SnowRunner

SnowRunner

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Integration of Trucks and Addons. Part #3.

This guide describes the integration of Trucks and Addons. Part #3 of this guide covers particular tags and attributes used for description of Meshes and Trucks (Chapters 7-8).

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UPD: ===============================================================

Unfortunately, we have issues with updating the web version of this guide due to the large size of our guides (we have reached the max limit for pictures for an account, etc). Sorry for that.

However, you can find up-to-date versions of guides in PDF format here: Drive.google.com

On the PC platform, the same guides are available at the folder of the *installed game* within the "...\en_us\Sources\BinEditor\Guides" directory.

Or, you can open the folder with the documentation package directly from SnowRunner™ Editor, by selecting Help > Guides in its main menu.

===================================================================




Please refer to:

  • Part #1 of this guide - for the general info on modding files (Chapters 1-4).
  • Part #2 for general aspects of the XML structure (Chapters 5-6).

This part describes particular tags and attributes used for Meshes and Trucks. The hierarchy of sections below corresponds to the hierarchy of tags.

NOTE: When describing attributes, we will mark mandatory attributes with *.

If you want an offline copy, you can download this full guide in PDF format from here (in English or in Russian).

7. <CombineXMesh>

The root tag of the XML file of the Mesh.

In general, this tag is a root tag in all XML files of meshes (i.e., of model, plant, truck, etc.).
However, this document describes only tags related to trucks.

7.1. <SocketPoints>

Section that describes attachment points of shafts.

For a detailed description of the shaft, see: "8.1.11.1. <Shaft>" below.

7.1.1. <SocketPoint>

The attachment point of the shaft.

Attributes:

  • Name="Shaft1a"
    Name, used for the description of the shaft in the class of the truck.
  • Pos="(1.595; 1.172; -0.004)"
    Position.

7.2. <Material>

Material.

How the materials in SnowRunner are different from MudRunner ones

  • Unlike MudRunner, this tag describes exactly the material assigned in the Fbx file and not the material assigned to a specific MeshPart. Therefore, the material that was specified in the tag will be applied to all the meshes to which it was assigned in the Fbx file.
  • The shading has changed. Previously, the “diffuse-specular” shading of models was used. Now, PBR materials are used.
  • The snow cover effects of the surfaces were added.

Material Maps

All files of the maps must be in the tga format. The naming of map files is strictly defined, postfixes in their file names indicate the type of data inside them.
The name of the file is formed according to the following pattern: name__postfix.tga
where:

  • name - any name that does not include two underscores in a row (no “__” inside it).
  • postfix - defines the type of the data.
__postfix Type of Texture Parameter in XML
__d Albedo Map AlbedoMap
__d_a Albedo Map + Alpha AlbedoMap
__n_d Normal Map NormalMap
__sh_d Shading Map ShadingMap
__em_d Emissive Map EmissiveMap

WARNING: The naming scheme for textures described above is mandatory. This naming scheme is necessary to enable streaming for textures of the mod, which may be essential. Particularly, mods with wrong naming of textures result in memory leaks on consoles and will not receive an approval for them.

NOTE: In most cases, the Alpha channel of the Albedo Map is used for transparency or "hard transparency" (using AlphaKill="true", see description of the attributes below). However, for wheels of the truck, the Alpha channel of the Albedo Map is related to the behavior of the mud or snow chunks that can stick to wheels. In this case, low values (e.g. black color) in the Alpha channel result in the behavior when the snow or dirt chunks stick to the wheel surface.

Note on the parameters of snow cover effect in SnowRunner:

In SnowRunner, the snow cover effect actually consists of two independent effects:

  • snow layer - this effect corresponds to the white layer of snow on top of the surface (i.e. accumulated falling snow). Parameters of this effect have the SnowUp... prefix (see in the list of attributes below).
  • snow powder - this effect corresponds to snowflakes that cling to the surface on many sides: e.g., on the sides, under the bottom, etc. Parameters of this effect have the Snowify... prefix (see the list of attributes below).

