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Veteran Driver
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Everything posted by Zephyr777

  1. Suggestion Name: re-adding support for save edited/local modded trailers. Suggestion Description: before, players were able to freely save edit their owned trailers to be any type they preferred running. it allowed players to swap out trailer chassis to their other favorite trailer types SCS hasn't made ownable yet, like swapping out the standard dryvan for a tanker or dump trailer and having custom chrome or colored wheels for it. but now doing that, along with having ANY local mods on the trailer results in an immediate auto kick from the server for "modified trailer accessories" which is completely unfair and should be undone. Images: Why should it be added?: because it should've never been taken away in the first place. doing this was never harmful to the server or other players in any way, shape, or form. it simply allowed users to always be able to use their favorite trailer from the trailer browser and store them in their garages. there was no change to the rules to reflect this. players weren't notified that such support was being dropped. we were all just expected to "deal with it" and sit around and ponder why our trailers keep kicking us from the server as the staff team just gives us the middle finger. way to go guys, you completely isolated an entire portion of your player base by effectively telling them to piss off and not explain why. first you dropped support for custom trailer skins. then you dropped support for custom trailer cargo. and now you dropped support for both save edited trailers and local trailer mods. Purely out of disapproval: who ever decided/approved doing this update was a good idea is a grade-A moron.
  2. @Forerunner i am fully aware of that. its just that my point still stands that the TMP staff hasnt released any kind of composite list of what is and isnt allowed. the larger aspect of it i understand. but that still doesnt explain things like the removal of local trailer paintjobs from the list of whats allowed since a texture does not effect any of the aforementioned items, especially because of the fact that they created a functional fallback system that just made the trailer load whatever color you had as a default for everyone else.
  3. Not everything is forbidden, however they did change around a lot of the parameters for what is allowed and what isnt. it's a real pain trying to figure out what works and what doesn't because TMP staff was very reluctant to tell us what all the kick parameters are. they listed a few but not everything. the major things they listed were: chassis, cabins, sounds, paintjobs, interiors, and any outside accessories that hinder the main head and tail lights(ie: modified front grille that gives you different headlights for example).
  4. They took out the ability to have modified local paintjobs for whatever reason. They just don't want us to have nice things.
  5. Did he appear to teleport or was the movement very smooth? because if his movement was very choppy i can assure thats just lag.
  6. Can we have a full list of everything under local editing that will result in an auto-kick? I would very much like to know what parameters I have to work with when editing my truck. I really hate wasting time to have parts structured and converted to /home only to be auto-kicked immediately because I'm not aware of what you guys specifically don't allow, nor will you tell us. Also you removed the ability for local trailer skins, BRING THAT BACK. There was nothing wrong with the system in place for that, and should not have been removed at all.
  7. Suggestion Name: Bring back the original rule for local modding. Suggestion Description: The rule update for 2018/09/21 removed the rule about the use of local mods. Doing so seemed to cause a bit of confusion among the small community that run them. The server is designed to autokick certain invalid item parameters on trucks and trailers. However, with the rule removed, there are no longer guidelines to what those parameters are anymore, and there appears to be more parameters that count as invalid than there were before, like now both truck and trailer local paintjobs result in an auto kick, not just truck paintjobs like before (will make a separate ticket for that topic). I feel the rule should be added back so players who are capable of running local mods know what guidelines to follow when doing such modifications so we don't receive an auto kick from something we aren't aware of. Any example images: No Why should it be added?: It would just really make the system less sloppy if we knew straight up what we can and cannot local mod. Even if it's just a simple list, any sort of guideline that has laid out what the autokick parameters are for local mods would be great. IE: would we be able to run a long 350 inch chassis truck if it retained the standard 6x4 chassis collision box since the rules of editing say you can't extend a vehicle's hitbox? Or does editing the chassis in any such way count within the autokick parameters? That's just a random example of what I mean of why such a list is necessary.
