1
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Create folder called 02_truck_accessory.
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2
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Inside 02_truck_accessory create folders:
- mod_accessory - where you will put the new resources
- base - for existing game resources which you will use
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3
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Inside mod_accessory create folders:
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4
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Inside /02_truck_accessory/mod_accessory/def/vehicle/truck/renault_magnum/accessory/f_grill create file called custom_g.sii which will contain definition of the grill.
And paste there the following example definition:
SiiNunit
{
accessory_addon_data : unit.name
{
name: "My front grill"
price: 1
unlock: 0
icon: "f_grill_09"
exterior_model: "model path"
}
}
And keep the file opened.
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4
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Now change definition as you want:
- "unit.name" must be set to some unique value - each component divided by dot can have max 12 characters. For example the good name will be custom.amazing.renault.f_grill
- The name is the name of the accessory in truck configuration screen. You can call it in any way.
- The price is a price of your accessory in game base currency (€ for ETS2, $ for ATS).
- The level when the accessory is unlocked. If zero it will be unlocked immediately on game start.
- The icon is a image that is displayed in truck configuration screen. We will leave the image at the moment as f_grill_09.
- The exterior_model is a model of the grill. It must a path to the .pmd file you will get after converting the data. So for this it will be: "/vehicle/truck/upgrade/frontgrill/renault_magnum_2009/custom_grill.pmd".
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5
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Inside mod_accessory create folders:
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7
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Inside the base folder create folders:
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6
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To the environment copy generic_s.tga and vehicle_reflection.tobj files from the BlenderTools-1.2\data\sample_base\material\environment folder which you can find in the folder where you extracted SCS Blender Tools.
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