mod_accessory - where you will put the new resources
base - for existing game resources which you will use
3
Inside mod_accessory create folders:
def
vehicle
truck
renault_mangnum
accessory
f_grill
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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.
"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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Inside mod_accessory create folders:
vehicle
truck
upgrade
frontgrill
renault_magnum_2009
7
Inside the base folder create folders:
material
environment
6
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.