Standalone Trailers (legacy)

This tutorial is written for game version 1.19 – it is not valid for older versions of the game as there was a change in the trailer set-up. 

Using Blender

 

First of all this tutorial is going to assume you have already set up your blender plugin and set your custom start up file for blender.

First we need to open Blender and go to “File > import > SCSoft Model ETS2 (.pmd)”

On the import page we need to first navigate to our base folder where we extracted the content of the base.scs and def.scs files. Once you have navigated to and opened the base folder, on the left hand side near the bottom click the “set as scs base path”. This is needed so the program can find all the needed files for the trailer. Once set, continue navigating through the vehicle/trailer_eu/ folder and into the folder for the trailer you wish to make standalone.

For the tutorial I used the Krone Coolliner/

For the Coolliner you should see 5 files. cool_liner.pmd – cool_liner_lod_01.pmd – cool_liner_lod_02.pmd – cool_liner_lod_03.pmd – ui_shadow.pmd

Click on the first file and import, as soon as it finishes importing go to “file > export > scsoft model”

Set the top export location to the desktop or whatever location you wish to save the files to.

On the bottom left you want to select pmg version v1.4x and then in the export origin directory directly above, you need to specify the folder structure. This is the most important part for making a standalone trailer.

In my case I am using the following directory structure: /vehicle/trailer_ijs/asda

The “ijs” is clearly for my mod site ijsmods, you would want to use something that identifies you. Whether that is a nick name, initials or similar. The reason for this is to try and make sure that the folder structure is unique so that no one else’s standalone mods conflict with your own. The final folder should be the name of the skin. So if you were making a malcolm trailer, you might want to put: /vehicle/trailer_***/malc

The game doesn’t like file and folder names that get too long so try to keep the names small (under 9 characters.) Remember if you are making multiple standalone trailer skins for the same company (like I have for the big stobart and big malcolm mods) each trailer needs it’s own folder. In cases like that you might be better adding a second folder eg: /vehicle/trailer_xxx/stobart/tesco1/

Once you have set up all the details click export. This should happen fairly fast and it will take you back to the model page. Click ctrl+n to reset blender, then go into import and import the next pmd. Repeat the above steps for all five pmds, blender should save the export folders for you so you only have to name the exported file.

If you are making a standalone from a default SCS model, making the ui_shadow.pmd is optional. You can just link to the default one, if you are attempting to make a standalone from a new model, you will need to do their ui_shadow if they included one.

 

Adding the Skin

Once you’ve made your trailer skin, you want to open the folder with the standalone trailer and navigate through to the textures folder. Rename your skin “bcp” and replace the bcp.dds file, delete all the other company named dds and tobj files. Copy and past the bcp.tobj file 8 times and rename all the copies to the other company names. (euroacres, eurogoodies, lkwlog, posped, stokes, trameri, transinet, and tradeaux.)

What this does is it tells the game that all the AI trailers will show that one skin for the standalone trailer. If you actually want it to have different skins for each company, then you can keep the files and just replace the dds files with the company you want.

 

Setting up the Trailer Definition files

Now we need to create the def folder. Once created, enter the def folder and create the following three folders: cargo – company (Company is only required if you want to use custom cargo) – vehicle

Open the def/ vehicle folder and create a folder called trailer inside it.

Now navigate to the folder where you extracted the def.scs and base.scs files to and go to the def/vehicle folder. Look for the two files named: trailer_storage.sii & traffic_storage_trailer_semi.sii – copy and paste these files into the vehicle folder we just created.

First we need to rename the files we pasted, if we don’t rename the file it will overwrite the default one and we really don’t want that. So rename the trailer_storage.sii file to include the trailer name, in my case trailer_storage.ijsasda.sii, then do the same for the other file: traffic_storage_trailer_semi.ijsasda.sii

Once we renamed the files we need to open them.

