American Truck Simulator Personal Gallery How to Upload
You talking most your steam profile picture? Click on your name at the peak then Profile so Edit Profile.
If you talking nearly your driver avatar in game then you demand to go to the World of Trucks webstie and upload it there then y'all can select to apply that for your driver avatar in game.
Just an fyi for anyone interested.
The game uses a 96x96 .dds file in /material/ui/commuter The naming converntion is merely 0.dds onward. 0.dds is the offset guy in the commuter pick lists.
Create a binder called material, inside of it create a folder called ui, inside of that create a folder chosen driver. You will need an extracted "base" to get the .tobj and the .mat (instance 0.tobj and 0.mat). Copy your 0.dds into this folder (3 files total). Compress this folder structure starting at fabric using windows zippo and name it however you similar. One time the zilch file is compressed then rename it once over again simply this time just modify the file extension from .zip to .scs. Motion this file into your mods folder in documents/american truck simulator/mods start the game, edit your proifile, choose your pic offset the game, see your picture. The hard manner ;) The nice feature about this is that you lot tin can have a bunch of your own pictures in the drop downwardly listing instead of having to go to WoT.
The the ingame company logo the only part that changes is that instead of the last folder being "driver" you will brand it player_logo. /material/ui/player_logo. The file names are logo_0.dds up to seven.dds I believe.. Same 96x96 .dds except you lot cant utilise the unabridged 96x96 merely the left most 2/3rds. Past leaving both the player_logo and driver folders within of the ui folder you can add both drivers pictures and visitor logos in the same mod.
Pigment dot net is free and handles .dds easily without a plugin. Take some fun learn some stuff.
Just an fyi for anyone interested.
Couple things..
1) If y'all are just replacing the image, and so the .mat and .tobj files are non required in your mod. Because the .dds filename has not inverse there is no need to modify the mat or tobj and therefore no demand to include them in the mod.
2) For some time now SCS have accepted .zip files happily in the mod folder. Archive your modernistic as explained above but you tin can go out it as .zip if yous like.
Normal compression is fine when making near archives for ATS and ETS2, merely use "store" method of compression when including .ogg (audio) or .ogv (video) files. If you shrink audio or video files in SCS games it volition throw an error in the game.log and the sound/video won't work.
You can put zip into your mod folder now? OMG the corporeality of fourth dimension Ive spent converting them back and forth. Thanks for thursday etip. I dont fifty-fifty know if I can kick that addiction at present ;)
You can even just put the folder tree direct into the mod binder.
ie. not even arching it, just copy the folder/file tree into the modernistic folder.
Distressing to resurrect a dead thread, but I've looked all over Google for an answer and can't observe it. I'd similar to modify my NPC Driver pictures - some of them just await downright ridiculous. Once I have hired a driver (or encounter them on the list of hireable drivers) how would I alter the portrait?
I tried the above, only tin't find "/material/ui/driver" - what directory is that in?
Running Windows ten, ATS version 1.30. Help?
you demand to extract "base.scs" from your games folder in steamapps.
Ohhh... okay, got it. Whew. Sorry, was looking for a file structure. Okay, at present add the "commuter" folder, yes? And drib in DDS files?
Will that replace existing portraits of drivers I've already hired? (Or is that even possible?)
Hm... no joy. Extracted, created the driver folder under textile/ui, added a 004.dds pic (96x96), zipped information technology upwardly and dropped the null into mods, but the pic doesn't testify up. What am I missing?
I'm pretty certain it's because the driver pictures are loaded before your contour, and as such they are non replaced by any mods existing in your mod binder.
@Witt, I'd propose finding a mod that already has the files needed to add together avatars or "Profile Pictures" to the game so have that modern and unzip it to learn the file structure, that way yous can so use it equally a template to add your own moving picture.
There is no driver portrait named 004.dds, so that was never going to work -.-
[edit]
Or does the game pick these up dynamically? If so my apologies & condone the to a higher place as nonsense ;)
[edit]
Nonetheless, as the dds file doesn't exist then you'll besides need to create both an accompanying related texture object file (.tobj) and a materials file (.mat) as those also won't be.
Terminal edited by Fury6; 12 Mar, 2018 @ six:18am
Absurd, thanks guys for the responses. I'mma work on it a while and see what I can come upwards with. Seems it would be an like shooting fish in a barrel thing for the devs to have implemented and so nosotros could customize our NPCs a little - that's part of the fun of game IMHO. Thanks again!
However, as the dds file doesn't exist and then you'll besides demand to create both an accompanying related texture object file (.tobj) and a materials file (.mat) equally those also won't exist.
I would reckon it's a instance of the proper name of the .dds file is corresponding to the number of drivers allocated. eg:
$loop=1; while (x<=275) { echo "Paradigm: ".$loop." is ".$loop.".dds" \n $loop+=1; }
There is a dissever #SCS file with the driver names that also has that "$loop" number as its reference.
When I get-go tried, years ago in ETS2, to silence the "yawn" sound and change my profile flick I found information technology would not piece of work until I had the "-force_mods" switch in place.
This has been changed in recent updates so as to allow users to modify "some" files without the demand for the force_mods switch to exist agile, only I don't call up player profile pics or driver pics are included in that change.
Last edited by room217au; 12 Mar, 2018 @ seven:16pm
Source: https://steamcommunity.com/app/270880/discussions/0/1291816880507292870/
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