TIP: Be aware that this page is obsolete, due to big changes in game structure with each update!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 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.
In general topic is showing and describing structure of the folders and files as you get them by using Game Archive Extractor for two basic files with .scs extension found in game installation directory: "base.scs" and "def.scs".
Root game folder
Root game folder consists of:
Root game folder ├automat Material storage with generated material files produced during conversion of 3D model assets with conversion tools. ├contentbrowser Folder used by Map Editor content browser. ├custom Legacy folder for storing custom/modded definitions (NOTE: This folder is obsolete and might be removed in the future). ├def See: Definitions. ├dlc Shared models used by dlc such like "dead end" sign. ├effect Set of compiled shader effects used by game for rendering of any visual element. ├font See: Fonts. ├map Storage for maps and it's additional data. ├material See: Predefined materials. ├model Storage for 1st generation of map assets. ├model2 Storage for 2nd generation of map assets. ├prefab Storage for 1st generation of prefab assets. ├prefab2 Storage for 2nd generation of prefab map assets. ├road_template Road template models for new system of road generation. ├sound See: Sounds. ├system Low level engine resources needed for console and fall-back cases of missing resources. ├ui See: UI definitions. ├unit Definitions for predefined hookups spawned in game trough locators, for example: light flare, light sources, no weather areas. ├vehicle See: Vehicle model resources. ├video Video based animated textures for UI. ├autoexec.cfg Configuration file which is automatically executed on game start-up. └version.txt File containing game version string.
Definitions for most of configurable game content like: vehicles, economy, map assets etc.
Root game folder ├def ├animated_model Directory with definitions for animated models triggered when distance to player is small enough. ├camera See: Camera definitions. ├cargo See: Cargo definitions. ├city Defines cities for game. Each city is defined in it's own SII file. ├climate See: Climate definitions. ├company See: Company definitions. ├country See: Country definitions. ├desktop Desktop (main menu) scene configurations. By default "/def/desktop/config.sii" is used. ├ferry See: Ferry definitions. ├initial_save Stores zero day save files where folder: normal is used by creating new user profile and preview while running game in preview mode. ├regional_settings Regional settings profiles data. By default there should be 3 profiles: Europe, USA and UK. ├sign See: Sign definitions. ├stamp Defines brush stamping layouts which are defined as stamps in "/def/world/stamp.sii" and used in Map Editor while using Stamp Tool. ├vehicle See: Vehicle definitions. ├world See: World definitions. ├aux_lamp_colors.sii Defines players vehicle auxiliary light mask colors. ├bank_data.sii Bank loans configuration. ├car_colors.sii Defines colors for AI traffic cars. ├cargo.sii Storage of cargoes for trailer generation. When defining your own cargoes use infixed version of this SII file for example: "cargo.my_mod.sii". ├city.sii Storage of cities in game. When defining your own cities use infixed version of this SII file for example: "city.my_mod.sii". ├climate.sii Storage of climate profiles. When defining your own climate use infixed version of this SII file for example: "climate.my_mod.sii". ├company.sii Storage of companies that can be used in game. When defining your own companies use infixed version of this SII file for example: "company.my_mod.sii". ├... ├country.sii Storage of countries used in game. When defining your own countries use infixed version of this SII file for example: "country.my_mod.sii". ├... ├economy_data.sii Game economy definition. ├... ├env_data.sii Environment global configuration such as day in the year. ├... ├ferry.sii Storage of ferry ports. When defining your own cargoes use infixed version of this SII file for example: "ferry.my_mod.sii". ├... ├game_data.sii Various global game definitions. ├hdr.sii High dynamic range effect definitions. ├... ├job_trailer_preview.sii Scene setup for generating preview images of trailers in freight market. ├job_truck_preview.sii Scene setup for generating preview images of trucks in quick jobs. ├job_wotr_trailer_preview.sii Scene setup for generating preview images of trailers in WOTR contracts. ├... ├mail_data.sii Defines players mails. ├photo_camera_data.sii Configuration of Photo Mode camera. ├... ├police_data.sii Defines player offences: fine amounts, offence check delay. ├... ├sound_player.sii Defines sounds for UI actions and global game sounds. ├... ├traffic_data.sii Defines different AI traffic data: total AI max count, yield attributes, safety distances etc. ├traffic_light_lamp_colors.sii Defines mask colors for traffic lights. ├trailer_preview_scene.sii Defines scene configuration parameters for Trailer Browser. ├... ├truck_colors.sii Defines colors for AI traffic trucks. ├truck_config_scene.sii Defines scene configuration parameters for Upgrade Shop & Truck Browser. ├truck_dealer_scene.sii Defines scene configuration parameters for Truck Dealers. ├... └vehicle_lamp_colors.sii Defines players vehicle light mask colors.