Inside the trailer_storage.ijsasda.sii we will see a lot of data, we can delete mods of this data so we are left with this:

SiiNunit
{

@include “trailer/chemical_cistern_potahydro.sii”

}

 We can then edit the @include like for our trailer.

SiiNunit
{

@include “trailer/ijsasda.sii”

}

Once done, save the file and close it, then open the trailer_traffic_storage.ijsasda.sii file. As before we want to remove all but one line. So we should be left with this:

SiiNunit
{

@include “trailer/reefer_traffic.sii”

}

As with the previous we need to edit the @include line to include our trailer. DO NOT delete the _traffic part. You should now have something like this:

SiiNunit
{

@include “trailer/ijsasda_traffic.sii”

}

We can now save the file.

Now enter the trailer folder we’ve created and navigate to the def/vehicle/trailer folder in the extracted game content also. Look for the two files krone_coolliner.sii & krone_coolliner_traffic.sii and copy/paste them into the trailer folder we made.

First rename the krone_coolliner.sii to the same as you named the @include line in the first file. So in mycase ijsasda.sii – then rename the krone_coolliner_traffic.sii file to the same as the @include line in the second file, so for me: ijsasda_traffic.sii.

Now open the first file (ijsasda.sii) and you will see this:

trailer : trailer.krone.coolliner
{
accessories[]: .krone.coolliner.tchassis
accessories[]: .krone.coolliner.trwheel0
accessories[]: .krone.coolliner.trwheel1
accessories[]: .krone.coolliner.trwheel2
}

vehicle_accessory: .krone.coolliner.tchassis
{
data_path: “/def/vehicle/trailer/krone/coolliner/chassis.sii”
}

vehicle_wheel_accessory: .krone.coolliner.trwheel0
{
offset: 0
data_path: “/def/vehicle/t_wheel/single.sii”
}

vehicle_wheel_accessory: .krone.coolliner.trwheel1
{
offset: 2
data_path: “/def/vehicle/t_wheel/single.sii”
}

vehicle_wheel_accessory: .krone.coolliner.trwheel2
{
offset: 4
data_path: “/def/vehicle/t_wheel/single.sii”
}

The parts in red are the parts we need to change. All references to krone.coolliner should be changed to the name you gave to the file. In this case ijsasda.

So it should now look like this:

trailer : trailer.ijsasda
{
accessories[]: .ijsasda.tchassis
accessories[]: .ijsasda.trwheel0
accessories[]: .ijsasda.trwheel1
accessories[]: .ijsasda.trwheel2
}

vehicle_accessory: .ijsasda.tchassis
{
data_path: “/def/vehicle/trailer/krone/coolliner/chassis.sii”
}

vehicle_wheel_accessory: .ijsasda.trwheel0
{
offset: 0
data_path: “/def/vehicle/t_wheel/single.sii”
}

vehicle_wheel_accessory: .ijsasda.trwheel1
{
offset: 2
data_path: “/def/vehicle/t_wheel/single.sii”
}

vehicle_wheel_accessory: .ijsasda.trwheel2
{
offset: 4
data_path: “/def/vehicle/t_wheel/single.sii”
}

We also need to change the data_path line that is now in red. The part we will be changing is the /krone/coolliner/ part. This line links to the file we are about to create, so we need to change the mentioned folder line. It is suggested to keep the folder name the same as the internal files we have been using. I for this example I will change the line to:

data_path: “/def/vehicle/trailer/ijsasda/chassis.sii”

Once we have done this we can save the file and open the traffic file (ijsasda_traffic.sii) as you can see the internal file is pretty much identical to the last one. This time we need to change the words generic.coolliner to ijsasda and change the data_path line to the same as we did in the previous file. When you’re done we can save and close the file.

Now create a new folder and call it the same as the trailer name. eg: ijsasda then open the new folder.

