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Everything was the same, except for the skin in the dds.file but the names where the same and the files inside too.
I'm gonna ask something different. Is it somehow possible to have four different 1250 lightbox with each one having their own skin ? I know I can make four different skins, one on each one, but I never use the small ones. So is it possible to have four 1250 lightboxes (by changing to code somehow) so I can only use those ?
Thanks and keep up the good work
Support for patch 1.40
Rebuilt housing on all variants to closer resemble IRL models.
Updated materials for patch 1.40
Templates are slightly changed for body_colour.
You desperately *NEED* to UPDATE ALL of your Mods on here.
I have quite a bit of your work attached to my Tractor-Cabs and Trailers...
but...
they are now UNUSABLE, because they are no-longer compatible with the game !!
We are now in Game Model 1.39,
... and every one of your things/Mods is showing Red, as they are no longer compatible, and will no longer work with the current game.
https://imgur.com/rRfaqbB
https://imgur.com/kw8SV9j
NEW 650mm side rectangular model added
Small tweaks to existing models to make them closer is size to real parts
Updated templates.
(i think yes)
And I really have no clue why. I looked up everywhere into that mod haven't found any Kelsa text or logo image. When the lightbox is turned off, the lightbox looks how it should: https://i.imgur.com/tOWZp1j.png
What's the cause?
非常期待下一个mod!不过。。。。灯箱是不是矮了点?我不知道现实中这玩意是多大的。
能做个挡风玻璃上的自定义LED那就非常棒啦!
再次感谢分享这么好的mod!!
Sorry but if someone can't make a texture despite having part of the work already prepared that's on them. I even got a PM asking how to download the zip from Dropbox.
Something that can be figured out if that person looked at the site for more than 3 seconds?
And this is the stuff regarding the template.
In the downloaded zip you can find : mod descritpors for the game mod manager, one folder tree for where to put the texture adn the template.
This line was in the temaplte from the start:
save the files in: obel\kelsa\led_board_logo\led_#.dds # = width, look at layer name
And yes the layer names are the exact as the filename to save. Is that really so hard to figure out?
It's a shame more modders don't or cannot be more helpful.
Here's how you do it (basic knowlege of PS/Gimp/Paint.net or similar):
1. Select which one of the bars you want to work on (LAYER NAME)
2. Hide other layers
3. Make your logo/design whatever else over the MARKED AREA
4. Hide the template layer
5.(optional) To edit backlight strength or areas to be lit edit the alpha channel (how alpha channel works? GOOGLE IT!)
5.SAVE the file as a dds file (DXT5 or 32bit ARGB) with the NAME OF THE LAYER.
6. Place the file in the ALREADY prepared folder inside the zip archive.
7. Enable and place above the main mod in the manager (if you don't know where the non-steam mod folder is, GOOGLE IT!)