Attributes:

  • Name="mod_scout_mat"
    Name corresponding to the name of the material in the Fbx file.
  • AlbedoMap="trucks/mod_scout__d.tga"
    Texture with basic surface color (RGB). Optional alpha (A) can be used either as a hard opacity mask for the alpha test (see AlphaKill below) or as a transparency mask (see Blending below).
  • AlphaKill="true"
    Hard transparency mode that uses the black and white mask from the alpha channel of the AlbedoMap texture. Default value: false. For example, this parameter is needed to make a protective grid of the radiator.
  • Blending="alpha"
    The mode of blending for surface materials when they are rendered. Possible values: “none”, “alpha”, and “additive”. The “alpha” value enables the regular transparency of the material. The "additive" value is not used for trucks. By default, the “none” value is used.
  • NormalMap="trucks/mod_scout__n_d.tga"
    The normal map in the tangent space (RGB). The green color corresponds to the bottoms of the embossments.
  • NormalScale="1"
    Coefficient of influence for the NormalMap texture. Default value: 1.0
  • ShadingMap="trucks/mod_scout__sh_d.tga"
    Specifies map for the PBR shading data:
    • R - metalness: metalness of the surface (0 = dielectric, 1 = metal).
    • G - roughness: the roughness of the surface (0 = perfectly smooth surface, 1 = extremely rough surface).
    • B - ambient occlusion mask: shading mask for the ambient light (0 = completely occluded, 1 = not occluded at all).
  • MetalnessScale="1"
    А multiplier for the metalness value from the ShadingMap texture.
    I.e., metalness = metalness * MetalnessScale
    Value range: [0.0 - 1.0]
    Default value : 1.0
  • MetalnessВias="0"
    Shift for the metalness value from the ShadingMap texture.
    I.e., metalness = metalness + MetalnessBias
    Value range: [0.0 - 1.0]
    Default value : 0.0
  • RoughnessScale="1"
    Multiplier for the roughness value from the ShadingMap texture.
    I.e., roughness = roughness * RoughnessScale
    Value range: [0.0 - 1.0]
    Default value : 1.0
  • RoughnessВias="0"
    Shift for the roughness value from the ShadingMap texture.
    I.e., roughness = roughness + RoughnessBias
    Value range: [0.0 - 1.0]
    Default value : 0.0
  • AmbientOcclusionIntensity="1"
    Coefficient of influence for the ambient light shading mask from the ShadingMap texture. Default value: 1.0
  • ReflectivityMultiplier="1"
    Multiplier that increases the intensity of reflections on the material.
    Default value: 1.0
  • EmissiveMap="trucks/mod_scout__em_d.tga"
    Emissive color of the surface (RGB). If the texture is absent, the surface will not be emissive. This effect is not supported for transparent PBR materials (glass, etc.).
    The emissive effect is enabled when the ignition is turned on.
  • SnowUpIntensity="10"
    Intensity of the snow cover on the surface.
    Default value: 10.0
  • SnowUpNormalsSpace="object"
    The snow overlay mode. For moving, dynamic objects, use the "object" mode. Possible values: “world”, “object”, “foliage”. Default value: “world”.
  • SnowUpNoiseIntensity="0"
    Intensity of the noise pattern used during the creation of the snow layer.
    Default value: 0.0
  • SnowUpNoiseScale="0.5"
    Noise frequency of the snow layer.
    Default value: 0.5
  • SnowUpAngleRange="45"
    The maximum angle of deviation of the surface normal from the upwards vector, at which a snow layer will be applied.
    Default value: 45.
  • SnowUpFlatten="0"
    The leveling coefficient for the original normal map (in the area of ​​the surface where the snow layer was applied).
    Value range: [0.0 - 1.0]
    Default value: 0.0
  • SnowifyNoiseIntensity="40"
    The intensity of the effect of snow powder on the surface.
    Default value: 0.0
  • SnowifyNoiseIntensityShift="40"
    The coefficient that increases the influence of the shading mask for the ambient light on the intensity of snow powder.
    Default value: 0.0
  • SnowifyNoiseTilingMult="1"
    The tiling effect multiplier for snow powder.
    Default value: 1.0
  • ForceSnowUnderwater="true"
    If enabled, this parameter forces snow overlay even after the surface is submerged in water. By default, snow overlay is cleaned in these cases.
  • DOFOrder="DistanceBased"
    Currently not used in the game.

