Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If you talking about your driver avatar in game then you need to go to the World of Trucks webstie and upload it there then you can select to use that for your driver avatar in game.
The game uses a 96x96 .dds file in /material/ui/driver The naming converntion is simply 0.dds onward. 0.dds is the first guy in the driver choice lists.
Create a folder called material, inside of it create a folder called ui, inside of that create a folder called driver. You will need an extracted "base" to get the .tobj and the .mat (example 0.tobj and 0.mat). Copy your 0.dds into this folder (3 files total). Compress this folder structure starting at material using windows zip and name it however you like. Once the zip file is compressed then rename it once again but this time only change the file extension from .zip to .scs. Move this file into your mods folder in documents/american truck simulator/mods start the game, edit your proifile, choose your picture start the game, see your picture. The hard way ;) The nice feature about this is that you can have a bunch of your own pictures in the drop down list 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 make it player_logo. /material/ui/player_logo. The file names are logo_0.dds up to 7.dds I believe.. Same 96x96 .dds except you cant use the entire 96x96 only the left most 2/3rds. By leaving both the player_logo and driver folders inside of the ui folder you can add both drivers pictures and company logos in the same mod.
Paint dot net is free and handles .dds easily without a plugin. Have some fun learn some stuff.
1) If you are only replacing the image, then the .mat and .tobj files are not required in your mod. Because the .dds filename has not changed there is no need to alter the mat or tobj and therefore no need to include them in the mod.
2) For some time now SCS have accepted .zip files happily in the mod folder. Archive your mod as explained above but you can leave it as .zip if you like.
Normal compression is fine when making most archives for ATS and ETS2, but use "store" method of compression when including .ogg (audio) or .ogv (video) files. If you compress audio or video files in SCS games it will throw an error in the game.log and the sound/video won't work.
ie. not even arching it, just copy the folder/file tree into the mod folder.
I tried the above, but can't find "/material/ui/driver" - what directory is that in?
Running Windows 10, ATS version 1.30. Help?
Will that replace existing portraits of drivers I've already hired? (Or is that even possible?)
[edit]
Or does the game pick these up dynamically? If so my apologies & disregard the above as nonsense ;)
[edit]
However, as the dds file doesn't exist then you'll also need to create both an accompanying related texture object file (.tobj) and a materials file (.mat) as those also won't exist.
When I first tried, years ago in ETS2, to silence the "yawn" sound and change my profile pic I found it would not 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 need for the force_mods switch to be active, but I don't think player profile pics or driver pics are included in that change.