(Ger + engl subs) ETS2 1.18 Mapping Tutorial Teil 1: Grundlagen und erste Schritte

Hello and a beautiful good morning πŸ˜€ on this wonderful day on which the Scandinavia DLC is released eventually (Unnecessary talking about whatsoever) Welcome to a Mapping tutorial for ETS2 1.17 I know there are many German tutorials for it but over and over again questions are being asked which have not been answered in those tutorials Many of those tutorials are mostly about just launching the Map editor and looking at its most important features So is this tutorial, but we’re going a bit further afterwards Please excuse my dialect if I should fall back sometimes. I’m an Austrian πŸ˜€ So let’s start with the essentials Principally, as you might already know from other Mods ETS2-Mods are always being saved as *.scs or *.zip files most of the times as an *.scs file though They can be opened with an ordinary extracting program like WinRar or 7-zip If we look into the Mod folder That’s my own map here Yeah, WinRar is upset now ’cause I haven’t bought the full version πŸ˜› We can just open it like this and now we can see the folder structure For being able the see the entire folder structure of the game we have to open the installation directory I already got a shortcut to the Steam directory here (i.e. Programs (x86)/Steam/steamapps/common/Euro Truck Simulator 2) If you don’t have Steam this is just Programs (x86)/Euro Truck Simulator 2 And here we have more or less *.scs files, depending on how many DLCs you have These original files you cannot open with an ordinary extracting program, but you need a special “SCS Extractor” by SCS Software themselves With that tool you can extract the base.scs and the def.scs and look at the folder structure I’ve already extracted them here into this folder And here in the base and def.scs you can principally find everything modable Here’s also a folder called “map” which is logically the most important one for mapping and in here there’s a file called “europe.mbd” and another folder called “europe” This *.mbd file is… let’s say the file which holds it all together and gives the name of the map It’s actually not necessary most of the times, but if you wanna stay safe you better keep it And in the europe folder we got all the sectors of the map On the vanilla map going from sector +0+0 until -16-3 There are 3 files for each sector If I recall correctly the *.desc file is only here to tell that this sector exists and the *.base and *.aux files describe the sector itself As far as I know Since SCS introduced this sector system it’s possible to combine more maps with each other That’s why e.g. the Rusmap is compatible with almost any other map for ETS2 Maps are only compatible with each other though as long as the defintion files don’t overwrite each other For the definition files watch part 3 of the tutorial When you’re going to save your map, you gotta have a look in the editor first, which sectors you’ve used I’m gonna show you that in part 2 If you haven’t saved the map for the first time you can also see it here which files have been updated in your last session These sector files are the only ones you pack in your mod because if you pack the others too your map will be 100% incompatible with other maps as they’re most likely also using at least some of the sectors that you’ve packed for no use That’s it about the map files then Then… how do I save/pack a mod?

You just create a zip archive I’m gonna show you afterwards where the editor is saving the map Important: you right click the map folder, not what’s inside like I did here XD then add to archive It’s very important that you choose zip and compression method store otherwise it won’t work Then you can rename it Let’s call it… Mickymaus.scs You can also stick to zip, but in order to prevent misunderstandings in the community I recommend renaming it to *.scs Then just click OK. Now the mod is saved and can be put into the mod folder Now let’s activate the Map editor So the map editor is not an extra program you have to download like some might assume but the map editor is already contained in the game, it just has to be activated For activating it we open the installation directory again and create a folder called “base” and in there another one called “map” The home folder is being created by the game itself afterwards. It’s pretty useless actually It contains something about the content browser Here in the map folder we got a folder called “europe.bak” which is also pretty useless Every sector is just being saved as a backup here and autosave is the folder for the automatic save feature of the editor, you just have to look which has been changed at last So here you can also find a europe folder and file, as in the manual save directory So most times you only need those two, you can delete the others and pack the map folder as a mod What we also need to do is in the Documents directory opening the “config.cfg” with a text editor, I recommend using Notepad++ The original Windows editor should do well enough most times though Here we look for the lines “uset_r_fullscreen”: Here it has to say 0 The editor only works in window mode You can open it in fullscreen mode for looking around, but you can’t change anything in the map then This only works in window mode Then we need “uset_g_developer”: Here it has to say 1 and “uset_g_console”: here it also has to say 1 Minicon shows 4-5 lines of the console on the upper edge of the screen during the game in order to be able to identify errors and warnings immediately I’d recommend it for mapping sessions in game it might be a bit annoying though I like to have it on ’cause I wanna know when there’s an error FPS shows a line with the current FPS rate and other informations on the upper edge I also like to have it on Minicon and FPS are not necessary though So once we got this you just save it and you’re done Another file which is important for modding is the game.log as some might already know If the game or the editor crashes You can see here why (at least most times) Here are lots of errors now, but they’re harmless These errors can be ignored completely, they even occur on the vanilla map But this error here Here’s a so called overlay missing, I’m gonna show you in part 2 what that is The game wasn’t able to open that overlay for some reason So some errors might lead to a crash of the game and here you can see which error it was and most times which file is the corrupt one