7.3. <MaterialOverrides>

Section responsible for material customization.

For information on color customization for the truck - see the “15. Color Customization” chapter (in Part #5 of this guide).
For info on the <MaterialOverrides> tag - see the "15.1.1. <MaterialOverrides>" section there.

7.3.1. <MaterialOverride>

The override of the material.

See the “15.1.1.1. <MaterialOverride>” section below in Part #5 of this guide.

8. <Truck>

The root tag in the files of classes of the truck and trailer.

Attributes:

  • Type="Trailer"
    This attribute specifies whether the truck or the trailer is described.

8.1. <TruckData>

Description of most properties of the truck itself (not including properties related to bone behavior).

Attributes:

  • BackSteerSpeed="0.015"
    * After turning, wheels return to their original position. This parameter is the speed with which they return to this position. Value: [0.0:1.0].
  • DiffLockType="Installed"
    Differential lock. Values: Always. Any other values are not read by the system (they are used purely for easier understanding whether or not the truck has a diff lock addon (Installed, Uninstalled, None).
  • EngineIconMesh="env/engine_default"
    Path to the file of the semitransparent engine .../meshes/env/engine_default.fbx
  • EngineIconScale="1.3"
    Scale of semitransparent engine.
    Value: (0.0: 8.0].
  • EngineStartDelay="0.8"
    Delay for the start of the engine (after the player clicks the button that starts it).
    Value: [0.0: 8.0].
  • ExhaustStartTime="0.9"
    Start time for the visualization of the exhaust. No explicit limit for the value here.
  • FuelCapacity="280"
    The capacity of the fuel tanks. Integer values only.
    • For a truck: No explicit limit for the value.
    • For an addon: [0:64000].
  • Responsiveness="0.3"
    * Responsiveness of the steering wheel. Value: [0.0: 1.0].
  • SteerSpeed="0.025"
    * Steering speed of the steering wheel. Value: [0.0: 1.0].
  • TruckImage="cat_ct680_image"
    The icon of the truck for the garage.
    NOTE: Usage of this attribute for modding is currently under development.
  • TruckType="HEAVY_DUTY"
    Values: HEAVY, HEAVY_DUTY, HIGHWAY, OFFROAD, SCOUT, SPECIAL

Along with the attributes listed above, there is also a set of attributes for status markers displayed for various parts of the truck:

status markers

These attributes specify the offsets for these markers:

  • EngineMarkerOffset="(0.0;0.0;0.0)"
    Offset for the status marker of the engine.
  • FueltankMarkerOffset="(-3.0;0.0;0.0)"
    Offset for the status marker of the fuel tank.
  • SuspensionMarkerOffset="(-1.0;0.0;-0.5)"
    Offset for the status marker of the suspension.
  • GearboxMarkerOffset="(-1.5;0.0;0.0)"
    Offset for the status marker of the gearbox.

If values of these attributes are not specified, then:

  • Status markers of wheels will be attached to wheel sockets.
  • The status marker of the suspension will be attached to the geometric center between the wheels.
  • The status marker of the gearbox will be attached to 0 (it will be displayed in the area of the rear axle).
  • The status marker of the engine will be attached to the center of its DamageArea.
  • The status marker of the fuel tank will be attached to the center of its DamageArea.

8.1.1. <Winch>

Parameters of the winch.

  • Length="14"
    Maximum length of the winch rope. Value: [0.0: 100.0], by default: 14.
  • StrengthMult="1.3"
    Winch power. Value: [0.0: 10.0], by default: 1.

8.1.2. <Wheels>

Section that describes wheels.

Attributes of this tag may contain information about the default tire and rim. All wheels of the truck are described in the form of child tags of this tag.

