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Converting from Haulin to ET2 Twitter

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  Converting a trailer from 18 WOS Haulin to 18 WOS Extreme Trucker 2

To be able to do the tutorial, you need to make sure that you have all these softwares:

- Zmodeler 2.2.4 or higher
- Any Text Editor (like Note Pad, etc...)
- HHD Free Hex Editor (or any Hex Editor)
- Winrar
- A copy of a trailer from Haulin'
- A copy of 18 WOS ET2! :P

Let's start this tutorial now.

1- You need to go to the installation folder of the game (by default: "C://Program Files/18 WHEELS.../") and open the file "base.scs" with Winrar. Extract it, to a folder (that you want to) we'll called this the "base folder" for the rest of the tutorial. (Never edit the files in it, keep it clean, always make copy before editing files!)

2- Now, there's many way to do it, but I'll show you the easiest and fastest way (my opinion). So you need to open the .scs archive that contain your copy of the haulin' trailer with Winrar. You go throught "vehicle/trailer/" and extract all the folders there to your desktop. (You don't need to extract the "definition" folder if there's one)

3- When you've done this, you can open Zmodeler. You go to Import, then you navigate to the folder of the haulin' trailer and choose the .pmg file. Then you should see your trailer in zmod (don't matter about the textures for now).

4- Then, you can save it to a new folder (in case you want to edit it after) and after it's saved, you can export it (export it to an empty folder wherever on your computer).

Here are three important things that you'll need to do/choose:

1- In the scene mode of zmod (the place where you see text and can choose every element that you see in the other windows of zmod), you need to see what's the name of your trailer (habitually, it's "trailer"). This name is the name that you must give to the .pmg file when you'll export the trailer. Look at the picture below!


Tutorial Converting a trailer from 18 WOS Haulin to 18 WOS Extreme Trucker 2 01

2- You need to choose the good compression format when you'll export the trailer. You need to choose "ETS/GTS" compression format. Look at the picture below!

Tutorial Converting a trailer from 18 WOS Haulin to 18 WOS Extreme Trucker 2 02

3- Finally, you need to choose the base folder. You see just below the compression format a button that you can click on. WHen you'll click on it, you'll see a window popup, you just need to go find the "base folder" and select it. Look at the previous step picture!

So after that you can export it and when it's done, you can close zmod.

5- After that, you go to the folder where you've export the trailer. In there you should see 5 types of files. (.tobj files, .mat files, .pmg file, .pmc file and .pmd file) We will now edit the .mat files. To do that, you'll need to open your text editor and drag the first .mat file in it, you should suddendly see what's in the file. Here's an exemple of what you can see:

material : "eut.dif_spec.add.env.fx" {
texture[0] : "/material/environment/vehicle_reflection.tobj"
ambient : { 0.698039 , 0.698039 , 0.698039 }
diffuse : { 0.698039 , 0.698039 , 0.698039 }
specular : { 1.000000 , 1.000000 , 1.000000 }
tint : { 1.000000 , 1.000000 , 1.000000 }
shininess : 40
env_factor : { 0.298039 , 0.298039 , 0.298039 }
}

It can differ from this a little bit, but we don't care. (This file is a file for a crome relection effect) The only thing to do is to create the needed textures lines. Look at the edited version of the file to see what to add:

material : "eut.dif_spec.add.env.fx" {
texture[0] : "chrome.tobj"
texture_name [0] : "texture_base"
texture[1] : "/material/environment/vehicule_reflection.tobj"
texture_name[1] "vehicule_reflection"
ambient : { 0.698039 , 0.698039 , 0.698039 }
diffuse : { 0.698039 , 0.698039 , 0.698039 }
specular : { 1.000000 , 1.000000 , 1.000000 }
tint : { 1.000000 , 1.000000 , 1.000000 }
shininess : 40
env_factor : { 0.298039 , 0.298039 , 0.298039 }
}

The "texture[0]" line is the line that show to the game which file to use for the texture. And the three other texture lines are always the same for every .mat file.