In the extracted game content find the folder “krone/coollliner” which is in the trailer folder. Copy and paste the chassis file into the folder we just created (ijsasda) open the new chassis file and you will see the following:

SiiNunit
{
accessory_chassis_data : chassis.trailer.krone.coolliner
{
detail_model: “/vehicle/trailer_eu/krone/cool_liner/cool_liner.pmd”
model: “/vehicle/trailer_eu/krone/cool_liner/cool_liner_lod_01.pmd” # traffic
lods[]: “/vehicle/trailer_eu/krone/cool_liner/cool_liner_lod_02.pmd”
lods[]: “/vehicle/trailer_eu/krone/cool_liner/cool_liner_lod_03.pmd”

collision: “/vehicle/trailer_eu/krone/cool_liner/cool_liner.pmc”

residual_travel[]: 0.12 # 1st axle
residual_travel[]: 0.12 # 2nd axle
residual_travel[]: 0.12 # 3rd axle

trailer_mass: 6700.0

variant: default

extended_shadow_texture: “/vehicle/trailer_eu/krone/shadow.tobj”
extended_shadow_intensity: 1.2
extended_shadow_fadeout_start: 10
extended_shadow_fadeout_length: 0

ui_shadow: “/vehicle/trailer_eu/krone/cool_liner/ui_shadow.pmd”
}
}

The blue part relates to the ui_shadow, if you didn’t import/export that file in blender then you can leave this section alone. If you did create a new ui_shadow file then you will need to edit the folder paths to the new one.

The red parts are the parts we must edit. In the accessory_chassis line we need to change the krone.coolliner to the name of our trailer eg: ijsasda

For the folder paths we need to change these to the paths we exported the blender exports to.

So in my case it would be “/vehicle/trailer_ijs/asda/”

My fully edited file should look like this:

SiiNunit
{
accessory_chassis_data : chassis.trailer.ijsasda
{
detail_model: “/vehicle/trailer_ijs/asda/cool_liner.pmd”
model: “/vehicle/trailer_ijs/asda/cool_liner_lod_01.pmd” # traffic
lods[]: “/vehicle/trailer_ijs/asda/cool_liner_lod_02.pmd”
lods[]: “/vehicle/trailer_ijs/asda/cool_liner_lod_03.pmd”

collision: “/vehicle/trailer_ijs/asda/cool_liner.pmc”

residual_travel[]: 0.12 # 1st axle
residual_travel[]: 0.12 # 2nd axle
residual_travel[]: 0.12 # 3rd axle

trailer_mass: 6700.0

variant: default

extended_shadow_texture: “/vehicle/trailer_eu/krone/shadow.tobj”
extended_shadow_intensity: 1.2
extended_shadow_fadeout_start: 10
extended_shadow_fadeout_length: 0

ui_shadow: “/vehicle/trailer_eu/krone/cool_liner/ui_shadow.pmd”
}
}

Once done you can save the file. We have now finished doing the definition files for the trailer.

 

Adding Cargo Files

 

There are two ways to add cargo to your trailer, you can either create new custom cargo or link it to existing game cargo. I will show you how to do both.

Default SCS Cargo

If you only want to connect your trailer to the default cargo created my SCS you are almost done. We just have to create one more folder and file. If you want to make your own cargo then please proceed to “Custom Cargo” lower down the page.

First we need to navigate to the def/cargo folder in both our created folders and the extracted game data folders. The first thing we need to do is decide what cargo we want our trailer to pull. In the cargo folder we created, make a new folder and give it the same name as the cargo you want to pull. For this example I will make a folder called yogurt. Always double check how the folder is spelt because it must be exact.

Open the same folder in the extracted game data and copy one of the files. Since I made a cool_liner I will copy/paste the krone.coolliner.sii file into my yogurt folder. Once done, rename the file to the same name you gave the trailer. In my case ijsasda.

Open the file and you will see the following:

SiiNunit
{
trailer_def : .krone.coolliner
{
trailer: trailer.krone.coolliner
mass: 18000
cog_height_offset: 1
}
}

As before, the red parts are what we must edit. Replace both red parts with the name of the trailer.