Attributes:

In case of wheels as “sets of tires and rims”:

  • DefaultRim="rim_1"
    The name of the default rim specified in the file referenced by DefaultWheelType
  • DefaultTire="highway_1"
    The name of the default tire specified in the file referenced by DefaultWheelType
  • DefaultWheelType="wheels_example"
    The name of the default class of the wheels .../classes/wheels/wheels_example.xml

In case of wheels as “single entities”:

  • N/A

8.1.2.1. <Wheel>

Description of a particular wheel.

Attributes:

  • Pos="(-3; 1.2; 1.5)"
    * Position of the left wheel (The Z coordinate must be positive).
  • RightSide="true"
    This parameter makes the right wheel from the left one. (The rim of the wheel is rotated and the tread pattern remains turned in the correct direction). The Z-axis position will be negative.
  • ParentFrame="BoneCabin_cdt"
    The bone (from the hierarchy of the physical model), which the wheel is attached to. If the parameter is not specified, the wheel will be attached to the root bone of the physical model.
  • ConnectedToHandbrake="true"
    The wheel participates in braking when the player presses SPACE.
  • Location="front"
    Values: front and rear. This parameter is used for wheels of the mixed type (see 4.2.) to identify whether this is a front wheel or a rear one. By default, the value of this parameter is front.
  • Torque="default"
    Torque strength.
    Values:
    • default - this wheel is always a driving one.
    • full - this wheel is a driving one only then the all-wheel drive is enabled.
    • none - this wheel is not a driving one.
    • connectable - whether the wheel is a driving one is defined by the AllWheelDriveInstalled parameter of the addon installed to the transfer case.
  • SteeringAngle="40"
    Maximum steering angle when steering.
    Value: [-90.0: 90.0], by default: 0.
  • SteeringCastor="8"
    The angle of inclination of the wheel in the direction of rotation, along the OX axis. OX - is the axis going in the direction of the truck movement. (The wheel will be inclined when turning, as shown in the picture below.)
    Value: [0: 45.0], by default: 0.
    image 18 1
  • SteeringJointOffset="0.23"
    The distance along the Z axis from the center of the wheel to the turning point of the wheel.
    Value: [-1000.0: 1000.0], by default: fWidth*0.4, where fWidth is the width of the wheel set in the class of the wheel by the Width attribute of the TruckWheel tag.
    image 19 1
  • SuspensionMin="-0.25"
    Minimum value of the suspension drawdown. Value: [-1000.0: 1000.0], by default 0.
    * This parameter is used and is obligatory only when describing the wheel “as a single entity” (for wheels “as a set of tires and rims”, this value is taken from the XML class of the suspension: <Suspension SuspensionMin="-0.25"> ).

  • SuspensionHeight="0.25"
    Height of the suspension.
    This parameter is used only when describing the wheel “as a single entity” (for wheels “as a set of tires and rims”, this value is taken from the XML class of the suspension: <Suspension Height="0.15">).

  • SuspensionStrength="0.2"
    The stiffness of the suspension. Value: [0.0: 1000.0], by default: 0.
    * This parameter is used and is obligatory only when describing the wheel “as a single entity” (for wheels “as a set of tires and rims”, this value is taken from the XML class of the suspension: <Suspension Strength="0.15"> ).

  • Type="trailer_sideboard_2"
    * The name of the file of the wheel. This parameter is used and is obligatory only when describing the wheel “as a single entity” (for wheels “as a set of tires and rims”, this value must be specified in the <CompatibleWheels Type="wheels_medium_double"> and in the <Wheels DefaultWheelType="wheels_medium_double">, if the wheel is the default).

8.1.3. <SuspensionSocket>

Description of available suspensions.

Tag attributes contain a link to the xml class of the suspension, the name of the default suspension (described in the suspension class), and a parameter to limit the diameter of the wheel for a low suspension. The suspension is used only with wheels “as a set of tires and rims”.

