truck Traffic
Open blender and select import. Navigate to the base file and import the model of truck you want to work with. For the sake of this tutorial I am using the Mercedes 2009 which would be found on the following path:
For this tutorial I am making a Stobart/Tesco truck for the Mercedes B cab with a 6×4 chassis. If you want to make other sizes keep/delete the appropriate parts for you.
When the model loads, click the ‘+’ icon next to truck on the top right pane to expand the context menu. Right click on the items you don’t need and select ‘delete hierarchy’ (or right click and press the ‘L’ key).
As a quick guide I deleted the following:
CAB_EU (This is the EU variants of cab A)
CHS_A (May not be present on all models. The Merc 2009 has a bigger chassis/front bumper on cab A)
Now would also be a good time to expand the collisions menu and remove the collisions you don’t need. Click on each CL## in turn and click the little icon that looks like a 3d box. Scroll down in the lower right box until you see the collision visibility tools. Go through each CL## and look for the tick boxes. Any boxes that are ticked in the variants you are using you need to keep, any that have no boxes ticked in your variants you can delete.
Again in my case I only need the ones related to cab_b and CHS_6x4.
Once you’ve deleted the appropriate collisions we need to move all the model objects in the the CAB_B category. If you look at the icons in the top right box, you have a lot of upside down Y icons (coincidentally like the Merc logo) and Triangles. It’s the triangles we want to move (except for the ones under collisions).
So click on each triangle and drag it over the the CAB_B category and let go. The model should now be listed in the CAB_B category. As you move the models, you’ll noticed that parts will move on the truck and flip 90 degress. Don’t worry, this is perfectly normal and we will fix it next.
Once you have moved all the models into the CAB_B category press the ‘+’ icon to expand the menu. Click on each of the Model#.# lines and scroll down in the lower panel to “Apply parent transform” (you may need to click the 3d box icon again) and click the button. You’ll notice that this repositions the parts. Once you have done this for all the models, you’ll noticed that the CAB_BASE only has one little upside down triangle called ext_interior. This is not needed and we can delete the CAB_BASE hierarchy.
Now click on the first model#.# in my case this is model2.0, then click on the material icon (the little round one near the end) You will see a long string of numbers and letters in the material box in the lower pane. Click on the text bar underneath and rename it. Renaming is completely optional, but it’s easier to spot words than random strings. The name you give it does not matter so long as you give each one a different name. As you go through the list you will some that have renamed themselves, in these cases you want to merge them with the others. (I would suggest watching the video for this part to make sure you understand exactly.)
If like me you named the first one ‘shadow’ you want to find the other ‘shadow’ materials left click on the lowest first, then shift+left click on the higher model. Move your mouse cursor to the main windows with the truck model, then press ctrl+J to merge the two. When you merge models, the merged pair will take the name of the LAST model that you clicked on. Once you have finished merging all the models that share the same names together we need to delete and create our own collision variant names.
In the top right pane, click on the word ‘truck’ then in the lower pane click the 3d box and scroll down to the list of collision variant names and press the delete button for all of them. Then click on ‘add new variant’ and call it ‘EU’, click on ‘add new variant’ a second time and name this one ‘UK’.
In the top right pane click on the master lines (CAB_B for example) and in the bottom pane, tick the box for both EU and UK. For any master line that has EU or UK in it (for example: CAB_EU_BC) only tick the appropriate box, not both. Once this is done we can export the truck to make sure it works in game.
Click on ‘File’ and click ‘export’ as SCS. Make sure you set the PMG version to 1.4x – the export origin directory is the folder structure to export into. Because I am making this for my Stobart AI pack and it’s a tesco I chose this:
But you should chose what ever is appropriate to you, it’s a good idea to also put in a marker that is unique just in case there are similar mods that use the same folder structure.
name the file in the top bar if you wish and set you save path (I use a folder called Tesco on the desktop) then click export. All being well, there should be no errors.
Now we need to make the def files.
If you haven’t already, create a new folder in your game’s mod folder. Name it whatever you want (‘ai test’ would be my suggestion) then open the folder you exported the model from blender and copy the ‘vehicle’ folder and all its contents into the mod folder. Thankfully in game update 1.19x the game doesn’t need the mod to be in an scs file to read it, this makes it a lot easier to update mods as you’re making them.