Camera definitions folder ("/def/camera") is using "camera_storage(.infix).sii" files as storage files defining cameras that can be used by player while in game (UI interface is not handled by cameras, as UI is drawn directly on screen 2D plane). Note that this defines only storage for available in game cameras, but which camera is used in the game depends on currently user selected view and current used player vehicle.
Beside storage files camera definitions folder also includes "cutscene.sii" file which defines camera and it's movement in different cut-scenes.
Root game folder ├def ├camera ├... Folders for cut scenes camera definitions. ├ui Folder for storing camera movement definitions related to game desktop (main menu). ├units Folder for storing players camera included in "camera_storage" SII files. ├camera_storage.sii Defining cameras storage that can be used in game by player. When creating your own cameras use infixed storage file name like: "camera_storage.mymod.sii". ├camera_storage.oculus.sii Same as camera_storage.sii with purpose of defined cameras for Oculus Rift head set. └cutscene.sii Defines cut scene data for each type.
This folder contains all cargoes definitions that player can transport in the game.
Unique cargo is defined by SII file and folder having one or more SII files defining trailers which can carry this cargo. So for each cargo you have one SII file inside "/def/cargo/" and one or multiple SII files inside folder "/def/cargo/<cargo_name>/". Example definition for cargo: "<cargo_name>" is shown in the tree below.
Root game folder ├def ├cargo ├<cargo_name_1> Folder defining trailers that can carry cargo defined in "<cargo_name>.sii" file. ├trailer.unit.name.sii Defines trailer that can carry this cargo. SII file is named by trailer SiiUnit name. └... More definitions for different trailers carrying this cargo. ├<cargo_name_2> └... ├... The rest of cargo trailer definition folders. ├<cargo_name_1>.sii Defining one cargo data. ├<cargo_name_2>.sii └... The rest of unique cargoes definition.
Each climate is defined in it's own folder "/def/climate/<climate_name>/" and usually have profile SII files: one for nice weather "nice.sii" and second for bad weather "bad.sii". Climates definitions are used in Map Editor (Editor Settings -> Weather tab).
By default there should be at least two climates:
Root game folder ├def ├climate ├reference Reference climate. ├bad.sii Climate definition for bad weather. └nice.sii Climate definition for nice weather. └... The rest of climates.
Companies are entry and exit places on map for player missions (e.g. trailer delivery). So when defining new company make sure to include it in company storage file "/def/company(.infix).sii" otherwise company won't appear in the Map Editor and later in game.
Company definition folder with included company "<company_name_1>" would look like:
Root game folder ├def ├company ├<company_name_1> Folder defining company data, named same as it's corresponding company data file. ├editor Folder containing definitions for cities in which this company exists and which prefab will be used for it. ├in Folder containing SII files for cargoes this company accepts. └out Folder containing SII files for cargoes this company is shipping out. ├<company_name_2> └... ├... The rest of the folders defining other companies data. ├<company_name_1>.sii File defining company: name, trailer look and sounds. ├<company_name_2>.sii └... The rest of companies definitions.
Defines available countries that can be used in the Map Editor and later in game. While defining new country make sure to include it in country storage file "/def/country(.infix).sii".
Each country has it's own folder defining all possible country specific data. Worth mentioning is modification of AI traffic appearing frequencies, which is done by adding SII files inside "/def/country/<country_name>/ai/" folder. Each SII file defines modified frequency for one AI vehicle, where it's name tells which car is it. Possible file names are AI vehicles unit name suffixes used inside AI vehicle definitions (AI vehicles definitions can be found in: "/def/vehicle/ai/").
Tree overview of country definitions:
Root game folder ├def ├country ├<country_name_1> Folder defining other country specific data: license plates, speed limits, AI cars frequency. ├ai Folder containing SII files for AI traffic vehicles, that should have modified frequency in that country. ├license_plates.sii Defines license plate data for that country. └speed_limits.sii Defines speed limits for AI traffic for that country. ├<country_name_2> ├... └... ├... Folders for the rest of the countries data. ├<country_name_1>.sii File defining country general data: id, name, country code, position, fuel price etc. ├<country_name_2>.sii └... The rest of the countries definition.
Defines names of the ferries and their connections. For proper working in game this ferries has to be used in Map Editor while adding Ferry points. All ferries also have to be included in ferry storage file "/def/ferry(.infix).sii".