  • Type="trailer_sideboard_2"
    * The name of the XML class of the suspension. In general, there can be multiple types here, separated by commas: "trailer_sideboard_2, example_1, example_2". However, the suspension is very individual and this is not used.
  • Default="truck_example_suspension_default"
    * Name of the default suspension from the XML class of the suspension (<SuspensionSet Name="truck_example_suspension_default">).
  • MaxWheelRadiusWithoutSuspension="0.3"
    * Maximum radius of the wheel without the suspension. It is logical to calculate this value as the difference between the radius of the largest wheel for the lowest suspension and the height of the lowest suspension. (E.g., if we have Height = 0.1 for the suspension, then the radius of the wheel that can be set will be 0.3+0.1 = 0.4 ).

8.1.4. <SteeringWheel>

Steering wheel.

The only attribute here is the bone that the steering wheel is bound to during skinning. This bone is not part of the physical model and its behavior is different from the behavior of the other bones. The mesh of the steering wheel is always skinned to the single bone; however, cab may be skinned to multiple bones. The influence of the other bones on the steering wheel bone is determined by the weights of the nearest vertex of the mesh that is skinned onto other bones.

Attribute:

  • Frame="BoneSteering"
    * The name of the bone on which the steering wheel is skinned.

8.1.5. <SteeringRack>

Steering rack.

steering rack

There may be multiple tags of this type. For example, when the vehicle has two pairs of wheels that can turn. The parameters for this tag are the following: bone of the steering rack, half of the length of the steering rack, and the bones of the left and right hubs. These bones do not affect the physical behavior of the vehicle, they are needed to assure that the mesh will visually follow the turning of the wheels.

Attributes:

  • Frame="BoneRack"
    * The name of the bone of the steering rack.
  • FrameSteerLeft="BoneRackL"
    * The name of the bone of the left hub.
  • FrameSteerRight="BoneRackR"
    * The name of the bone of the right hub.
  • RackHalfSizeZ="0.7"
    * Half of the length of the steering rack. This parameter specifies half of the length since the vehicle is typically symmetrical (and it is simply the Z coordinate).

8.1.6. <Steam>

Steam.

Visual trembling of the air when the engine is running. There may be multiple tags of this type.

Attributes:

  • Origin="(3.886; 1.856; 0)"
    * Position
  • Scale="0.9"
    Size. Value: [.1: 1], by default: 1.
  • ParentFrame="BoneCabin_cdt"
    The name of the bone from the physical model, which this effect is attached to. By default, it is the root bone.

8.1.7. <SoundsWheels>

Section that describes the sounds of wheels.

<WheelWater Sound=""/>
<WheelSteer Sound=""/>
<WheelSpinning Sound=""/>
<WheelMud Sound=""/>
<WheelExtrude Sound=""/>
<WheelDamaged Sound=""/>
<WheelChains Sound=""/>
<WaterHit Sound=""/>

8.1.8. <SoundsDamage>

Section that describes sounds of damage.

<Wheels Sound=""/>
<Suspension Sound=""/>
<Gearbox Sound=""/>
<FuelTank Sound=""/>
<Engine Sound=""/>
<Critical Sound=""/>
<Common Sound=""/>

8.1.9. <Sounds>

Section that describes the sounds of the truck.

  • Origin="(2.8; 1.612; 0)"
    The place where the semi-transparent engine is drawn. An emitter for a sound will be created in this position. An emitter is the position from where the sound will be played as a 3D sound.
  • MinDist="10"
    The volume of sounds of the truck decreases after the MinDist distance (linearly from the distance). At distances closer than MinDist, the volume of sounds does not decrease.
  • MaxDist="200"
    After the distance exceeds MinDist, the volume is linearly decreased. At the MaxDist distance, the volume is decreased to zero.
    NOTE: In addition to these parameters, the volume of the truck sounds decreases (depending on the distance) when rendering through the sound library. For example, when X3DAudio library for PC and Xbox One is used. Thus, the MinDist and MaxDist parameters provide an additional effect of decreasing the volume with the increase of the distance.
  • DisableReversePitch="false"
    This flag determines the behavior of the Reverse sound. If this flag is set to true, then the sound will be reproduced without any changes. If it is false, then the FrequencyRatio of the sound will be changed depending on the speed of movement.