In the mod folder create the def folder, enter the def folder and create a vehicle folder.
We now need to create the first sii file. You can do this by copying the file from another mod, or by copying the original from the SCS def.scs file. The file you want is called ‘traffic_storage_truck.sii’.
The first thing you want to do is rename the file to include your truck[s]. Because this is my stobart ai I named the file as follows:
Notice that is a full stop after truck. That is very important.
Now open the file inside you will see something like this:
# For modders: Please do not modify this file if you want to add a new entry. Create in
# this directory a new file “..sii” where is name of
# base file without the extension (e.g. “city” for “/def/city.sii”) and is
# some string which is unlikely to conflict with other mod.
# Warning: Even if the units are specified in more than one source file, they share the
# same namespace so suffixes or prefixes should be used to avoid conflicts.
First up you can delete the red part. Then delete any @include lines that you don’t need, if you only need one line at this time delete all but one line.
In my case I am using the file from my existing mod so I used // to stop the game loading those lines, but you will probably want to delete the lines. Rename the @include line to the name of your mod. In my case it would be:
Once you have named the lines, save the file and close. Back in the def/vehicle folder create a folder called ‘truck’ and open it. You’ll need to create another folder in the truck folder with the brand of truck you are using. In my case mercedes.
Again we also want to create an sii file in the truck folder. The name of the file should match the sii name you put in the previous file. So stob_tesc_traffic.sii in my case.
In the file there will be a lot of information. I’m not going to post it all in here, I suggest you view the video for full details (aprox 20min mark). Complete the file as appropriate to you and save. Then go into the mercedes folder.
In here you want the chassis file. The name of this file is set in the accessory line of the previous file. In my case stob_tesc.sii.
The file should looks something like this:
accessory_chassis_data : chassis.merc_a6x4
Rename the lines as needed and save. Make sure the variant lines have the same names you gave the collisions in blender and the look is default. Please note, when using custom skins you need to use looks: name and not look: default
You can if you wish remove the look: default completely while you test the mod without a skin. Once you’re done save and close.
It’s now time to check in game to make sure what you have done works.
Tip 1: Most modders will already have the dev_console activated. If you don’t google it and enable it, this way you can use the dev camera to raise up above the city and view traffic.
Tip 2: It is suggest that you link your truck to STANDALONE trailers so that you can quickly spot them in traffic. This is particularly important if you are making a truck that has an SCS variant like the scania topline. Since SCS traffic will spawn too, it helps to be able to spot your own. In this case, SCS do not have a Mercedes 2009 B cab in traffic, so at least we know and B cab Merc is ours.
Hopefully, you don’t run into any issues here.
At this point you may notice the interior is missing. We will address this later on.
Now it’s time to actually add the skin. Back in blender find the paint material, the model name in my case was model2.2 however yours may differ. To make sure you have the right material, click on the textures button (checker board looking thing right next to the material circle icon) there should be three textures called, color, vehicle_reflection, and empty.
Click back on the material icon. Scroll the bottom windows right down and find the ‘shading type’ there will be a line that says: ‘eut2.truckpaint.altuv.fx’ click the edit button and change it to the following:
This lets the game know we want something with multiple looks.
In the box below delete the lines that start with ‘aux’ and ‘fresnel’ then edit the shininess to 60.
Click on the texture tab again. Click on the texture called ’empty’ and click the up arrow to place it in the middle slot.
Underneath in the text line click on the + icon and the texture should change its name to empty.001. You can now rename this to something more useful like skin001. Lower down under the image section (you may need to expand this) click the X icon to delete the image. Then click on open and navigate to your first skin and select it. You should now see the skin on the truck. The skin should look correct, but washed out.
Scroll down and make sure the UVmap is UVmap.001, set the color to 1.0 and untick the alpha line, change the blend mode to multiply.
In the SCS texture tool line, change the text to texture_mult and put the mapping to clip 1.
In the top right pane click on truck and then the 3d box in the lower window. Change the look name from default to 001. At this point export the model again and replace it with the one in the mod folder. Remember to update the def/vehicle/truck/mercedes/***.sii file to looks: 001
Load the game and find your skinned truck. All being well it should work fine.