Connections on the other hand are defined in "/def/ferry/connection/" folder. Each file in that folder defines one direction connection from one ferry to second ferry. How connection is directed is defined by SiiUnit name, so for example SiiUnit name: "conn.<ferry1>.<ferry2>" is presenting ferry connection from <ferry1> to <ferry2>.
Tree overview of ferry definitions:
Root game folder ├def ├ferry ├connection Folder with SII files defining connections between ferries. Each file defines one way direction between two ferries. └... SII files defining ferries. Each file defines one unique ferry.
Sign definitions are meant for new on-the-fly sign generation system which uses:
- Image atlases which are used to combine several related image into one and use atlas entries to address only part of the image.
- Frame templates which replaces sign background images for generated ones, where quality is not compromised with scaling.
Moreover sign definitions includes projects and template folder where game saves projects and end sign templates created within Map Editor.
Whole sign definitions tree structure:
Root game folder ├def ├sign ├atlas Defines image atlases for signs. SII files are created by hand. ├frame Defines frames templates for signs. SII files are created by hand ├project Defines sign projects which links associated data for example: creation of signs for one country. SII files are created by Map Editor. ├template Defines signs template featuring all sign components, their positions and other properties. SII files are created by Map Editor. └templates.sii Templates storage file including templates from "/def/sign/template/ folder. Also managed by Map Editor
Vehicle definitions are responsible for configuration of any type of vehicles and it's parts in SCS games that are not map assets. Biggest part of this configurations belongs to configuration of possible player vehicles and it's parts.
Root game folder ├def ├vehicle ├addon_hookups Folder for defining available libraries of players truck accessory hookups e.g. horns, interior toys or grill lights. ├ai See: AI vehicle definitions ├ai_wheel AI vehicle wheel definitions containing separate definitions for front and rear wheels. ├f_cover Players vehicle front wheel cover definitions. ├f_disc Players vehicle front wheel rim definitions. ├f_hub Players vehicle front wheel hub definitions. ├f_nuts Players vehicle front wheel nuts definitions. ├f_rim Obsolete. Used only for backward compatibility with 2nd gen. of players truck wheel system. ├f_tire Players vehicle front tire definitions. ├f_wheel Partially obsolete. Used for backward compatibility with 1st gen. of players truck wheel system and defining AI trucks front wheel. ├r_cover Players vehicle rear wheel cover definitions. ├r_disc Players vehicle rear wheel rim definitions. ├r_hub Players vehicle rear wheel hub definitions. ├r_nuts Players vehicle rear wheel nuts definitions. ├r_rim Obsolete. Used only for backward compatibility with 2nd gen. of players truck wheel system. ├r_tire Players vehicle front tire definitions. ├r_wheel Partially obsolete. Used for backward compatibility with 1st gen. of players truck wheel system and defining AI trucks rear wheel. ├trailer See: Trailer definitions. ├truck See: Player trucks definitions. ├truck_company Trucks configurations for Quick Jobs. ├truck_company_uk Trucks configurations for RHD trucks (UK related) Quick Jobs. This folder exists only in: ETS2 game data. ├truck_dealer See: Truck dealer definitions. ├truck_dealer_uk Defines assortment of RHD trucks for dealers; has same structure as: Truck dealer definitions and exists only in ETS2 game data. ├truck_desktop Trucks configurations used in Truck Browser. ├truck_desktop_uk Trucks configurations for RHD trucks used in Truck Browser, if player started game in UK. ├t_wheel Trailer wheels definitions. ├addon_hookup_storage.sii Storage file for including truck accessory hookup libraries in the game. For new libraries use e.g. "addon_hookup_storage.mymod.sii". ├physics.sii Defines players vehicle common physics parameters. ├physics_interior_camera.sii Defines interior camera movement physics parameters. ├rim_data.sii Defines players vehicle wheels assembling rules and backward compatibility for old game profiles using old wheels assembling system. ├traffic_storage_bus.sii Storage file for AI traffic bus vehicles inclusion in game. For new AI buses use e.g. "traffic_storage_bus.mymod.sii". ├traffic_storage_car.sii Storage file for AI traffic car vehicles inclusion in game. For new AI cars use e.g. "traffic_storage_car.mymod.sii". ├traffic_storage_semi_trailer.sii Storage file for AI traffic semi trailers inclusion in game. For new AI semi trailers use e.g. "traffic_storage_semi_trailer.mymod.sii". ├traffic_storage_truck.sii Storage file for AI traffic trucks inclusion in game. For new AI truck use e.g. "traffic_storage_truck.mymod.sii". ├traffic_trailer_type.sii Defines types of AI traffic trailers for which storage files will be searched and included in game. For new trailer types use e.g. "traffic_storage_truck.mymod.sii". ├traffic_vehicle_type.sii Defines types of AI traffic vehicles for which storage files will be searched and included in game. └trailer_storage.sii Storage file for inclusion of trailers for player. For new trailers use e.g. "traffic_storage.mymod.sii".
