If you using own skin, it is necessery delete from paint jobs definitions parts, which contains a spcific mod (visor, bumper, sideskirt, mirrors, fenders,) These parts have own template and own texture which is not needed write to paintjobs definitions, only replace with repainted template.
If skin have own texture better way is not using paint jobs definitions for parts which have own template and texture.
mirrors, fenders, base rear bumper are original with original mat. and textures, there is needed use paintjob definitions
NEW skin tutorial which works with all mods from this site
Scania NG holland sideskirts skinning and skin tutorial for skinning parts
Own text replace roof lightbox : open vehicle/truck/upgrade/f_light_top/scania_2016/ and find dds texture with name light and light1 and open it in dxtbmp and edit
Own text replace grill lightbox : open vehicle/truck/upgrade/
video guide Front lightbox edit text guide
Own text replace grill bullbar lightbox addon : open vehicle/truck/upgrade/
Own text replace roof ramp lightbox : open vehicle/truck/ upgrade/light/ and find dds texture name light and light1 and open it with dxtbmp and edit
brightness and darkness lightbox : Lightbox lightning tutorial
skinning
If you dont want paintable skin or if you want only your own color of skin, find mat. file for texture which you dont want painted, open it in notepad and your mat file looks like this example: if you have part of skin on texture, open mat rewrite bolt text it is 1st line on mat file
material : "eut2.truckpaint.rfx" {
texture[0] : "/vehicle/truck/upgrade/.../example.tobj"
texture_name[0] : "texture_base"
texture[1] : "/material/environment/vehicle_reflection.tobj"
texture_name[1] : "texture_reflection"
diffuse : { 1.1 , 1.1 , 1.1 }
env_factor : { 0.073239 , 0.073239 , 0.073239 }
fresnel : { 0.2 , 0.9 }
shininess : 250
specular : { 1.5 , 1.5 , 1.5 }
}
and new one will looks like this example:
material : "eut2.dif.spec.add.env" {
texture[0] : "/vehicle/truck/upgrade/.../example.tobj"
texture_name[0] : "texture_base"
texture[1] : "/material/environment/vehicle_reflection.tobj"
texture_name[1] : "texture_reflection"
diffuse : { 1.1 , 1.1 , 1.1 }
env_factor : { 0.073239 , 0.073239 , 0.073239 }
fresnel : { 0.2 , 0.9 }
shininess : 250
specular : { 1.5 , 1.5 , 1.5 }
}
Skin tutorials
easy, fast, simply template skinnig
WIPPERS
If you dont want paintable wippers or if you want only your own color of skin, find mat. file for texture which you dont want painted, open it in notepad and your mat file looks like this example:
material : "eut2.truckpaint.rfx" {
texture[0] : "/vehicle/truck/scania_2016/..../example.tobj"
texture_name[0] : "texture_base"
texture[1] : "/material/environment/vehicle_reflection.tobj"
texture_name[1] : "texture_reflection"
diffuse : { 1 , 1 , 1 }
specular : { 1 , 1 , 1 }
shininess : 250
env_factor : { 0.073239 , 0.073239 , 0.073239 }
fresnel : { 0.2 , 0.9 }
}
and new one will lokks like this example:
material : "eut2.dif.spec.add.env" {
texture[0] : "/vehicle/truck/scania_2016/..../example.tobj"
texture_name[0] : "texture_base"
texture[1] : "/material/environment/vehicle_reflection.tobj"
texture_name[1] : "texture_reflection"
diffuse : { 1 , 1 , 1 }
specular : { 1 , 1 , 1 }
shininess : 250
env_factor : { 0.073239 , 0.073239 , 0.073239 }
fresnel : { 0.2 , 0.9 }
}