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Here you will find Tutorials that we have written for the MODs for the Game.


How to put the Truck MODs in your Game

First Download the NEEDED files ( share folder )and extract to My Documents/18 WOS Pedal to the Metal/makes/truck - folder. Then download and extract the Truck MOD to My Documents/18 WOS Pedal to the Metal/makes/truck - folder. The MOD will show up in the showroom for purchase now.

How to put the Trailer MODs in your Game

First Download the Trailer Share Folder and extract to the makes\trailer folder, then Download and extract the Trailer MOD into My Documents/18 WOS Pedal to the Metal/makes/trailer - folder also

IF the Trailer is a NON Game trailer then there will be a load for it also. Download and extract that file to My Documents/18 WOS Pedal to the Metal/defs/cargo - folder.


The MOD is Installed and the Game will use it.

IF some of these folders do not exist make them in the order shown

Why do I need the Share and Wheel folders?

I have put the special mat files in the share folder (s) so that I have to only update any file in one place. Also this allows you to use the new mat ( think of them as paint ) files for your MODs.

Colors available ( IF YOU HAVE DOWNLOADED THE LATEST TRUCK SHARE FOLDER ) are:

gray.mat
black.mat
white.mat
dblue.mat
burg.mat
lgreen,mat
gold.mat
chrome.mat
calm.mat
red.mat
lblue.mat
dplate.mat
alum.mat
body.mat
bronze.mat
orange.mat


USE:

If you explore the MOD or Game truck folder you will see a folder called base. In this folder is a file called !desc.def. In this file is all the parts of the truck that are in the .psm file along side of them you will see the texture mat file ( again think of it as paint ) you can change these by trial and error, you will see why. When editing this file keep the syntax as is, that means follow what is there - material0:"frame: something.mat".

These materialX statements must be in numerical order and no number can be skipped or duplicated.

Wheel Folder

I have added several wheel styles to the Game and you need my wheels folder to get them and use them on my MODs. The numerical references are different from the Game's.


Painting the Stacks in my Later MODs

In my later MODS you can paint some of the Stacks on the trucks. The way to tell is to go to the truck folder then to the base folder then open !desc.def file. Look down the list for a entry s_pipes ( real original isn't it ) if this entry is in there you can change the color of the pipe. Just go to the paintX folder that you want and make a materialX:" s_pipes: chrome.mat" or any other color entry.

Yes the exhaust smoke still works

NO you cannot add different stacks to the truck, sorry.

I only paint the striaght stacks, there are issues with the curved stacks due to the opening that you see. ( I am working on another mod to fix this )


Colors available ( IF YOU HAVE DOWNLOADED THE LATEST TRUCK SHARE FOLDER ) are:

gray.mat
black.mat
white.mat
dblue.mat
burg.mat
lgreen,mat
gold.mat
chrome.mat
calm.mat
red.mat
lblue.mat
dplate.mat
alum.mat
body.mat
bronze.mat
orange.mat

Also

anything in this file can be painted in the paintX folder just make a materialX entry and use the same syntax as the entry above it EXCEPT use the next number in sequence.


Painting the Midnight Series of MODs

The Midnight series of trucks was prompted by the Pro 350 from East Coast Large Cars ( Richie Acosta ). The truck is a 350 inch WB 2005 Peterbilt 379, with a 36 inch Sleeper. Of course I get carried away and made it into a whole series. But anyway it brought about a lot of detailing to the MODs that will allow you to paint plain color paints for the trucks with a lot of detail to them.

If the truck has black stacks they can be painted or chromed.

Most of the chrome detailing for the door and sleeper trim is also paintable. I am going to make all the trucks as detailed as possible so if they aren't like this now they will be.

Anyway to paint them is fairly easy

First open the base folder for the truck and then open the !desc.def file with Notepad -

Look at the entries and write down the ones that you want to change the color of.

close the file and exit the folder, make a new paintX folder usually for these MODs it will be paint1 - but some have white and blue paints, make this folder paint3

Copy the !desc.def file from one of the other paintX folders and paste to the new folder.

Open this !desc.def file in Notepad. Look at the entries and just change the materialX:"trim: black.mat" to the color that you want - you only have to change the name of the color - black -

Add the materialX entries as you have to to paint what you want. Remember the materialX has to be in numerical sequence and the syntax has to stay the same. Make sure that you keep your entries in between the { } curly brackets.

When you are done look at the top of the file and rename Midnight to whatever you want it to be - stay inside the quotes.

SAVE your file - BUT first change notepads *.txt extension to all files - just click on the triangle next to *.txt and choose all files.


Thats it .

Colors avaiable if you have downloaded the latest truck share folder.

black.mat
burg
white
gray
rack
red
lgreen
lblue
dblue
calm
dplate - alum texture
alum
body
chrome
gold
orange
bronze


More to follow as I do more MODs


Painting the Travis Mfg Dump trailers

This is for the Release of the Travis Style Dumptrailer. This can also be used to inform you how to change certain Mat files in your MOD.

Colors Available:
black.mat
burg
white
gray
rack
red
lgreen
lblue
dblue
calm
dplate - alum texture
alum
body
chrome
gold
orange
bronze
calm ( this is the biege part of the Calm Paint for my Comp trucks)

First NOTICE that I have used all lower case letters, this rule must be followed.

Second YOU MUST DOWNLOAD THE NEW SHARE FOLDERS before you use the Trailer or this tutorial, there have been new files added.

Download and extract the .rar files ( MOD and share )  to c:/My Documents/18 WOS Pedal to the Metal/makes/trailer folder.

Download and extract the truck share folder to c:/My Documents/18 WOS Pedal to the Metal/makes/truck folder.