AI vehicle definitions
AI vehicle definition consists of AI traffic vehicles definition files and folders for them containing "chassis.sii" file defining chassis data of each vehicle. All of the vehicles definition files have to be included in one of traffic storage files: "traffic_storage_bus(.infix).sii", "traffic_storage_bus(.infix).sii", "traffic_storage_bus(.infix).sii" or any other custom defined traffic vehicle type storage file.
Note: Euro Truck Simulator 2 has extra: "/def/vehicle/ai/truck/" subfolder for grouping folders of traffic truck chassis definitions.
Note: This folder doesn't include trailers definitions for traffic as it's a common practice that trailers for AI traffic are defined inside Trailer definitions.
Root game folder ├def ├vehicle ├ai ├<ai_vehicle_1> Folder for defining AI traffic vehicle chassis file. └chassis.sii Defines AI traffic vehicle 3D model paths and variants/looks configuration for it. ├<ai_vehicle_2> └chassis.sii ├... The rest of AI traffic vehicles chassis configuration folders. ├<ai_vehicle_1>.sii Defines AI traffic vehicle. Has to be included in some traffic vehicle storage file inside parent folder: "/def/vehicle/". ├<ai_vehicle_2>.sii └... The rest of AI traffic vehicles definition files.
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 "traffic_storage_semi_trailer(.infix).sii" files or custom type of AI trailers storage file.
Note: AI trailers and player trailers are handled somewhat differently. Player trailers use the "trailer" SiiUnit class with a naming convention of
trailer.<name>, while AI trailers use the "traffic_trailer" SiiUnit class and a naming convention of
Root game folder ├def ├vehicle ├trailer ├<trailer_1> Folder for cargo hookup and chassis definition of first trailer. ├company_paint_job Folder for company-specific paint job definitions of first trailer. └<trailer_look>.sii Defines paint job for companies with corresponding trailer_look attribute. (eg plain, trameri, etc) ├custom_paint_job Folder for custom paint job definitions, selectable in the trailer selection dialog. ├<cargo_accessory>.sii SII file defining cargo model hookup for this trailer. ├... More SII files defining cargo models available for second trailer. └chassis.sii Defines chassis model of the trailer. ├<trailer_2> Folder for cargo hookup and chassis definition of second trailer. └chassis.sii ├... The rest of the trailers folders for defining their cargo hookups and chassis. ├<trailer_1>.sii Trailer definition for player usage referencing just chassis file from "<trailer_1>" folder. ├<trailer_1_cargo>.sii Trailer definition for player usage referencing chassis and cargo hookup file from "<trailer_1>" folder. ├<trailer_2>.sii Second trailer definition for player usage referencing chassis from "<trailer_1>" folder. ├<trailer_2_traffic>.sii Second trailer definition for AI traffic referencing chassis from "<trailer_2>" folder. └... The rest of definition files defining other trailers.
Player trucks definitions
Player truck definitions are containing all definitions that defines trucks that player can use in game and accessories for them.
For more information see the dedicated page: Player trucks definitions.
Defines all world items that can be placed on the map with Map Editor and their behaviour. All of the different item types have their own definition file where items of the same type are defined.
While defining new world items alternative infixed naming of SII file shall be used e.g. for defining new static models infixed file example would be: "model.mymod.sii".
