Difference between revisions of "Documentation/Tools/Conversion Tools"

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(Download & Installation)
(Download & Installation)
Line 8: Line 8:
=== Download ===
=== Download ===
* '''[http://download.eurotrucksimulator2.com/conversion_tools_2_12.zip LINK (v2.12)]''' - Open beta ATS ('''1.37''')
* '''[http://download.eurotrucksimulator2.com/conversion_tools_2_12.zip LINK (v2.12)]''' - ETS2 ('''1.37''') & ATS ('''1.37''')
* '''[http://download.eurotrucksimulator2.com/conversion_tools_2_10.zip LINK (v2.10)]''' - ETS2 ('''1.36''') & ATS ('''1.36''')
* '''[http://download.eurotrucksimulator2.com/conversion_tools_2_10.zip LINK (v2.10)]''' - ETS2 ('''1.36''') & ATS ('''1.36''')
* '''[http://download.eurotrucksimulator2.com/conversion_tools_2_9.zip LINK (v2.9)]''' - ETS2 ('''1.36''') & ATS ('''1.36''')
* '''[http://download.eurotrucksimulator2.com/conversion_tools_2_9.zip LINK (v2.9)]''' - ETS2 ('''1.36''') & ATS ('''1.36''')

Latest revision as of 21:12, 1 June 2020

Conversion tools are set of binaries used to convert mid-format files to binary format files which are used by the game.

In general you should convert your whole mod file system structure for in game usage using this tools including: any 3D assets exported with SCS Blender Tools, any definition files, sound files, map files etc.

Download & Installation


Note: Old conversion tools compatible with ETS2 (up to v1.26), ATS (up to v1.5) also require older SCS Blender Tools versions up to v1.6.


To install conversion tools binaries simply extract ZIP package into folder somewhere on the PC where it can be found and read-write access is granted.


There are two options of usage for conversion tools:

  1. Use conversion tools from Blender
  2. Use binaries directly (for advanced users)
    Direct usage of conversion tools is done from command line with execution of "conversion_tools/convert.cmd" script. Running this script will take any mid-format resources founded in "conversion_tools/base" folder, correctly convert them into binary format files and place them into "conversion_tools/rsrc" folder.
    After completed conversion all the content will be in inside "conversion_tools/rsrc/base/@cache". To create a mod you can ZIP "conversion_tools/rsrc/base/@cache" folder and place into the mod folder of the game as usual. In case of "conversion_tools/extra_mount.txt" usage each entry from extra mount will have it's own converted folder entry inside "conversion_tools/rsrc" So to pack a mod you will have to take result from each respective converted folder and put it together in same ZIP file (e.g. extra mount entry "my_mod" will have conversion result in "conversion_tools/rsrc/my_mod/@cache".

Note: Usage of "conversion_tools/extra_mount.txt" file with specified additional sibling folder paths of "base" in each line of the file may also be used. This will cause conversion tools to mount all of the paths the same as "conversion_tools/base" folder.

Note: If something goes wrong during the conversion, you can find additional information in conversion tools log file ("bin/win_x86/mass_convert.log").