How to do ? First, i suppose you know how a truck mod is done, and how to edit it. This is realy simple, just need to edit def files here.
Step 1 - Go to the game main directory and extract the def.scs. Go to def/vehicle/truck_dealer, copy the brand you want the truck mod to appear, "daf.sii" if you want it to appear in DAF dealers, "scania.sii" for Scania dealers, etc...
Step 2 - Extract the truck mod you want to edit. Go to truck mod/def/vehicle/truck_dealer, paste the "brand.sii" you've choosen.
Step 3 - Rename the "brand.sii" in "brand.modname.sii".
Exemple: Let's say you want a Kenworth K100 to appear in DAF dealers, you can rename it "daf.kenk100.sii". The only thing matters is you must keep the brand where the truck is suppose to be ("daf.xxx" "man.xxx" "iveco.xxx" etc...).
Step 4 - Edit this "brand.modname.sii", i advise to edit it with WordPad. Make it looks like this:
Code: Select all
SiiNunit
{
truck_dealer_sortiment: .tdealer.sortiment
{
brand: "@@brand_scania/daf/iveco (the one you've choosen)@@"
showcase_vehicles[0]: .tdealer.modname
}
@include "brand/modname.sii"
}
brand: it is the line telling to the game in wich manufacturer you're truck must appear.
showcase_vehicles[0]: Slot number, allways starts by 0, then 1, 2, 3 etc...
.tdealer.modname is the name of the slot itself
@include "brand/modname.sii" is the path of the slot. "brand" is the truck dealer where the truck will show up. The brand name must allways be an existing brand in the game, don't write kenworth or kamaz.
Here is an exemple still with Kenworth K100 in daf dealer
Code: Select all
SiiNunit
{
truck_dealer_sortiment: .tdealer.sortiment
{
brand: "@@brand_daf@@"
showcase_vehicles[0]: .tdealer.ken.k100
}
@include "daf/ken.k100.sii"
}
Step 6 - You should see a "brand_x.sii" file, in my exemple it was maybe "daf_2.sii" (don't remember it was a long time ago). Rename it by your modname (the name you specified after @include "brand/),in my exemple it is "ken.k100.sii". Once done, open it, i strongly advise WordPad.
Step 7 - The more boring step, those who allready modified truck def files knows what i mean and they certainly know what to do in this step. For people who never did this before, you should think: "What a mess !!!" Let's do it.
The first line should look like this:
vehicle: .tdealer.brand_x
If you're still with me (i'm not sure about it) you must replace "brand_x" by your modname. For my exemple it's .tdealer.ken.k100
And now just about luck. If you are not lucky, you must change all the accessories names. All trucks must have different accessories names, otherwise there is a conflict, and it's a crash to desktop.
You must change accessories names If they look like:
".brandx.yyy" (x is a number between 0 and 7 or 0 and 10 for Mercedes)(yyy is the accessory itself, chassis for exemple)
or
"_nameless.yyyy.yyyy"
I suggest to replace "brandx" or "_nameless" by your mod name, and all should be clear. Don't forget the accessories are in two parts, first is a list, and second is pathes.