Root game folder ├def ├world ├building_model.sii Defines continuous models that can be used as curve path profile models. ├building_scheme.sii Defines schemas for curve path building items (hedges, fences, electro wirings, tree avenues ...). In Map Editor used as Buildings item type. ├detail_vegetation.sii Defines global detail vegetation data. ├detail_vegetation_def.sii Defines detail vegetation models to texture assignments. ├hinge.sii Currently unused. It defined object that could be placed on map and be swung by player truck e.g. swing doors. ├model.sii Defines static map models which can be in Map Editor used as Models item type. ├model.custom.sii Obsolete. Used only for backward compatibility. ├mover.sii Defines map models with animations which can be in Map Editor used as Movers or Walkers item type. ├overlay.sii Defines overlay names for cities and roads. ├overlay.custom.sii Obsolete. Used only for backward compatibility. ├prefab.sii Defines prefab map models like companies, gas stations, dealers, crossings. In Map Editor used as Prefabs item type. ├prefab.custom.sii Obsolete. Used only for backward compatibility. ├railing.sii Defines side roads elements like: crash barriers, anti noise barriers etc. ├road.sii Basic road data definition like different road lines lengths. ├road_edge.sii New template road system edge definitions. ├road_look.sii Old road system definitions. In Map Editor used as Road item type. ├road_look.template.sii New template road system definitions. In Map Editor used as Road item type. ├road_material.sii Old road system materials definitions. ├road_sidewalk.sii Old road system side walk definitions. ├semaphore_model.sii Defines semaphore models that can be used in semaphore profiles. ├semaphore_profile.sii Defines semaphore profiles which can be assigned to prefabs models. Used in Blender Tools or Maya. ├sign.sii Defines road signs. In Map Editor used as 'Sign item type. ├sign.custom.sii Obsolete. Used only for backward compatibility. ├sound_item_data.sii Defines sound items that can be placed on map and will be triggered once player comes near. In Map Editor used as Sound item type. ├stamp.sii Defines stamp brushes for brushing in Map Editor. They are used with Brush tool. ├terrain_material.sii Defines terrain materials paths. Used indirectly on more map items through their properties. ├terrain_profile.sii Defines terrain profiles that can be used on the sides of the road. Used indirectly on road items through properties. ├traffic_lane.sii Defines general traffic lanes data like: allowed vehicles types, spawn count limits and frequencies. ├traffic_rules.sii Defines traffic rules that can be used on Traffic area' items in Map Editor. Additionally they can be used while creating prefab model using Blender Tools or Maya. ├traffic_rules.compat.sii Obsolete. Used only for backward compatibility. ├trigger_action.sii Defines action triggers that can be used to trigger different commands in game. Used in Blender Tools or Maya while creating prefab model. ├vegetation.sii Defines vegetation profiles that can be used on road sides. In Map Editor they are used indirectly from properties of Road item type. ├vegetation_model.sii Defines tree and bush vegetation models for usage in vegetation.sii file. └vegetation_old.sii Obsolete. Used only for backward compatibility.
Folder for storing game fonts. Mostly used in UI and inside vehicle dashboard displays.
Root Game Folder ├font ├license_plate Fonts used by licence plates. └sign Fonts used by road signs.
Library of predefined materials and textures.
Root Game Folder ├material ├... ├editor Map Editor background textures. ├environment Environmental cube maps used for reflections. ├... ├logo Textures for in game company logos & SCS Software logos. ├... ├road Textures & materials for roads. Folder supports material aliasing. ├... ├sign Texture atlases & frames for new sign system. ├special Special purposes texture atlases. ├terrain Terrain textures & materials e.g. for grass, sand, water. Folder supports material aliasing. ├tiled Collection of tillable textures. ├ui Textures and materials used by UI such like buttons, windows, icons etc. └material.db Physical materials (substances) database. Names of this substances may be used on materials attribute called "Substance".
Library of sounds used by game.
Root Game Folder ├sound ├ai Sounds used by AI Traffic vehicles such like engine sounds, horns and sirens. ├environment Environment ambient loops. ├mover Sounds produced by mover objects in game. ├music Music used in many places for example during cutscenes. ├truck Truck related sounds such like engine sounds, crash sounds, trailer attach sounds etc. └ui Sound effects used when user is interacting with the UI. For example click on the UI element.
Library of all UI layouts and control definitions including vehicle dashboards.
Root Game Folder ├ui ├company_manager Company manager UI layouts. ├dashboard Truck dashboard UI layouts. ├desc UI descriptors. ├editor Editor UI layouts. ├license_plate Licence plate UI layouts. ├options Options screens UI layouts. ├template UI templates (definitions of the controls look). └... UI window layouts for all in game windows.
Vehicle model resources
Root Game Folder ├vehicle ├ai AI traffic vehicles models and resources of all types: cars, trucks, buses, trains. ├driver Driver models for usage in AI traffic vehicles. ├share Shared texture resources for vehicles. ├trailer* Models and resources for player and AI traffic trailers. (*)- for ETS2 there will be "trailer_eu" instead. ├truck Player trucks vehicles models and resources. └wheel Models and resources for all vehicle wheels except wheels for player trucks.