Download and extract the load .rar file to c:/My Dcouments/18 WOS Pedal to the Metal/defs/cargo -- folder --  THIS IS A MUST.

Start explorer or My Computer and navigate to c:/My Documents/18 WOS Pedal to the Metal/makes/trailer/travisore2 --- folder.

In this folder you will see other folders, left click on the base folder.

Now you will see a file !desc.def, if you have not ever edited this type of file Winblows will ask you what program to open it with when you click on it. Choose NOTEPAD and open file.

When notepad opens you will see lines of text. The text that you are concerned with are the materialxx:"box: chrome.mat" and the materialxx:"stripes: gold.mat" ones.

OK the xx is the material number, these must stay in sequence no jumping or leaving out of any number.

The Syntax of materialxx:"box: chrome.mat" must also stay the same you can change the chrome.mat to any of the other color mat files that you want ( burg.mat, black.mat etc )

Also you will see at the beginning of the text there is a { and at the end there is a } all the text MUST STAY IN BETWEEN THESE brackets. This tells the program what data to read into the game engine.

After you change what you want just save the file, changing the .txt extension choice of Notepad to all files, and start the game to check what you have done.

This Tutorial can be used for other MODs just open the base  folder for the MOD and then the !desc.def file and check what parts are in it.

HINT - Try not to change the interior, cabin or cover mat files you will loose the detail. Don't be afraid of trying stuff just make sure that you spell the file name correctly and use the exact upper lower case that the file is.

If you call ( write ) a file name that is not there most of the time the game will crash, or the parts will be red. If this happens just go back to what you did and check your file names.


How do I get rid of the 0% where the Load name should be

The 0% for a load is because the cargo ( load ) file was not installed with the MOD.  You must download the Load with all NON Game  Trailers , download and extract to My Documents/18 WOS Pedal to the Metal/defs/cargo - folder.

If some or none of these folders are there make them in the order shown.

If that doesn't work read the following Tutorial.


 

Making a Load File for a Trailer MOD

I will try to explain the basic load making using a single trailer for a single load.

FIRST: Only do this if you have made a Trailer MOD, or have a Trailer without a load ( 0%) where the load should be in the showroom.

If you make a random load for a trailer that already has a load file you will crash when either load is called.  I will cover multiple loads in another tutorial.

The best and easiest way is go to the /defs/cargo folder and open another .def file. When the file is open you will see lines of text.

1.  name:" name" - this is what you will call the load

2. trailer:" this is the folder that the trailer is in" ( fb_dino)

3. variant:"0" for this tutorial make it number 0

4. ico: "gravel.mat" this is the icon file use one that you know, you can find them by opening other .def files and checking the ico:""

5. income: 2 - this is a value seed for the load the higher the seed the more the load is worth - i haven't seen any over 6.

6. can_overweight: 1 tells the game whether the trailer can be heavy or not.

7. prestige: 50 - this is the Minimum prestige points you need to haul it.

5, 6, and 7 are optional values they are NOT needed.

If you are using notepad to edit this file YOU MUST CHANGE THE FILE SAVE TYPE TO "ALL FILES" NOT TEXT as is the default.  Then choose a adequate name for it and save it as whatevername.def  NO SPACES but you can use underscores whatever_name.def. Thats it..

NOTICE when I used the quotes and when I didn't that has to stay the rule.

Anyway remember NOT to make a load for a trailer that already has one UNLESS you destroy the existing load file ( .def) in defs/cargo folder.

If you have any questions about what loads go to what trailer go to your base.scs file extraction and then to /defs/cargo folder and open a few to get the drift of what is going on.


Multiple Trailer Load File

I will try to explain how to use the same trailer for multiple loads - this is not hard just could be a bit confusing at first.

This is a two part tute so read it all ..

first the easiest way to start is again by example, go to your base.scs extraction trailer folder and open the dump folder and then the base folder and then with notepad open the !desc.def file.

Upon opening it you will see line entries for each part of the trailer that is skinable.

In these line entries you will see multiple mat file entries per line..

Each entry ( single mat file ) is for each load that the trailer can or does haul. You will see two or more entries for the dump,

material01:"brace_on: ore.mat : blah.mat"

this is how the game decides what skin to use for the load, if there is no entry there is no skin and it will show red.


ore.mat is for load 1 ( variant:"0")

blah.mat load 2 ( variant:"1")

Variant is explained in Part 2

They are internally numbered from 0 to whatever, depends on how many times they are used ( how many different loads ) You do not have to enter a number the logical sequence is how it is done.

So if you want to use the trailer two times ( two different loads) you have to have two entries:

material01:"brace_on: black.mat: black.mat"

Notice the entry and the syntax, this is all there is to it, you can use it as many times as you want just make the entry.

If you are going to use different skins or colors then you have to write down the order that you want to use. You can use the cargo files or the base !desc.def as a guide and then just follow it for the opposite file. But both files have to be in alignment so that the skins are co ordinated.


PART 2

The cargo file is pretty easy too, again the best way is to open a cargo .def file and look at it. The entries are pretty much self explanitory

When you make multiple load files the trailer name will be the same, the in game name will reflect the load name.

The entry that is most important is the variant:" "  - this must coincide with the skin entry in the base folder.  These must be the same for the load that you want, if the first entry in the base folder !desc.def  file is for corn.mat then the variant:"0" entry will be done for the corn load in the cargo def file. Then just continue for as many mat file ( loads) entries that you have made.

NOTE: you can only use the variant:"0" entry ONCE. The next cargo def file for the second load must be variant:"1" and so on until you have used all the entries that you specified in the base folder def file.

 


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