<Honk Sound=""/>
<Handbrake Sound=""/>
<HandbrakeOff Sound=""/>
<BrakePull Sound=""/>
<BrakeRelease Sound=""/>
<BrakesSqueal Sound=""/>
<Reverse Sound=""/>
<Gear Sound=""/>
<EngineTrans Sound=""/>
<EngineAccel Sound=""/>
<EngineRev Sound=""/>
<EngineStart Sound=""/>
<EngineStop Sound=""/>
<EngineIdle Sound=""/>
<EngineIdle_2d Sound="" IsSound2D="true"/>

  • IsSound2D="true"
    A flag indicating that it is not necessary to create an emitter for this sound.
    Sounds without emitters will be played directly to the speakers or headphones in stereo. For such sounds, there is no dependence of the volume from the distance to the truck (it is logical, because only the sounds of engine belong to this category). These sounds will be played in 2D mode when the player is using the 1st person view or is playing from the cockpit, if the corresponding sounds are specified in XML. If the corresponding sounds are not specified in XML, the default sounds are used. E.g., EngineIdle is used instead of the EngineIdle_2d.

<EngineLow Sound=""/>
<EngineLow_2d Sound="" IsSound2D="true"/>
<EngineHigh Sound=""/>
<EngineHigh_2d Sound="" IsSound2D="true"/>
<EngineHeavy Sound=""/>
<EngineHeavy_2d Sound="" IsSound2D="true"/>
<EngineTurbo Sound=""/>
<DiffLock Sound=""/>
<ChassisStress Sound=""/>
<AWD Sound=""/>
<AbruptStop Sound=""/>

8.1.10. <Shakers>

Section that contains shakers.

There may be multiple <Shaker> child tags in it.

8.1.10.1. <Shaker>

Shaker.

A tag that describes non-physical (independent of Havok physics) bone rattling, depending on the currently used engine power. The bone rattles according to the noise that has an amplitude and a frequency.

Attributes:

  • Frame="BoneExhaust"
    * The name of the shaker bone.
  • MinAngle="(0; 0.5; 1)"
    The maximum angles of rotation of the bone when the engine is running, but the vehicle is standing (not moving).
  • MaxAngle="(0; 2; 4)"
    The maximum angles of rotation of the bone when the engine is running in the overstretched mode.
  • MaxOffset="(0.1; 0.1; 0.01)"
    Maximum linear bone shifts when the engine is running in the overstretched mode.
  • MaxFrequency="0.2"
    Maximum frequency of rattling. Values: [0; 1000], by default: 1.
  • LimitDirectionX="Positive"
    Used to stop negative or positive rotation in the direction of the X axis. Values: Positive, Negative. Particularly, it was used to ensure the correct behavior of the exhaust pipe cap (it should be closed, when the engine is off; when the engine is running, the cap should move only in one direction; the cap should not intersect with the exhaust pipe itself).
  • LimitDirectionY="Positive"
    Similarly to LimitDirectionX.
  • LimitDirectionZ="Positive"
    Similarly to LimitDirectionX.

8.1.11. <Shafts>

Section that includes shafts.

There may be multiple <Shaft> child tags in it.

8.1.11.1. <Shaft>

Shaft.

image 21 1

Shafts of the trucks do not belong to a particular truck. I.e., one mesh and one setup of the shaft are common for all vehicles. To be more precise, currently we have two setups: env/shaft for trucks and env/minishaft for scouts.
Only points from where the shaft begins and where it ends are set within the truck itself.
The bones of the shaft are automatically attached to the bones of the physical model, basing on the weights of the nearest vertex on the truck mesh.