Take a look and compare with the Kenworth K100, it should be clearer than my explanations
Code: Select all
vehicle: .tdealer.ken.k100
{
fuel_relative: &3f000000
user_mirror_rot: 4
user_mirror_rot[0]: (1; 0, 0, 0)
user_mirror_rot[1]: (1; 0, 0, 0)
user_mirror_rot[2]: (1; 0, 0, 0)
user_mirror_rot[3]: (1; 0, 0, 0)
accessories: 17
accessories[0]: .kenk100.data
accessories[1]: .kenk100.chassis
accessories[2]: .kenk100.cabin
accessories[3]: .kenk100.interior
accessories[4]: .kenk100.engine
accessories[5]: .kenk100.trans
accessories[6]: .kenk100.soundi
accessories[7]: .kenk100.sounde
accessories[8]: .kenk100.light
accessories[9]: .kenk100.fwheel
accessories[10]: .kenk100.rwheel
accessories[11]: .kenk100.paint
accessories[12]: .kenk100.mirror
accessories[13]: .kenk100.sunshld
accessories[14]: .kenk100.fender1
accessories[15]: .kenk100.bumper1
accessories[16]: .kenk100.rwheel2
odometer: 0
odometer_float_part: &39c5ab71
}
vehicle_accessory : .kenk100.data {
wear: 0
data_path: "/def/vehicle/truck/kenworth.k100/data.sii"
}
vehicle_accessory : .kenk100.chassis {
wear: 0
data_path: "/def/vehicle/truck/kenworth.k100/chassis/6x4a.sii"
}
vehicle_accessory : .kenk100.cabin {
wear: 0
data_path: "/def/vehicle/truck/kenworth.k100/cabin/standart.sii"
}
vehicle_accessory : .kenk100.interior {
wear: 0
data_path: "/def/vehicle/truck/kenworth.k100/interior/standart.sii"
}
vehicle_accessory : .kenk100.engine {
wear: 0
data_path: "/def/vehicle/truck/kenworth.k100/engine/cat3406c_350.sii"
}
vehicle_accessory : .kenk100.trans {
wear: 0
data_path: "/def/vehicle/truck/kenworth.k100/transmission/10_speed.sii"
}
vehicle_sound_accessory : .kenk100.soundi {
wear: 0
data_path: "/def/vehicle/truck/kenworth.k100/sound/interior_350.sii"
}
vehicle_sound_accessory : .kenk100.sounde {
wear: 0
data_path: "/def/vehicle/truck/kenworth.k100/sound/exterior_350.sii"
}
vehicle_accessory : .kenk100.light {
wear: 0
data_path: "/def/vehicle/truck/mercedes.actros/head_light/standard.sii"
}
vehicle_wheel_accessory : .kenk100.fwheel {
offset: 0
wear: 0
data_path: "/def/vehicle/f_wheel/america.sii"
}
vehicle_wheel_accessory : .kenk100.rwheel {
offset: 0
wear: 0
data_path: "/def/vehicle/r_wheel/america.sii"
}
vehicle_paint_job_accessory : .kenk100.paint {
mask_r_color: (1, 0, 0)
mask_g_color: (0, 1, 0)
mask_b_color: (0, 0, 1)
base_color: (&3eef7660, &3c535a86, &3c902de0)
wear: 0
data_path: "/def/vehicle/truck/kenworth.k100/paint_job/color4.sii"
}
vehicle_addon_accessory : .kenk100.mirror {
slot_name: 0
slot_hookup: 0
wear: 0
data_path: "/def/vehicle/truck/kenworth.k100/accessory/mirror/kenworth.sii"
}
vehicle_addon_accessory : .kenk100.sunshld {
slot_name: 0
slot_hookup: 0
wear: 0
data_path: "/def/vehicle/truck/kenworth.k100/accessory/sunshld/shape2.sii"
}
vehicle_addon_accessory : .kenk100.fender1 {
wear: 0
data_path: "/def/vehicle/truck/kenworth.k100/accessory/fender/shape3.sii"
}
vehicle_addon_accessory : .kenk100.bumper1 {
slot_name: 0
slot_hookup: 0
wear: 0
data_path: "/def/vehicle/truck/kenworth.k100/accessory/bumper/shape1.sii"
}
vehicle_wheel_accessory : .kenk100.rwheel2 {
offset: 2
wear: 0
data_path: "/def/vehicle/r_wheel/america.sii"
}
All is done, i don't realy know how much trucks you can have in a dealer, currently i have 23 trucks (11 by scs) in Mercedes continental dealers. Be aware of trucks can still be in conflicts by other ways. Like 3d models, sounds, how the modder made his mods, etc...
I know i allready post this on SCS forum, if moderators think it shouldn't be here, or my explanations are not understandable, they can delete this post.