If you wish to edit the weight of the cargo/trailer you can do so with the mass line. As you can see here, the mass is 18tonne. You can change this to what ever you want.

Here’s what mine would look like.

SiiNunit
{
trailer_def : .ijsasda
{
trailer: trailer.ijsasda
mass: 18000
cog_height_offset: 1
}
}

Once done we can save the file. If you are linking the trailer to multiple default cargo types, make the appropriate folders and simply copy/paste the file into each folder. You may wish to vary the mass. Once you are done, you have finished setting up the mod and you can zip it all into an .scs file.

Custom Cargo

Go back into the def folder (that we created) so you can see the cargo, company, and vehicle folders and do the same for the extracted game content folder.

This time we want to find the file cargo.sii – copy and paste this file into the def folder we created.

As with the other files we will need to change the name first. It’s often easier when making mods to keep the same name for related things, so in that vein I will name mine cargo.ijsasda.sii. Once you have decided on the file name, open it up at this point you need to decide how many different custom cargoes you want to make. There’s no limit to the amount you can make, but the more you make the more that trailer is going to flood the market.

For the sake of this tutorial I am going to make just one cargo. First off I am going to remove all the default data in the file and name my new cargo, the cargo I will make is Butter. Here’s what my cargo file will look like:

SiiNunit
{

@include “cargo/ijsasda_butter.sii”

}

 As you can see I have kept the ijsasda theme going, in case another mod has added butter as a cargo. If  you want to add more cargo just add more @include lines. Once you are done save the file and go into the def/cargo folder we created and the same folder for extracted game content.

Copy one of the sii files into your cargo folder, it doesn’t really matter which one as we will be changing the internals to suit our cargo. In my case I will copy the apples.sii file as I know it also uses the cool_liner. Once you have copied the file rename it to the same name you put in the @include line. So for me the file will be called: ijsasda_butter.sii

Inside the file we will see something like this:

cargo_data: cargo.apples
{
name: “@@cn_apples@@
fragility: 0.4
price_coef: 1.325
group[]: refrigerated
}

There are parts here that are optional to change, and other parts we have to change. The red shows the parts we must alter.

Starting with the first line; this is the file name, so change “apples” to the name of the file.

The 3rd line (name) is simply the name that will appear as the cargo name in the job list/route navigator.

Fragility is fairly obvious, the higher the number the more damage the cargo will take in bumps and scrapes.

Price_coef is the amount of money you get for successfully delivering the cargo. The 1 is your base pay, everything after the decimal place is extra. So for a very fragile cargo you might want to be paid 80% extra on top of your usual fee. So in this case you would put 1.8 as the coef. I am using butter so I think anything above 1.1 is just being cheeky.

Group refers to which category it will show in in the job list. You can add multiple groups when appropriate.

Here is an example of what mine would look like:

cargo_data: cargo.ijsasda_butter
{
name: “Butter”
fragility: 0.2
price_coef: 1.1
group[]: refrigerated
group[]: containers

}

As you can see I have added the containers group, this is so that my cargo will appear in both container and refrigerated when selected in the job list. In this case I have just used it as an example to show how to list multiple groups.

Once you have edited the file you can save it.

Now we need to create a new folder, this folder MUST have the same name as the cargo it represents. So for me the folder is called: ijsasda_butter

Enter the new folder and also enter a similar folder in the extracted game data folders. I will stick with the apples folder.

Inside the apples folder I see two files, it really doesn’t matter which one I chose as we will be editing most of the data any way. For the sake of this tutorial, I will pick the Krone.profiliner.sii file – copy and paste this into the new folder we just made.