  8. Suggestion Name: Additional Trailers for Skodas Suggestion Description: When 1.32 came out for ATS, 4 additional AI trailers were added to give diversity to small car traffic. Caravan, utility trailer with boat, utility trailer with buggy, and fifth wheel hauler. Both the utility trailers share a similar size and weight to the caravan which was already added for MP usage so players who drive the Skoda have something to do. For people who know how to save edit, swapping out the caravan with a utility trailer is very easy and should NOT be a bannable offense to use them. Any Example Images: Yes Why should it be added? There's literally nothing wrong with these trailers. They function perfectly fine as they have their owned defined collision models and since they are not larger than the caravans, do not extend any hit boxes and perfectly comply with TMP rules and regulations as long as an exception is made to rule §2.8 to include these 2 additional trailers. Add some variety, allow players who know how to save edit use them!
  9. Hey @Forerunner, I don't know if you'll ever decide to come back to this but now with the owned trailers of 1.32, it completely breaks /home edited trailer skins. Do you think you can look into it and see if there's a way to skin owned trailers for MP? I can create skins normally with mods and they show up just fine in-game, however if I try to change the values to a /home directorate, the skin just shows up as an all black trailer despite everything still being in the correct place.
  10. @Forerunner I actually figured it out (sorta). Still very much getting the hang of it. It still had to be explained to me like 40 times by the guy I got help from, but I know just enough to move forward.
  11. i was right then. i am putting everything in the correct location and did everything correct up until that point. i do not have any tools capable of editing *.pmd and *.tobj files but now that i know its a must i will get the tools needed to edit them. Edit: alright, seems like i'm gonna be at another standstill. all of the *.tobj files are edited correctly however i have absolutely no idea what i'm doing in blender in order to get the *.pmd files to follow the right directorate.
  12. @Forerunner if you've already made a tutorial on how to use /home truck accessories i'd very much like a link to it. but if you haven't yet, i'm really running into some problems here and i'm not quite sure where i'm going wrong in the process. all i'm trying to do is place some custom fenders on a truck. from the original mod's def folder i copied over the .sii file. i also copied the .pmg and .pmd files from the vehicle folder and the corresponding .mat and .tobj files from the materials and textures folders as well. i used my notepad++ to edit the .sii and .mat files make sure the directorate leads to the forerunner folder but i'm at a standstill because even though the fenders i want show up on the truck, they show up as bright red (which i'm positive is the "texture not found" material). is there something i'm missing or possibly a file directorate that i didn't edit correctly? i feel it might have something to do with the .tobj file as it is unedited and that might be leading to someplace it isn't supposed to. if you have any suggestions i'd very much appreciate it.
  13. Something I'd like to know, is there a way to make a trailer load the old skin format? The context for this is that for 1.29 and previous versions, SCS had designed trailers to be completely blank and all of their textures (wheels, frames, reefers, etc.), were a part of the skin itself. That also included an individual left and right side. Now, SCS uses a much simpler process where all the trailer textures are actually a part of the trailer itself and all the company skins are simplified and oriented the same way so that each trailer no longer requires its own skin file but can load any skin from the same folder. This made it so the left and right sides use the exact same design (which means a design to the rear of the trailer on 1 side would be towards the front on the other). I have included both versions of what skin files used to look like before and what they do now. The issue is, however, is that the skins I would like to use have individual left and right sides. Either they are more realistic with company logos always towards the front of the trailer or custom designs that have to be oriented a certain way. Now going back to my original question, would it be possible to create a file with this that would allow a trailer to load the original skin format and still use it for MP? EDIT: I figured it out. By using an older trailer skin mod, I was able to edit the old *.tobj file to make the trailer load the old skin format.
  14. yes but as stated, this is specifically for save editing only, so mods are a no go. and as benji and i previously described, chassis weight is built into the file itself and cannot be changed via save editing at all. so the only thing that can be edited is the weight of the cargo. but what im really thinking now, is why would anyone want to pull a trailer that quite literally weighs nothing?