Ok, so when we’ve set everything Also important: For mapping the mod folder has to be empty It must only contain those mods which are absolutely necessary for the map itself So put out any other Mods, Traffic, Lighting, whatever because otherwise the editor is very likely to crash So we can launch the game now For mapping I always launch it in 32 bit mode because in times of 1.16 and 1.17 beta the editor kept crashing at certain points in 64 bit mode I don’t know if that’s still the case, but I don’t wanna take the risk and keep on mapping in x86 / 32 bit mode Oh, I forgot to explain that now The key left of the 1, on the german keyboard “^”, on the english keyboard ” ‘ ” has to be pressed once the profile selection menu is opened Then the console will appear where we type in “edit europe” The console only uses the english keyboard layout It doesn’t matter for “edit europe”, but for certain other commands you have to take care of “z” and “y” for example So we type in “edit europe” and press Enter, then the map will be loaded and the editor will open We already got the first error message here Can’t be that bad as the game didn’t crash Good, so we’re in the editor now So then let’s continue with the first mapping steps Down here we got several buttons “New map”: should be clear, you create a completely new map a so called “standalone” map like e.g. the Hungary map or the Dutch map Such maps often use another scale. Many things have to be changed and adjusted then to make it work, I’ll show you that later “Load map” is actually quite pointless ’cause it won’t let you open a mod and load the map in there This feature actually only makes sense for STDS which has several in-game maps, for each challenge another one so it makes sense there “Save map”: quite obvious πŸ˜‰ “Check map”: To be honest, I don’t know what this is good for You don’t really need, just as “Segment cache” “Run map” might sound practical, it’s bugged though So don’t use this If you want to drive on your map you better save, pack and load it like I showed you before “Quit”: quitting the editor without saving. If you’ve changed something on the map it will ask if you really wanna do that “Recompute”: important if a new update for ETS2 was released or ferry definitions have been changed And finally “Settings”: this is a bit more interesting Here you can set the weather in the editor for example Or the time… let’s switch to midnight… so it’s dark now The backgriund isn’t but the map itself is Here we got some street lamps Or let’s say, morning dawn Let’s switch back to midday Here we can switch to rain Those settings like fog density and stuff… you don’t really need this in the editor ’cause you don’t need such a high weather and graphics performance in the editor Then there’s “map” where we can set the scale We can see here, the original map uses a 1:19 scale and 1:3 in cities If you wanna make a standalone map you can change the scale here

Now the actual mapping begins Here’s a Grd menu You don’t really this, to be honest I again got no idea what this is good for And here are all the different item types Let’s take a look at this stuff here By the way, you can zoom slowly with the mouse wheel and quicker with page up/down So now we set the edit mode to “new item” and item type to “Road” so we can build a road πŸ™‚ Now a window occured called “Road item default properties” It lets you set certain things even before you’ve actually built the road E.g. what kind of road you wanna build I’ve chosen a “road 1 lane double now” 1 lane means there’s one driveable lane in each direction (obviously :P) and double means the central strips Countryroads are divided into “rl-values”, e.g. rl0 no lines looks like this, quite narrow Or rl1 broken 1 and rl2 broken 1 which is even wider You can aso find highways in here and other stuff There’s even a beaten path called “Sidewalk” I’m gonna choose a motorway now “Road shader” means the pavement of the road We got uncountable sorts of asphalt Asphalt0 is a lighter one then a darker one with a broken outer line Then there’s snowy asphalt or even f.e. paved city roads or dirt Let’s switch back to asphalt again “Central shader” is for roads with a central reservation like highways It’s now set to dirt; I’ll take f.e. dry grass or diverse fields which of course are pointless for a central strip or water… XD That’s quite an interesting water texture… ^^ Ok, so water doesn’t work for central shader, but it’s for no use anyway πŸ˜€ or a sidewalk material also works as central shader Then we can set the terrain shader for the left and the right side of the road It’s still set to dirt at the moment It works the same as “Central shader”, you just choose the material f.e. different sorts of grass pebble stones sidewalks… well that’s a bit too wide for a sidewalk πŸ˜‰ or water Oh here’s that blue stripe… strange The same applies to the right side and we got an extra menu “Sidewalk”

