Skin, template guide

skins for my truck parts you can find here: https://wc007d3sign.sellfy.store/skin-works-for-my-mods/

 

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

 

old skinning tutorial guide 

 

Sideskirts skin tutorial  

 

NEW skin turorial 2

 

 window sticker tutorial

 

paint job tutorial (not mine)

 

Scania NG holland sideskirts skinning and skin tutorial for skinning parts

 

Scania NG tanks skinning

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 

 Lightbox edit tutorial

 

  Own text replace grill lightbox :  open vehicle/truck/upgrade/frontgrill/scania_2016 and find text2.dds and open it with dxtbpm and edit

video guide Front lightbox edit text guide

Own text replace grill bullbar lightbox addon :  open vehicle/truck/upgrade/smalllight/ and find dds texture with name text and text1 and open it with dxtbmp and edit

 

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

template

skin help tutorial

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 }

}