So you do this with every .mat file that you find. You put the right texture tobj name for each mat file.

6- When you've done all this, you can now create and edit the .tobj files. My method is to find a trailer in the "base folder/vehicle/trailer" that will use the same number of caracters that I'll use for my trailer folder. Then you copy one of the .tobj of the folder, and paste it to your desktop, you rename it to the name that you've write in the first .mat file. You create a copy of the file and rename it to the other name, etc...

After that you have all your .tobj for each .mat file. You can open HHD Free Hex Editor and drag in all the .tobj at the same time. You should see many windows opening, one for each .tobj. You look at the first on the top and change the directory and the name of the .dds files to the one you need. (You can't add caracters or delete any, so you need to enter the name of the trailer folder and with the last caracter write a name for a dds file. Look at the picture below!


Tutorial Converting a trailer from 18 WOS Haulin to 18 WOS Extreme Trucker 2 02

You save the file and close it, then do this for every file. When you've done this for all the files, you can drag them to the folder where you've your trailer .mat files.

7- THe next step you need to do, is to rename every .dds files (that are in the haulin' trailer folder) to the good name (the name you write in hhd hex editor) and copy them in the new trailer folder.

8- Now that we done all the changes to the files. We can now create a .zip archive that we will change the extension to .scs. (Give it the name of the trailer or whatever, it doesn't change anything, it's for you!) Then in it, you can create a folder named "vehicle", in it a folder named "trailer" and in it another named "***THE NAME OF YOUR TRAILER FOLDER THAT YOU'VE CHOOSEN BEFORE***". In this folder you'll put all the new trailer files from the new trailer folder. (Always choose "stock" as compression method in Winrar!)

9- Then you close the archive and copy it to your mod folder in "//mydocument/18 WOS.../".

10- After that, you create another archive in your mod folder named "TEXT FILES.scs", you open it and create all this folder "/vehicle/trailer/definition/". In the trailer folder, you need to put the trailer_storage files that you can find in the same path in the "Base folder". THen, you can edit the "trailer_storage_default.sii" with your text editor, by adding a new trailer line. Like this:


Tutorial Converting a trailer from 18 WOS Haulin to 18 WOS Extreme Trucker 2 04

Then, you do this for each map trailer_storage that you want your trailer to appear on.

11- After that, you go to the definition folder in the "base folder" and copy any definition file to your desktop. Then, you rename it to good name, open it and write the path where your trailer is "vehicle/trailer/***YOUR TRAILER FOLDER***/...". You need also to change the name of the trailer to a new one, use a short name without any space (like "80pipes" for exemple). Look at the image below!

Tutorial Converting a trailer from 18 WOS Haulin to 18 WOS Extreme Trucker 2 05

Then you save it and put it in the archive (Always take care of choosing "stock" as compression method when you zip the files!)

12- The last step is to add the cargo file and put it in the mission point files. So you need to go back to the start of the TEXT FILES.scs (where you can find the "vehicle" folder), then create a folder named "def" and in it you put a copy of the "cargo" and also the "mission_points" folders in it. You open the cargo folder, and go edit the "storage file" like the trailer_storage before by adding a line for your new cargo. Then you open the folder of the map in which you want the cargo to be, then you can copy any cargo file to your desktop. You rename it and edit it, look at this exemple:

cargo_data: cargo.80pipes
{
name: "80' Pipes"

items[]: cargo.item.80pipes
fragility: 0.75
weight: 25000

reward_coef: 0.5
rareness_ratio: 1.0
level: 2

suitable_truck[]: vehicle.peterbilt.a
suitable_truck[]: vehicle.peterbilt.c
suitable_truck[]: vehicle.kw900.a
}

cargo_trailer_item: cargo.item.80pipes
{
trailer: trailer.80pipes
trailer_look: default
trailer_variant: default
}


When this is done, you can put the file in right back in the folder and go the the "mission_points" folder in the folder of the map that you want your cargo to appears, then edit every mission points to tell the game where you want your cargo to be delivered and also where you want it to start.

13- You close everything and enjoy playing with your new trailer!









 

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