Fernbus Simulator

Fernbus Simulator

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Beginners Guide: How to create a custom repaint [Updated on Dec 10th 2016]
By SocialOfficer
A beginners guide to get started with creating custom repaints and exporting them ingame.
 
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Introduction
We offer new modding opportunities starting with update 1.2 by allowing users to create their own repaints or also known as paint jobs in other games. We will cover the most basic process of creating an own repaint, please keep in mind that an essential knowledge of image manipulation is required.
Preperations and general notes
We will use Paint.NET (download)[www.getpaint.net] for beginners, advanced users may use applications like GIMP or even Adobe Photoshop. Please keep in mind that your editing software should be able to open PSD files.
Paint.NET requires a plugin to open PSD files which is available right here[psdplugin.codeplex.com]. Follow this great guide to install the extension: https://psdplugin.codeplex.com/wikipage?title=Installation

We need a template to create our own repaint. There are two templates available in total, one for the default MAN Lions Coach and another for the C variant:
Editing based on template
I will use the default template variant for this guide. Unzip the ZIP file and open the PSD file in Paint.NET, the template should look like this in Paint.NET:



You'll find all used layers on the lower right corner of Paint.NET. The sample template uses several design elements such as fonts and decals and a basic green background layer.


The first layer named UVW here is a wireframe layer which visualizes the wire of the bus model, we used it to arrange our design elements.

Let's toggle the UVW layer and disable the other layers to have a basic overview of our repaint. We will create a simple repaint in this guide, hide all layers we don't need, so we only got the wireframe layer, green and black layer at the end.



We could change our background color first, let's fill the green layer with a fancy dark color by using the filling bucket. After we changed the background layer, we could insert some logos and decals to our repaint. I've opened another fictional logo and pasted it to a new layer and positioned it where the previous logos were. I'm just only using one logo in this sample, feel free to insert more branding logos though.

Exporting and testing
We should hide our wireframe layer UVW so it doesn't get visible ingame before we start exporting it to our game. Save the file as repaint.png somewhere so we can move it to another directory later on.

Open up Windows Explorer and navigate to your installation directory of Fernbus Simulator.
Navigate to ...\Fernbus\Content\Vehicles\MAN_LionsCoach\Repaints\ and create a new folder which identifies our repaint. I'm using Tutorial in this sample, create a file in this subdirectory Tutorial.repaintinfo which contains general data about our repaint.

The file is based on JSON and contains information like repaint name, author, description and information of our texture file. Open up the file with a text editor of your choice and paste the following snippet:


Change the values which contains <> (save it without the <> chars). Save your repaint info file and move your repaint texture (repaint.png) to the same directory where your repaint info file is currently stored.

Boot up the game and start testing your brand new repaint after setting up the whole directory and repaint files. You're able to change the repaint in the busses selection by hitting the Customize button. Save your selection and start your ride.

My sample looks like this in action:


You're able to edit your repaint file afterwards at anytime, restart your game to view the changes.
Publish it
Available methods
Submit it to Steam Workshop
Head over to this guide: http://steamcommunity.com/sharedfiles/filedetails/?id=815245963

ZIP it up and share it with others:
Send your repaint directory to a new ZIP file:


and feel free to upload your new repaint package to the official forums[www.tml-studios.de] or on other modding sites and share it with others.

That's it. I hope this guide explains the basic workflow of creating custom repaints. Have fun creating new repaints!
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13 Comments
Outra acc / badarotgb Dec 20, 2016 @ 5:31pm 
Muito bom. baixeem
denatbernard Nov 4, 2016 @ 5:01pm 
jai acheter ce jeux sur steam pour le prix de30euro , je suis dessus li me dise que mon ordinateur ne peut pas gerer ce bus fernbus simulator je pense que steam et aerosoft ce foute de ma gueule loco de demarage extra et le demèrage du bus zero ça me marque error ... jai un nvidia geforce 61. 1gb et pour temp ce jeux me plais .. point de vue technique aussi bien que steam et aerosft m en voie aucune explication .. voila mon commentaire pour que je me fait entuber ...si quel qun peut meder pour dire comment faire je serais comptent .. merçi .
anonimus™ Oct 27, 2016 @ 11:34am 
Thank's for your help !
SocialOfficer  [author] Oct 27, 2016 @ 11:31am 
@anonimus: Take a look here, I uploaded a detailed UV layout with labels couple of weeks ago: http://www.tml-studios.de/forum/filebase/file/176-blueprint-template/

@Jonathan: Try to reinstall the PSD plugin, it worked for others, too.
anonimus™ Oct 27, 2016 @ 9:39am 
I have the same problem Jonathan. With photoshop working. But you, SocialOfficer, can you explain us, what is every detail from UVW layer ? Create us a new photo and post .
KinkyViking ⛟ Sep 30, 2016 @ 1:07pm 
hmm... i tried this and it didnt work, i tried it again and i still get Fatal Error after it loads the game in
Jonathan Sep 28, 2016 @ 5:13pm 
Yes.
SocialOfficer  [author] Sep 25, 2016 @ 2:03pm 
Seems like the PSD plugin failed to load. Did you tried to reinstall both Paint.NET and PSD plugin?
Jonathan Sep 25, 2016 @ 1:33pm 
Every time I try to open the file in paint.net, I keep getting the same error.

System.TypeLoadException: Could not load type 'PaintDotNet.Threading.PrivateThreadPool' from assembly 'PaintDotNet.Core, Version=4.12.6099.39434, Culture=neutral, PublicKeyToken=null'.

at PaintDotNet.Data.PhotoshopFileType.PsdLoad.Load(Stream input)

at PaintDotNet.FileType.Load(Stream input) in D:\src\pdn\src\Data\FileType.cs:line 496

at PaintDotNet.Functional.Func.Eval[T1,TRet](Func`2 f, T1 arg1) in D:\src\pdn\src\Base\Functional\Func.cs:line 158

It's really annoying and I can't figure it out.
SocialOfficer  [author] Sep 17, 2016 @ 3:46am 
Just create a new text file and save it as *.repaintinfo. Take a look again at exporting and testing in this guide