Attributes:

  • SocketPointA="ShaftA1"
    * The name of the <SocketPoint Name="ShaftA1"> socket, which is specified in the XML of the mesh of the truck or the transfer case addon.
  • SocketPointB="ShaftB1"
    * The name of the <SocketPoint Name="ShaftB1"> socket, which is specified in the XML of the mesh of the truck or the transfer case addon.
  • Mesh="env/example_shaft"
    Path to the .../meshes/env/example_shaft.fbx file. Default value:"env/shaft"
  • PointAConnectedToAddon="true"
    true, if the socket is described in the XML of the mesh of the transfer case addon. By default: false.
  • PointBConnectedToAddon="true"
    true, if the socket is described in the XML of the mesh of the transfer case addon. By default: false.

8.1.12. <OcclusionMap>

Fake shadow below the truck.

fake shadow

Attributes:

  • HalfSizeZ="1.8"
    * Half of the width of the occlusion map
  • MinX="-4.211"
    * Minimum coordinate of the map by X
  • MaxX="4.51"
    * Maximum coordinate of the map by X
  • ParentFrame="BoneCabin_cdt"
    Name of the bone from the physical model, which

14 comments

Join the community or sign in with your gaming account to join the conversation:

TV
Techno_Viking @techno-viking1

Hello, when I add a new gearbox xml for a mod truck I don't seem to be able to specify a default gearbox xml and the mod xml together like this:
<GearboxSocket Default="g_truck_mod" Type="gearboxes_mod, gearboxes_trucks" />

Check mod will throw an error with both specified and the log shows the following error: "Not found gearbox g_truck_mod for gearbox type gearboxes_mod, gearboxes_trucks"

If I only specify the mod gearbox xml the mod gearbox works as expected. What am I missing to be able to make the default and mod transmissions available to a mod truck?

M
Maypeur @maypeur

Hi, i think Type support only one xml file.
So just type the xml filename which contains your gearbor mod without extension.
In Default attribut setup the name you typed in attribut "Name" of <Gearbox> element from gearbox xml file.

TV
Techno_Viking @techno-viking1

Multiple should be supported; read above from 8.1.16:
"* Name of the XML file from the .../classes/gearboxes folder. You can specify multiple types, separating them by commas: "gearboxes_trucks, gearboxes_special"."

SL
SeregaLUS @na1587225998

These ******* mirrors without an editor can’t be fine tuned, WHERE is the editor Pavel?

Antoniopua
Antoniopua @antoniopua

What is the name of the file that raises the legs of the semitrailert tank, so that they do not drag on the ground?

Rufus_Johns
Rufus_Johns @rufus-johns

very good guide, well done and thank you

HU
hujiju @hujiju

Hi, I've tried everything but the reflections of both of my mirrors is flipped (something like 90° in the OX axis and 90° on the OZ axis, meaning that the horizon is represented vertically). The normals of the mesh are facing towards back of the truck and all truck meshes have identity scale and rotation. I'm using Blender and everything runs smoothly except for this point. Any idea why this is happening ? Thanks in advance.

CI
civicjdm22 @civicjdm22

i am willing to pay some money for anyone who helps me mod mudguards for other trucks

DA
danarthas1981 @danarthas1981

Anyone know how to change the cargo value? IE: deliver 1 metal beam but the game understand 4 or whatever number.
I've edited the files in truck\cargo (there's a mod that does the same) and nothing works for me.
Any ideas? Thanks in advance.

PZ
PZS79 @pzs79

Hi Everyone,

How I can remove the mudguard from ex. Derry Longhorn 4520.

Thank you.

PZ
PZS79 @pzs79

Hi Everyone,

Sorry I'm new, I kindly ask your help.
How I can remove the mudguard from ex. Derry Longhorn 4520.

Thank you.

HC
Hoke_Customs @hoke-customs

I've noticed <!--< and />--!> start and end tags in various places in Snowrunner's xml files, what do they mean? Snowrunner is the only experience I have with xml, but as far as I can tell these tags are unique to Snowrunner/Saber as a google search yields no results

NYCTrucks
NYCTrucks @nyctrucks

Question: How do I remove the requirement for a modded tayga to found on the map? I cant purchase, help

MR.1one
MR.1one @mr1one

how to add AWD xml for truck with RWD