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{{Tip|Be aware that this page is obsolete, due to big changes in game structure with each update! For more information on structure changes check [[Games/ETS2/Modding_guides|modding updates]] pages.}}
All of SCS games are using partially prescribed folder structure. This means that some resources must have proper name and be placed into proper folder otherwise game may malfunction or even crash. That's why this topic is giving insight to game base folder structure, it's crucial resources and their place in folders.
├{{FileSystemTreeEntry|icon=FST-IconFolder|type=|name=truck_company}} ''Trucks configurations for Quick Jobs.''
├{{FileSystemTreeEntry|icon=FST-IconFolder|type=|name=truck_company_uk}} ''Trucks configurations for RHD trucks (UK related) Quick Jobs. This folder exists only in: ETS2 game data.''
├{{FileSystemTreeEntry|icon=FST-IconFolder|type=|name=truck_dealer}} ''See: [[#Truck dealer definitions|Truck dealer definitions]].''
├{{FileSystemTreeEntry|icon=FST-IconFolder|type=|name=truck_dealer_uk}} ''Defines assortment of RHD trucks for dealers; has same structure as: [[#Truck dealer definitions|Truck dealer definitions]] and exists only in ETS2 game data.''
├{{FileSystemTreeEntry|icon=FST-IconFolder|type=|name=truck_desktop}} ''Trucks configurations used in Truck Browser.''
==== Trailer definitions ====
Trailer definitions defines trailers for usage with players truck or for usage by AI traffic. For defining a trailer, one SII file and folder with "'''chassis.sii'''" and/or additional cargo definitions has to be created. All of the trailers definition files also have to be included in one of the storage files to be used in game. In case trailer should be used by player it has to be included in one of the "'''trailer_storage(.infix).sii'''" files and if trailer should be used by AI trucks it has to be included in one of "'''trailer_storage_semi_trailertraffic_storage_semi_trailer(.infix).sii'''" files or custom type of AI trailers storage file.
{{Note|Difference between AI trailer trailers and players trailer is in player trailers are handled somewhat differently. Player trailers use the type of SiiUnit in trailer definition file, where players trailer SiiUnit name is "'''trailer'''" and AI SiiUnit class with a naming convention of <code>trailer SiiUnit .<name is ></code>, while AI trailers use the "'''traffic.trailertraffic_trailer'''"SiiUnit class and a naming convention of <code>traffic.trailer.<name></code>.}}
<div class="folder_structure">
├{{FileSystemTreeEntry|icon=FST-IconFolder|type=|name=trailer|mark_current=1}}
├{{FileSystemTreeEntry|icon=FST-IconFolder|type=|name=<trailer_1>}} ''Folder for cargo hookup and chassis definition of first trailer.''
├{{FileSystemTreeEntry|icon=FST-IconFolder|type=|name=company_paint_job}} ''Folder for company-specific paint job definitions of first trailer.''
└{{FileSystemTreeEntry|icon=FST-IconFileSii|type=|name=<trailer_look>.sii}} ''Defines paint job for companies with corresponding trailer_look attribute. (eg plain, trameri, etc)''
├{{FileSystemTreeEntry|icon=FST-IconFolder|type=|name=custom_paint_job}} ''Folder for custom paint job definitions, selectable in the trailer selection dialog.''
├{{FileSystemTreeEntry|icon=FST-IconFileSii|type=|name=<cargo_accessory>.sii}} ''SII file defining cargo model hookup for this trailer.''
├{{FileSystemTreeEntry|icon=FST-IconFileSii|type=|name=...}} ''More SII files defining cargo models available for second trailer.''
==== Player trucks definitions ====
Player truck definitions are containing all definitions that defines trucks that player can use in game and accessories for them. Each truck is configured in it's own folder (e.g. "'''<brand.truck>'''" in tree view below) containing:# SII file: '''data.sii''' - ''defining: truck info, cameras, fallback rules for parts of the truck and required accessories. There is 8 mandatory fallback rules: chassis, cabin, interior, engine, transmission, f_wheel (or f_tire), r_wheel (or r_tire), paint_job and head_light''.# Subfolders: ('''chassis''', '''cabin''', '''interior''', '''engine''', '''transmission''', '''paint_job''', '''head_light''', '''sound''') - ''defining different parts and accessories of the truck. First 7 folders are needed because of mandatory fallback rules and sound folder is needed for truck mandatory sounds definitions.''# Optional folder: '''accessory''' - ''defining all possible accessories for the truck that user can install in game Upgrade Shop. This folder holds another level of sub folders for separating different accessory types that player can install on the truck and will be listed in Upgrade Shop once player selects proper accessory type. Moreover names of subfolders directly correspond to the names of model locators truck 3D model has to have for ability of having that types of accessories enabled in the game.'' Still this configurations are not enough to have truck shown up in the game. For proper inclusion of truck in the game, truck initial configuration files have to be created for:# Dealers inside folder: "'''/def/vehicle/truck_dealer/'''" (if truck has RHD variant also in UK dealers folder: "'''/def/vehicle/truck_dealer_uk/'''").# Desktop preview inside folder: "'''/def/vehicle/truck_desktop/'''" (if truck has RHD variant also in UK dealers folder: "'''/def/vehicle/truck_desktop_uk/'''").# Quick Jobs trucks inside folder (optionally): "'''/def/vehicle/truck_company/'''" (if truck has RHD variant also in UK dealers folder: "'''/def/vehicle/truck_company_uk/'''").
=== World definitions ===