Post by ~Outlaw~/. on Apr 28, 2013 11:16:43 GMT -5
(By "Longframefan")
This can also be used, to learn how to replace, default loads as well. Let me know of any errors, or typos. This stuff is circa 2004.
So.
In 4 steps
1. create new icon to cargo
2. ceate new new textures to trailer
3. ceate new cargo def
4. final operation
reply 1.
go to dir ..../materials/ui /cargo and create 3 new file or copy and rename for example cafe.mat cafe.tobj cafe.dds
if you have
frcat.mat, frcat.tobj, frcat.png
edit frcat.png in eny editor and create you cargo icon
next check if you have good link connection
in .mat file
material : "ui"
{
texture : "frcat.tobj" }
in .tobj file
map 2d frcat.png
addr clamp_to_edge clamp_to_edge
nomips
nocompress
----------------------------------------------------------------------
reply 2
go to ...../makes/trailer/(trailer_dir/share/
and create or copy and rename 3 files
frcat.mat, frcar.tobj, frcat.dds
edit you trailer skin (frcat.dds) in dds editor
and check link conection:
in mat file
material : "vehicle"
{
texture[0] : "frcat.tobj"
texture[7] : "/procedural/reflection.tobj"
specular : { 1,1,1,1 }
}
in tobj file
map 2d frcat.dds
addr repeat repeat
quality high
next go to ..../makes/trailer/(trailer_dir/base/!desc.def
.........................................................................................
extdefs "/makes/acc_base.def"
def accessory:/accessory_base {
type:"base"
model:"reefer.psm"
material0:"reefer: frozenfood.mat: frcat.mat"
material1:"brace_on: frozenfood.mat: frcat.mat"
material2:"brace_off: frozenfood.mat: frcat.mat"
weight:5000
}
how you see is added new material frcat.mat
remember always add to the end new material !!!!!
now if you run game in show rom you see that trailer has 2 skin 1 old and 1 new with load = 0%
-------------------------------------------------------------------------
reply 3
So now you prepare to crate new cargo
go to .../defs/cargos
cerate or copy and rename file
frcat.def
........................................................................................
extdefs "/defs/cargo_base.def"
def cargo:cargo_base {
name: "@@frozen cat@@"
trailer:"feefer"
variant:"1"
ico: "frcat.mat"
prestige:25
income:6
}
where
name: "@@frozen cat@@" name of our cargo
trailer:"feefer" namr of dir trailer in ...../makes/trailer/
variant:"1"
she defines number material in .../trailer/(trailr name dir)/base/!desc.def
material0:"reefer: frozenfood.mat: frcat.mat"
material1:"brace_on: frozenfood.mat: frcat.mat"
material2:"brace_off: frozenfood.mat: frcat.mat"
where variant:"0" this frozenfoot.mat
and
variant :"1" frcat.mat ( are frozen cat )
prestige:25 how name say prestige in are example 25
income:6 dollar per mile
exist other parameters:
can_overweight:0 can be overweighted 0 no 1 yes
fragile:0 fragile cargo
-------------------------------------------------------------------------
reply 4
Now you must add cargo to dock.
go to ..../defs/companies and open this file (notepad)
example
03_rock_port.def
and add our cargo to end of line produce:
for example:
produce:"waste:1| frcat:1"
next line and add are cat to end of line
accept:"beer|luxury|fruits|frcat"
but
add to line produce you can add to 1 dock example 02_pgg_port.def
and add accept to other company example 09_military.def
If you want to more firms offered our cats ad this to more company(dock).
one more
you can also add to some cargos def this
name: "@@frozen cat@@"
trailer:"dryvan: feefer"
variant:"0: 1"
then you have 1 cargo on 2 trailers.
End
This can also be used, to learn how to replace, default loads as well. Let me know of any errors, or typos. This stuff is circa 2004.
So.
In 4 steps
1. create new icon to cargo
2. ceate new new textures to trailer
3. ceate new cargo def
4. final operation
reply 1.
go to dir ..../materials/ui /cargo and create 3 new file or copy and rename for example cafe.mat cafe.tobj cafe.dds
if you have
frcat.mat, frcat.tobj, frcat.png
edit frcat.png in eny editor and create you cargo icon
next check if you have good link connection
in .mat file
material : "ui"
{
texture : "frcat.tobj" }
in .tobj file
map 2d frcat.png
addr clamp_to_edge clamp_to_edge
nomips
nocompress
----------------------------------------------------------------------
reply 2
go to ...../makes/trailer/(trailer_dir/share/
and create or copy and rename 3 files
frcat.mat, frcar.tobj, frcat.dds
edit you trailer skin (frcat.dds) in dds editor
and check link conection:
in mat file
material : "vehicle"
{
texture[0] : "frcat.tobj"
texture[7] : "/procedural/reflection.tobj"
specular : { 1,1,1,1 }
}
in tobj file
map 2d frcat.dds
addr repeat repeat
quality high
next go to ..../makes/trailer/(trailer_dir/base/!desc.def
.........................................................................................
extdefs "/makes/acc_base.def"
def accessory:/accessory_base {
type:"base"
model:"reefer.psm"
material0:"reefer: frozenfood.mat: frcat.mat"
material1:"brace_on: frozenfood.mat: frcat.mat"
material2:"brace_off: frozenfood.mat: frcat.mat"
weight:5000
}
how you see is added new material frcat.mat
remember always add to the end new material !!!!!
now if you run game in show rom you see that trailer has 2 skin 1 old and 1 new with load = 0%
-------------------------------------------------------------------------
reply 3
So now you prepare to crate new cargo
go to .../defs/cargos
cerate or copy and rename file
frcat.def
........................................................................................
extdefs "/defs/cargo_base.def"
def cargo:cargo_base {
name: "@@frozen cat@@"
trailer:"feefer"
variant:"1"
ico: "frcat.mat"
prestige:25
income:6
}
where
name: "@@frozen cat@@" name of our cargo
trailer:"feefer" namr of dir trailer in ...../makes/trailer/
variant:"1"
she defines number material in .../trailer/(trailr name dir)/base/!desc.def
material0:"reefer: frozenfood.mat: frcat.mat"
material1:"brace_on: frozenfood.mat: frcat.mat"
material2:"brace_off: frozenfood.mat: frcat.mat"
where variant:"0" this frozenfoot.mat
and
variant :"1" frcat.mat ( are frozen cat )
prestige:25 how name say prestige in are example 25
income:6 dollar per mile
exist other parameters:
can_overweight:0 can be overweighted 0 no 1 yes
fragile:0 fragile cargo
-------------------------------------------------------------------------
reply 4
Now you must add cargo to dock.
go to ..../defs/companies and open this file (notepad)
example
03_rock_port.def
and add our cargo to end of line produce:
for example:
produce:"waste:1| frcat:1"
next line and add are cat to end of line
accept:"beer|luxury|fruits|frcat"
but
add to line produce you can add to 1 dock example 02_pgg_port.def
and add accept to other company example 09_military.def
If you want to more firms offered our cats ad this to more company(dock).
one more
you can also add to some cargos def this
name: "@@frozen cat@@"
trailer:"dryvan: feefer"
variant:"0: 1"
then you have 1 cargo on 2 trailers.
End