First up we have to rename the file, the file MUST be named the same as the trailer name we specified earlier on. My trailer was ijsasda so the file needs to be named ijsasda.sii. Once named open the files and we will see this:

SiiNunit
{
trailer_def : .krone.profiliner
{
trailer: trailer.krone.profiliner
mass: 22000
cog_height_offset: 1
}
}

As before, the red parts are what we must edit. Replace both red parts with the name of the trailer.

If you wish to edit the weight of the cargo/trailer you can do so with the mass line. As you can see here, the mass is 22tonne. You can change this to what ever you want.

Here’s what mine would look like.

SiiNunit
{
trailer_def : .ijsasda
{
trailer: trailer.ijsasda
mass: 22000
cog_height_offset: 1
}
}

Once done we can save the file. Our cargo set-up is almost done, now we just need to specify which companies will despatch and receive the cargo.

Adding Our Cargo To Companies

Now we need to go into the def/company folder we created and the one with the extracted game data. First off we want to make a folder for any company you want to either receive or despatch the cargo. In my case I want to despatch from Posped and deliver to Kaarfor.

So I will make the posped and kaarfor folders. In the Posped folder I need to make a folder called: out

In the Kaarfor folder I need to make a folder called: in

Now go into one of the company folder and into the in or out folder (doesn’t matter which)

For the sake of the tutorial I have gone into Kaarfor/in folder – pick any one of the files and copy/paste it into the in folder of one of your companies.

In my case I copied the apples.sii file. First we want to rename the file to the same name we gave the cargo in the cargo folder. So for me it would be ijsasda_butter.sii. Once done open the file and you will see something like this:

SiiNunit
{
cargo_def : .apples {
cargo: “cargo.apples”
}
}

Obviously we need to change the apple references. The cargo line I will change to cargo.ijsasda_butter and the cargo_def I am going to give a more random string. This is to make sure no other mods conflict with my cargo. Here is how I would set up my file.

SiiNunit
{
cargo_def : .IJSA.5423 {
cargo: “cargo.ijsasda_butter”
}
}

Once done save and close the file. Then copy and paste your file into which ever other companies in/out folders you wish to. Once you are done your mod is complete and you can use 7zip/winrar to make it into a .scs file and place it in your mod folder.

Video Process

If the video fails to load click here to watch on Youtube.

 

DEF File set-up for Gooseneck and Lowloaders. 

If the video fails to load click here to watch on Youtube.

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12 thoughts on “Standalone Trailers (legacy)

  1. Hi Chris,
    First off this is the best written tutorial that I’ve seen and have been able to follow properly. Following this tut I successfully made my own standalone profi and coolliner trailers complete with a few custom cargoes as I was feeling flushed with success.

    But I do have one question. I copied the bcp.tobj file and recreated the other eight profiliner default companies to all point at the bcp.dds file. However, my trailer doesn’t service two of them, I think they were trameri and stokes. Is there a way to not have these in my standalone trailers skin options? I tried “hiding” the above two companies *.tobj by changing the file extensions but as expected the game complained it couldn’t find them!! I’d rather have an error free mod, as it was before the above basic attempt to remove them, and it is a private trailer mod for someone else, so how would I go about reducing the number of companies included in the materials folder?

    Many Thanks for the above tut and in advance for any help you can give me.

    Regards Elmer

    Elmer

    • To remove the unwanted skins completely you would have to use blender to remove the material for that skin, my Blender knowledge is limited and I really don’t know how to do that.

      That said so long as you don’t give outgoing cargo for that trailer mod to those companies the trailer won’t show up there, even though it is listed in the trailer browser.

