its now also possible to upload .skinzip to the repo![]()
working with Changelog#0.38.42 (just released) only!
it uses the GUID (Truck_Description_File#GUID) of vehicles to associate skins to trucks.
example for sarens skin:
a) add GUID to the truck you want to skin. Ideally, all trucks should have one. You might need to clear the cache, so the GUID will be in the cache as well.
You could generate some GUIDs there: http://www.guidgenerator.com/
b) create a file named "sarens.skin" with the following content:
replaceTexture defines the texture replacements, its first argument is the original texture name, the second argument is the texture name of the skin. Please note that those must be different, or you will get a file collision. You can use this line as much as you like.Code:Sarens Skin for Sennebogen 5500 { // < this is a comment line, it is ignored when parsing. It always starts with // // replaceTexture = <original_texture.png> <skin_texture.png> replaceTexture = blansjaar41.jpg, blansjaar41_sarens.jpg replaceTexture = blansjaarkleur.jpg, blansjaarkleur_sarens.jpg replaceTexture = blansjaarlogo5500.jpg, blansjaarlogo5500_sarens.jpg // replaceMaterial = <originalMaterialName> <skinMaterialName> // preview = <preview_image.png> preview = 9c15cccf8a8dca392b84b7b778e3517139cef287.png // description = text that will show in the selectionWindow description = sarens skin for the sennebogen 5500 // AuthorName = <author name, no special characters> authorName = Rotexx // AuthorID = <forum ID of the author> AuthorID = 39570 // GUID = <of the truck to which this skin fits> GUID = 90670430-695d-467b-8c91-dcb67a42633c }
// is the comment keyword
GUID will refer to the truck's GUID.
c) put all the files into a zip archive named "sarens.skinzip" and put that into the packs folder
the .skinzip is important, as it will force RoR to always load this zip to parse the skin information from it.
d) start the game and select the truck, it should have a valid GUID in the selection menu. When pressing enter, the skin selection GUI will pop up
How to test the fast way (how to use the attached files):
download them all into your packs folder, do not unpack them. Delete any old "sennebogen5500" versions. (all i changed was adding a GUID to it...)
Last edited by tdev; 07-01-11 at 03:14 PM.
its now also possible to upload .skinzip to the repo![]()
Skin chooser works great, but the crane revs madly when started, and auto-shifts to max gear, but no movement...
I used the first one, 24.3m boom, on simple map. I've tried both modded skins.
HTML & logs attached.
Mike.
Last edited by rainingheavy; 06-27-11 at 12:02 PM. Reason: added logs
Core 2 Quad Q8400 OC @ 3.4 GHz, 8Gb Kingston DDR3 RAM @ 1333 MHz, XFX HD 6870 1024Mb, Audigy 2ZS, Gigabyte P45T-ES3G, 550W PSU.
aspen mod: http://www.mediafire.com/?t303som8i3w1cxq\
I'll test the feature later, but I think it would be a good idea to put the name of the base pack in front of the skin's filename. For example "sennebogen5500-1_sarens.skinzip". Otherwise the packs folder is going to be even messier if there's no way to tell what mod the skins are for without opening the file.
Great feature!!
I think Rotexx could use this, it is a cleaner and more efficient way to do it!![]()
Intel i5 2500k SB, ASUS P8Z77-V LK, COOLERMASTER 912 HAF, XFX Double D Radeon 6870, G.SKILL Ripjaws 8 GB, Corsair TX750w
Finally!
I was waiting forever for something like this!
I agree about the name, it should be easy to see what the skin is for,
but it's just up to the skin authors to do that right, isn't it?
Think before you post!
Truck_Description_File ^ what you need for modding
Thank you for this.I hope to be testing it out on the Ultralight soon.
Is there anyway to keep the .skin files within the original pack? The .skinzips seem like they will clutter the Packs folder quite a bit.
I suppose the current setup makes installation for a common end-user super simple though.
Last edited by Joebus; 06-27-11 at 09:34 PM. Reason: second guessing myself
What if more than one trucks are in a zip, does each one need it's own GUID or do they all just get the same?
Think before you post!
Truck_Description_File ^ what you need for modding
atm, you need to have the .skin files in a .skinzip, otherwise they will not get recognized during RoR startup :-/
i need to improve this later on, but thats much more work
i would say that you all give them their own GUID's and the skin then fits to multiple guids simply (need to add that, but thats simple)
After testing the skins I still miss the possibility to use two different skins at once,
after spawning a vehicle with one skin the second one will have the same skin even if I select a different one, will this be changed someday?
It still is a great feature because it allows adding skins without changing the original files.
Think before you post!
Truck_Description_File ^ what you need for modding
+++
Last edited by Rotexx; 07-01-11 at 01:47 AM.
ROR V. 38.67/
How i use the LTM 11200 ? -> http://www.rigsofrods.com/attachment...4&d=1331487682
I think there is a mistake:
instead of
it should beCode:AuthorID = 39570 // GUID = <of the truck to which this skin fits GUID = 90670430-695d-467b-8c91-dcb67a42633c>
Code:AuthorID = 39570 // GUID = <of the truck to which this skin fits> GUID = 90670430-695d-467b-8c91-dcb67a42633c
Think before you post!
Truck_Description_File ^ what you need for modding
the // are comments, its in there to explain stuff. the <> should be placeholders for things you should put there :-/
also, i fixed that bug that the skin system only works once
UPDATE< saw and removed the >thx
I also noticed that the version of the crane on the repo has a different GUID than the one here, so the skins here won't fit and the skins from the repo won't fit to this version.
Think before you post!
Truck_Description_File ^ what you need for modding
I think the skin files are a good way, modders just need to get used to them and fill out the file properly, and the trucks need guids.
It would help to use normal zips instead of .skinzip, so you could drag and drop files into them.
How to use the replace material line, do I need to put a .material file into the skinzip that defines the replacement material?
Think before you post!
Truck_Description_File ^ what you need for modding
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