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Few skins for RTA trucks

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AnimeDubs
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Unread post #141by AnimeDubs » 24.06.2019, 06:00

Where do I even get a template for the 359 why is there nothing to be found anywhere

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Unread post #142by Geronimo_Express » 24.06.2019, 07:00

The templates are included in the download of each truck, for the Peterbilt PB359 V2.2 when you decompress the downloaded .7z file you will have a folder containing the three truck mod parts plus a .zip file named "359_template.zip".
OziModz Custom Mods
https://ozimodz.com

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Unread post #143by TommoK200 » 05.07.2019, 23:16

Ok guys, thanks to Geronimo and RTA I've started work on getting my B-double and Maxicube skins update to work on ownable trailers:

Imageets2_20190705_210922_00 by Tom TruckSim, on Flickr

Not sure how much free time I'll have over the next few weeks but I'll be working on them as quickly as possible.

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Unread post #144by willy1962 » 05.07.2019, 23:39

thanks good news. :class: :clap:

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Unread post #145by TommoK200 » 07.07.2019, 14:06

Getting through them;

Corrected the orientation of the Elliotts so the sides are both the right way round so they don't look like the below:
Imageets2_20190705_210922_00 by Tom TruckSim, on Flickr

Australian NatLand
Imageets2_20190707_094340_00 by Tom TruckSim, on Flickr

Kalari
Imageets2_20190707_115922_00 by Tom TruckSim, on Flickr

And I've done PBT too but haven't taken a picture. Once the B-doubles are done I'll start work on the Maxicube's :smile:

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Unread post #146by Geronimo_Express » 07.07.2019, 15:21

Looking good Tommo, I still think your Elliots K108 + Vawdrey B/D is one of the best combo paintjobs I've seen! :class:
OziModz Custom Mods
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Unread post #147by room217au » 08.07.2019, 05:33

Damn. I was coming back from queensland and spotted a Nolans b-double parked. Perfect shot of both trailers' artwork.
Phone battery at 5%

:/
Two wrongs don't make a right, but three lefts.. do.

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Unread post #148by Auzzie_Games » 08.07.2019, 14:44

boy I cant wait for these
The Poor Bloke with a 9yr old Steering wheel

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Unread post #149by TommoK200 » 09.07.2019, 00:06

Would anyone be kind enough to tell what I'm doing wrong here? I'm sure I've updated all the files in the material folder successfully but I'm still getting this image on the skin selection screen:
Imageets2_20190708_215048_00 by Tom TruckSim, on Flickr

These two are now done:
Imageets2_20190708_215027_00 by Tom TruckSim, on Flickr

Imageets2_20190707_153014_00 by Tom TruckSim, on Flickr

Also is there an example skin file for the Maxicube's please? Or can I change the vawdrey part to "maxicube" in this path: \vehicle\trailer_owned\upgrade\paintjob\rta_box\vawdrey and use the same structure?

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Unread post #150by Geronimo_Express » 09.07.2019, 03:37

Hi Tommo, if you email your Vawdrey paint mod to me at support@ozimodz.com I will have a look at it and I can email it back along with an example of one of my maxicube setups. :smile:
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Unread post #151by Geronimo_Express » 09.07.2019, 04:50

Sorry, I was out and on my phone and accidentally pressed "submit" before I finished typing :oops:
Back in studio now, the logic flow for the Paint Icon through the mod is: paint.sii>paint_settings.sui>paint.mat>paint.tobj>paint.dds
So I suspect that the problem with the paint icon in your Vawdrey would be one of the following: (where [paint] is your paintjob internal name)

a) In your; [paint]_settings.sui: Line #4: icon: "skin_test" where "skin_test" should be your "[paint]_icon" name the same as your "[paint]_icon" [paint].tobj and [paint].dds name
b) In [paint]_icon.mat file line #3: texture: "skin_test.tobj" should be your [paint]_icon.tobj
c) The "[paint].tobj" in your
{material/ui/accessory} folder might still be pointing to the "skin_test.dds" file
d) Your [paint]_icon.dds file in
{material/ui/accessory} folder might still be the "skin_test.dds" file

If the above doesn't help then you can still email your paintwork to me (even if you remove the paintwork.dds files to reduce file size) and I'll have a look at it.
I am just about to send you a PM with a copy of my Maxicube paintwork folder template that you can use :wink:

Cheers
Ian
OziModz Custom Mods
https://ozimodz.com

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Unread post #152by room217au » 09.07.2019, 12:52

Speaking of maxicube trailers..
v2.6 sees errors about concerning obsolete cog attributes even though I've just dropped parts 1 and 2 straight into the mod folder.
Two wrongs don't make a right, but three lefts.. do.

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Unread post #153by TommoK200 » 10.07.2019, 02:19

Thank you Ian, have wrestled with it this evening and managed to get no icon showing lol... look at my gamelog it's saying that it can't open the .mat file in ui/accessory (etc) folder... it's there lol.

Is there some special thing I have to do to the file?

This is for my Australian Native Landscape
material : "ui"
{
texture : "bdb_anl.tobj"
texture_name : "texture"
}

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Unread post #154by room217au » 10.07.2019, 04:11

The .mat file calls the .tobj.. the .tobj has the path to the .dds
It's always a good idea to have the same filename for .mat, .tobj and .dds for paintjobs, but it doesn't have to be.
If it's saying it can't open the .mat file, that's usually because it can't find it.
Did you mistype the filename in the icon line of the paintjob def ?
Two wrongs don't make a right, but three lefts.. do.

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Unread post #155by Geronimo_Express » 10.07.2019, 05:19

Hi Tommo, I had a day like that last week, one step forward, two steps back, one step forward, aaand fall over! LoL :wink:

It sounds like the icon: "[paint_name]" in the [paint]_settings.sui def file might be named differently or have a different path to the location of your [paint].mat file.

For example, in the RTA demo paintwork the demo_settings.sui looks like this:

name: "Skin test"
price: 1
unlock: 1
icon: "skin_test"
airbrush: true
base_color: (1.000000, 1.000000, 1.000000)
base_color_locked: true


And the skin_test.mat is located in: material/ui/accessory

Whereas in my paintworks for owned trailers I do it slightly differently, for example in my AiRoad paintjob (ozts097) the ozts097_settings.sui looks like this:

name: "AiRoad Intercity"
price: 1
unlock: 0
icon: "paintjob_trailer/ozts097"
airbrush: true
base_color: (0.0000, 0.0000, 0.0000)
base_color_locked: true


And the ozts097.mat file is located in: material/ui/accessory/paintjob_trailer

So perhaps check that the location of your .mat file for the icon is located in the correct folder as set in your [paint]_settings.sui file.
Sorry it's such a long-winded answer, but hopefully it helps. :smile:
OziModz Custom Mods
https://ozimodz.com

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Unread post #156by TommoK200 » 10.07.2019, 21:29

Thanks so much Ian, was the "paintjob_trailer" bit, all updated and all icons showing now :)

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Unread post #157by Auzzie_Games » 12.07.2019, 15:08

Hey TommoK200, is there an E.T.A on the updates to your Mods

-Auzzie
The Poor Bloke with a 9yr old Steering wheel

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Unread post #158by Geronimo_Express » 12.07.2019, 15:24

No worries Tommo, glad you got it sorted out :class:
OziModz Custom Mods
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Unread post #159by Mr_Snow » 14.07.2019, 00:04

Is there a set ratio to the vawdrey skin stretching?

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T908 template

Unread post #160by room217au » 15.07.2019, 05:28

Oleg and Mich,

Thanks for fixing the 908's template. Looks great now.
ats_20190715_122353_00.png
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