      There is a way to to have the game ignore them without error, in the chassis.sii file (def/vehicle/trailer/*name*/ if you add the line “look: company” – for example:

      SiiNunit
      {
      accessory_chassis_data : chassis.trailer.company
      {
      detail_model: “/vehicle/trailer_eu/company/profiliner.pmd”
      model: “/vehicle/trailer_eu/company/profiliner_lod_01.pmd” # traffic
      lods[]: “/vehicle/trailer_eu/company/profiliner_lod_02.pmd”
      lods[]: “/vehicle/trailer_eu/company/profiliner_lod_03.pmd”

      collision: “/vehicle/trailer_eu/company/profiliner.pmc”

      residual_travel[]: 0.12 # 1st axle
      residual_travel[]: 0.12 # 2nd axle
      residual_travel[]: 0.12 # 3rd axle

      trailer_mass: 6700.0

      variant: default
      look: bcp
      look: transinet
      look: posped
      look: euroacres

      extended_shadow_texture: “/vehicle/trailer_eu/krone/shadow.tobj”
      extended_shadow_intensity: 1.2
      extended_shadow_fadeout_start: 10
      extended_shadow_fadeout_length: 0

      ui_shadow: “/vehicle/trailer_eu/krone/profi_liner/ui_shadow.pmd”
      }
      }

      This will then only show the companies listed.

      • Thanks for your reply Dark Matter. I’d spotted the look: variants in the 1.16 game version but would that work with 1.15 (which is where I’m “stuck” at the moment as the person I’m making them for is holding off to update to 1.16)?

        I’m also a (bad) newcomer to blender and following the above mod was the first time I’d managed to actually open anything in it!! From a.n.other mod I tried to delete every reference I could from 3 game “companies” but it sure didn’t like that one when I tried to save the model!!

        Maybe I’m just trying to run before I can walk! But thanks for the help.

        Elmer

  2. @ Dark Matter. That’s excellent news, wonder why I’ve never spotted that before? (probably because I wasn’t looking!!)

    Thanks a lot for your help.

    Elmer

  3. This is an amazing tutorial presented exactly how i like reading them. Thank you, i can now make my own custom cargo trailers that do not conflict with other trailers 🙂

  4. hi, I got my trailer done following step by step your last updated tutorial but, I do have one question. I got a completely red color trailer with a label that says: “Textures” I mean int the game, at the trailer search. I take a look at the textures folder there is the skin I had chosen in Blender but, with format file “PNG” the total file I got in the texture folder are: cool_liner & cool_liner.tobj – empty & empty.tobj – lamp_mask & lamp_mask.tobj – paintjob_krone & paintjob_krone.tobj – rear_trailer_new & rear_trailer_new.tobj and skin001 & myskinname.png.

    I tried to change this to “DDS” file but, trailer is still red,,any help!!

    • All your tobjs are screwed up because you linked them to a png. You can never import a png into blender.

      Properly convert all your pngs to dds. Open your trailer in blender, go through each material and delete the textures that were previously pngs and add the dds instead. Don’t just edit the names, you have to completely remove the image and open a new one linking to the dds then export the trailer again.

  5. yeah, the first time I had tried to export the trailer from blender I had made this mistake but, secondly I had tried again and this time with a new DDS texture from blender. This time I got all textures in DDS format but, trailer is still in RED Texture in the game.
    I sent an email to Alex’s public email: sa1981spam@gmail.com explaining my issue and I attached some picture about Texture Folder, Chassis file configuration in DEF folder. I don´t know if this mail address is valid or not. Any other suggestion for me to do? thank you so much for your reply, appreciate your comments.

    regards

  6. I will not give up with this…I´m going to figure out myself on how this error can be solved..(Red or Pink Texture Trailer) I would like to send you my final .scs mod just to let you know find the error I made but, I can not attach any file here. otherwise, thanks so much for your help.

      • Attached SCS file

        This is what I got following your tutorial. Mod is working but,with the only exception, trailer is in red o pink texture color (no textures) on the game.

        ________________________________ De: IJ’s Mods Enviado: domingo 30 de octubre de 2016 06:15:30 a.m. Para: hrz007@hotmail.com Asunto: [New comment] Standalone Trailers

        Dark Matter commented: “Upload it to a site like mega.nz, mediafire, zippyshare and send the download link to the email address.”

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