SnowRunner

SnowRunner

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SnowRunner™ Editor Guide. Part #5

Part #5 of this guide describes working with Trucks in Editor (Chapter 11).

Posted by on (updated ago)


Quick links to parts of this guide:

  • Part #1 - Introduction to SnowRunner™ Editor: First Launch, UI, File Paths (Chapters 1 to 4)
  • Part #2 - Creation of a Map, beginning (Chapter 5, from 5.1 to 5.11) that covers:
    • Terrain
    • “Geometry” Brushes
    • PBR Materials
    • Snow and Ice
    • Models
    • Plants
    • Distributions
    • Overlays
    • Rivers and Water Objects
    • References
    • Trucks
  • Part #3 - Creation of a Map, continuation (Chapter 5, from 5.12 to 5.15) that covers:
    • Sounds
    • Sound Domains
    • Zones
    • Objectives
  • Part #4 - Post-production operations: Packing a Map, Testing a Map, Publishing a Map, Playing on a Map (Chapters 6 to 10)
  • Part #5 - Viewing Trucks (Chapter 11)

If you want an offline copy, you can download the full guide in the PDF format here.


11. Viewing Trucks

Along with working with maps, the Editor also allows you to view mods of your trucks.

This feature can be useful due to the following:

  • The Editor loads the truck faster than the game. You do not need to load the level to view the truck.
  • For the truck, you can open:
    • The XML file of the mesh - to view the Fbx file of the truck with textures.
    • The XML file of the class - to view the whole truck with wheels, damage areas, light settings, and so on.
  • You can open XML files of meshes and view Fbx files not only for trucks, but also for plants, the driver, and so on. However, the XML file of the class can be opened for trucks only.
  • When you open the XML file of the mesh, you can ensure that:
    • the model of the truck exported from the 3D package is correct.
    • paths of textures specified in the XML file of the mesh are correct.
      You can open the XML file of the mesh before creating the XML of the class.
  • When you open the XML file of the class, you can see most errors that occur due to the incorrect XML files of all classes that form the description of the truck (truck itself, suspension, gearbox, wheels, etc).
  • In the game, you cannot see the collision objects. In the Editor, they are displayed, so you can check that the model of the truck was exported correctly.
  • You can see the hierarchy of the skeleton of the truck with parented collision objects.

NOTE: The XML files, textures, and Fbx files of custom trucks and addons are created manually, in other applications (not in Editor). For more info on the creation of the truck mods, please refer to:

  • Integration of Trucks and Addons” guide - the main guide on truck mods and their properties (see Snowrunner.mod.io and other parts of this guide)
  • Quick Guide: Adding Trucks” guide – the quick guide on creation of truck mods (see Snowrunner.mod.io).

NOTE: We highly recommend opening your trucks in the Editor. By opening them there you can view errors that do not result in crashes of the game but can affect truck behavior.

11.1. Opening XML files of a Truck

Your truck mods are stored in the Media\Mods\ folder, which is created in the Documents\My Games\SnowRunner\ folder.

Full path to this folder is typically similar to the following:
C:\Users\<name_of_user>\Documents\My Games\SnowRunner\Media\Mods\

Along with .pak files of the maps, this folder contains:

  • folders with source files of the truck mods
  • their .zip files (for uploading to snowrunner.mod.io, see Snowrunner.mod.io for details).

mods folder

The Editor uses the same Media folder. Therefore, you can simply open the XML files from source folders of the truck mods in Editor (without copying anything to a different folder).
To do this, simply expand the Mods folder in the File View panel of the Editor, locate the XML file of the mesh or the XML-class of your truck, and double-click them:

9111 truck mods in editor

11.2. Viewing XML file of the Mesh

If you open the XML file of the mesh of the truck, you will see the contents of the Fbx file with applied textures.

9112 truck mesh in editor

Here you can quickly check the opened model for correctness.

In the Scene View panel, you can see the whole hierarchy of the truck skeleton with the CDT objects. If you select an object there, it will be displayed in the main panel and its properties (coordinates, etc.) will be displayed at the lower part of the panel.

Next to a name of collision object, you can see how the form of this collision object is interpreted by the game engine:

9113 cdt object in hierarchy

The best such form is the “box”; however, “convex” is also suitable; the “mopp” value here means memory optimized partial polytope (Havok term), which seems to be better than “convex”; if the object is marked as “non-convex”, it may cause some issues. See “2.6.1.1. Collision meshes” of the main truck guide for details.

11.3. Viewing XML file of the Class

When you open the XML file of the class of the truck, it is opened in the new Truck tab in the Editor:

9114 truck class in editor

The panel on the left side displays some options that can be useful while working with a truck:

  • Activate attachments options - allow you to enable/disable the lights that are described in the XML of the truck.
  • Visualization options - allow you to visualize some objects that are not related to lights or the physical model. For example, you can visualize the Damage Areas of the truck by enabling the corresponding option.
  • Cabin option - allows you to view the cabin of your truck in the high-poly mode.

The Scene View panel on the right displays the whole hierarchy of the truck skeleton with the CDT objects. It works the same way as when viewing the XML-mesh of the truck (see above).

Using this preview of the truck, you can also enable its Havok simulation. To do this, click the 9115 put truck on the ground button button on the toolbar of the editor:

9116 put truck on the ground button

After doing this, the truck will be displayed as if it is placed on the ground.

The preview of the XML-class of the truck allows you to quickly proceed to viewing the XML-mesh of the truck. To do this, right-click somewhere in the main panel and select Goto Mesh File.

9117 goto mesh file

11.4. Viewing Errors

If the Settings > Ignore warnings option is not selected in the main menu of the Editor, errors will be displayed to the user as pop-up windows.
Along with that, errors are displayed to the user in the log within the Output panel.

9118 output panel

You can select errors there and copy them to buffer by pressing CTRL+C, then paste where necessary by pressing CTRL+V.

11.5. Viewing XML files of Meshes for Other Objects

Using Editor, you can open XML files of meshes and view Fbx files not only for trucks, but for also plants, the driver, and so on.
For example, you can open the XML file of the mesh of the bumper and view its Fbx model:

9119 viewing other meshes

The XML file of the class can be opened for trucks only.

11.6. Viewing the Snow Cover Effect for a Truck

Using the Settings > Show Snow By Up Vector option in the main menu, you can enable the snow cover effect for the truck, according to its material settings.
For more details on the snow cover effect settings, see the "7.2. <Material>" section of the main truck guide.

9120 snow cover effect on the truck

END OF PART #5


Quick links to parts of this guide:

  • Part #1 - Introduction to SnowRunner™ Editor: First Launch, UI, File Paths (Chapters 1 to 4)
  • Part #2 - Creation of a Map, beginning (Chapter 5, from 5.1 to 5.11) that covers:
    • Terrain
    • “Geometry” Brushes
    • PBR Materials
    • Snow and Ice
    • Models
    • Plants
    • Distributions
    • Overlays
    • Rivers and Water Objects
    • References
    • Trucks
  • Part #3 - Creation of a Map, continuation (Chapter 5, from 5.12 to 5.15) that covers:
    • Sounds
    • Sound Domains
    • Zones
    • Objectives
  • Part #4 - Post-production operations: Packing a Map, Testing a Map, Publishing a Map, Playing on a Map (Chapters 6 to 10)
  • Part #5 - Viewing Trucks (Chapter 11)


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