  15. you technically wouldnt pull like the trailer isnt there but pretty close. cargo mass is just that, the weight of the cargo itself. every truck chassis and trailer has their own preset weight. so setting cargo mass to 0 would be the equal of pulling an empty trailer.
  16. To start things off, I am on the ATS side of things, so I already know that I have to put it in the ATS home and do the trailer skin part. Now something I'm curious about that isn't explained are the additional truck/ trailer accessories. Say I wanted to put a pair of modded fenders on the truck. Would I put the modded fender .sii into the forerunner mod directory then replace the current SCS fender with the forerunner directory in the save editor? So instead of it being "/def/vehicle/truck/peterbilt.389/accessory/mudguard/shape03.sii" it would be, for example, "/home/forerunner_mods/def/vehicle/truck/peterbilt.389/accessory/modfender/shape06.sii"?
  17. yeah i figured as much that chrome would be a far stretch. the way i do things in MP is i just swap out the regular long 3000r reefers and long box trailers with the rocky mountain double 45 foot trailer. i like the 45 footer because with the wheel led mud flaps (which i REALLY wish were available for trucks too) gives the trailer a more owner op custom look. the trailer looks great in any custom color when used with a matching truck. i was just hoping that there would be a way to make a trailer load chrome. i wasnt sure before if it counted as a color or a texture. but at this point im fairly sure its a texture, but i was uncertain if it were possible to make a box trailer "load" the chrome texture of the fuel tanker through save editing or if the chrome texture itself was the fuel tanker.
  18. now back again because im curious about save editing random colors. im already aware of how to find truck and trailer color values and change them accordingly, but there was something i was thinking about. chrome. does chrome count as a color or a texture? would it be possible to save edit chrome in place of normal colors? and if so, where would i find the value for it?
  19. @LordBenji well this is what i need help with is what specifically to replace. either save editing paintjobs doesnt work at all or im doing something wrong despite doing exactly what youre saying. i take the current data path for the paintjob on my truck, which is "data_path: "/def/vehicle/truck/peterbilt.389/paint_job/paintjob_01.sii" and replace it with the paintjob data path of the w900 "data_path: "data_path: "/def/vehicle/truck/kenworth.w900/paint_job/paintjob_02.sii". unless theres something that im missing or im replacing values in the incorrect spot, loading in the game afterwards doesnt change anything and the 389 still has the original skin on it. **EDIT: finally got it to work magically despite not changing what i was doing previously. guess it was just a loading issue
  20. @That1GuyITC well thats why i want to test it. in terms of overlapping the templates themselves, the w900 and 389 are almost the same definitive shape, as are the 579 and the t680. but im having issues on what to map where to get my w900 skin to show up on my 389. if i use the _nameless value for the w900 paintjob and replace the 389 paintjob with it, my game simply crashes when loading the truck. ive also tried copying the entire w900 paintjob directorate over to the 389 but it doesnt load at all and just reverts back to the original skin i had before. again, im really too new to this so i dont know exactly what values need to be changed to get it to function properly, or even if this is theoretically possible at all since there are no previous records of other people doing it anyway. if someone could show me an example of them succeeding in doing so and show me the values they changed i would appreciate that because im clearly missing something here by not putting values in the correct spot.
  21. @LordBenji so it should be an easy swap out by taking the data path from my w900 paintjob and simply replacing the current paintjob data path of the 389? would the colors of the w900 also copy over or would i have to edit those manually? sorry, im still relatively new to save editing so i dont want to end up stuck figuring out why values arent changing.
  22. so it's shown that you can use save editing to take bumpers off of one truck and apply it to another. does the same count for paintjobs? is it possible to save edit a paintjob off of one truck and apply it to another? if so, what would be the data path need to be so it shows up on the corresponding truck? im trying to take the divided paintjob from my w900 and apply it to my 389 but cant quite get it to show up.
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