If you want to add more looks, go back into blender.
In the looks list, click on add look and name it 002, continue to add as many looks as you require, for the sake of the tutorial I just did three.
Click on the model#.# that has your paint material and click on the material tab icon. Next to the material box you will see two buttons, one is a + the other is a -. Click on the + to create a new material slot, do this as many times as you need to make sure you have one for each look. Again I just need three. Click on one of the empty slots then on the bar underneath lick the dropdown list and select the material of the same name. In my case I called the material paint.
After you select the appropriate material, click on the + icon (the one on the lower bar next to the 2, F, X buttons) this will rename the material to *name*.001. You should now rename this to *name*002. Repeat the process for all the new material slots you created, giving each one a different name/number.
Click on material two, then click on the texture tab. You will see that the textures are the same as the first material set. Highlight your skin name and click the + in the lower box to duplicate it, then rename it to be skin002. Scroll down to the image section and click the x to delete the skin. Click open and select skin number 2.
Go back to the material tab and click on the next material, back to Texture and repeat the process until you have different skins for each of your texture/materials.
Next we need to add materials for all the models#.# start from the top and work your way down the list. Click on material tab, click the + icon on the right to add more slots, then click on the dropdown menu and put in the same material as the original for all the slots. Do this for every other model#.# (expect the one you just put skins on of course).
On the far left click the tab called ‘blender2scs’ you’ll notice that there is a list of looks, if you click each look it will show you the appropriate skins on the truck model. If you’re satisfied you can now export the model, put it in your mod folder, remember to update your sii file to include the extra looks. Then check in game to make sure the truck spawns more than one look (if you had no errors on the previous version, and you added the new looks correctly they should all work).
Now we need to add the LOD model.
Go back to blender click on file and click new. Goto import and navigate back to the SCS truck folder and import the SECOND lod model. When this loads you will see the truck with wheels on. Rather than go through the whole process again (which lets face it would be a ball ache) we’re just going to remove the lod wheels.
Open the context menu and delete the hierarchy of the subcategories that do NOT match your chassis variant. In my case I am using 6×4, once you have just your chassis variant left, right click on the front wheel. The wheels, and only the wheels, should now be highlighted. If they are, drag the highlighted triangle out to it is removed from the context menu and appears right at the top of the list. You can now delet the lod_02 hierarchy completely, you can also delete the scs_light ones as well. Click leaving the model#.# that is the wheels.
Click on file and import the model that we made. When it loads, drag the model#.# that relates to the lod wheels into the CAB_B (or appropriate cab size for you) then click on the apply parent transform. The wheels should now be in the appropriate place. If you’re using multiple looks, don’t forget to add the extra materials to the wheels.
click on ‘truck’ in the top right context menu and right click > rename and change the name to truck_lod
Click on file and export the model and put it in your mod folder.
Go back into the sii file and change the name on the LODS line to truck_lod save and close. You should now have a working painted truck in ai traffic and a lod variation with wheels.
Tip 3: If at a later date you decide to add more looks, I would suggest starting with the LOD model first, it is quicker to do the LOD model, export, delete the LOD wheels, rename the truck_lod to truck and export again.
Tip 4: In the video you will see me deleting some of the accessory attachment points, if you wish to keep them you may be able to add the appropriate accessory lines in the def file and link them to the model. I haven’t tried this, but it should work. This also means you may be able to add curtains from the upcoming DLC too.
If the video fails to show click here to view on Youtube.
If the video fails to show click here to view on Youtube.
Adding the Interior
It was recently brought to my attention that SCS have now made exterior interior dashboard models. As a result adding interiors is a lot easier than this tutorial original showed.
With your model loaded in blender, click on import and navigate to the following folder in your extracted base folder: vehicle\truck\upgrade\ext_interior
Then enter the appropriate truck model folder and load the pmd file. Once loaded in blender drag the model#.# files from the interior node into the cab_base, cab_uk, and cab_eu nodes of your truck model as appropriate and click apply parent transform. It’s that simple.
Adding Custom Number Plates
Click here if video fails to load.