This doesn’t work on a normal road though, but we gotta switch the road type to city road up here Then it’s activated on the left side We haven’t set one for the right side yet, that’s why we get this red shader There are also lots of different materials I’ve never understood to be honest how “Load preset” is supposed to work Then we can switch to terrain This lets you create extra scenery if the terrain of your road isn’t enough There’s also a new tool called “Bezier patch”. M95 shows how to use it; link for the video is in the video description So far we only got this piece of terrain And with this you can extend the scenery And again we can change the terrain shader We’ve already taken up a lot of space here across the sea… πŸ™‚ Now we’ll look at so-called prefabs Prefabs are basically all courses of a road which can not be created well with the basic road-tool So any kind of crossings, roundabouts, junctions companies, garages service stations basically everything driveable but roads Also ferries Just… everything driveable πŸ˜› What’s special about them We see that roads always have a red and a green node and if you continue to build on from a green node it turns red as well Red nodes hold the description of this very item I.e. this red node describes in the direction of the blue line this piece of road And at the end there’s a green node Nodes of the same colour won’t connect, there always have to be a red and a green one The only exception are prefabs As we see, the prefab has 3 green nodes and only one red node, as it only needs one to hold the properties of the item It would be quite a stupid thing if I wasn’t able to connect a green road end with a green prefab node Let’s just build a road It does connect The only connection that doesn’t work with prefabs is red-red Let’s just make another road As you can see, it doesn’t connect properly Just no way However, if you have to build it like this and there’s no way of turning the prefab or the road there’s a trick for that πŸ˜‰ Before you place the prefab change the origin number in the default properties window (yeah well… some unnecessary talking again XD) Most of the times you can solve the problem this way Here we can look for prefabs of a certain category Then there’s the prefab look; for this norwegian prefab there’s only the look “grass dirty” There’s also just one variant So we’re heading on to Buildings BUT, buildings aren’t, as you may think, houses and stuff No, buildings contain all constructs which can be stretched and are not limited to a certain size They work similarly to roads

You can just continue placing nodes which hold together One example is the “tree avenue” So you just continue placing them and again nodes of the same colour don’t connect Here’s all different kind of buildings, like walls fences pedestrian crossings which you cant see now for some reason so no pedestrian crossing XD here should be one though It’s called “lines people” You still don’t see it on this background or what you can also find in here are those blockers for dead end roads at crossings The one with crosses is called “dead end” and the one with the arrows “direction blocker” That’s about it for the buildings Next thing is Models So here you find all constructs which cannot be stretched and are supposed to have a certain size Houses, rocks and many many more The number of models is sheer uncountable There are houses, humans, anything possible Again they’re sorted into categories And as you can see that’s quite a long list of models You can just look through what there is For some models there’s also Let’s get a car for that There are certain looks, so what the model should look like, i.e. colours, skins And some variants which are set to default now So the car’s steering wheel is on the left side now And when we switch to the UK variant the steering wheel is on the right side So while looks change the skin, variants change the model itself Then we can also change the model’s scale When I set everything to the scale of 2 it’s twice as wide, high and long Good, that’s it for the models then So we can move on to signs First of all, there are 2 different kinds of signs When we look into the categories we see There are Signs/at and Signs/at navigation Logically navigation stands for navigation signs… πŸ˜› But those have to be editable That’s why there are 2 kinds of signs There are also other sign categories Such as city enter and exit signs Then reflective posts for the roadside are also considered as signs As in editor we are in Italy now let’s switch to signs/it Again we got a wide variety f.e. an indication for an upcoming petrol station give way go left/right indications for toll stations and even more and speedlimits And when we look into signs/it navigation I’ll show you that in part 2. There are 2 different systems for editing navigation signs But I’ll show them in part 2 as they might be a bit complicated Then let’s have a look at animated models or better not… you don’t need them, I even doubt there’s actually one If we place one

No, there’s none Then goodbye again Then walkers Honestly I doubt you need those as there are plenty in the Mover section So this is rather pointless I’ll show Triggers and Cutplanes in part 2, so let’s move on to Movers When I place on here, it’s a red balloon by default Again there’s a wide variety of Mover models Trains Of course this is not the direction it should move in, and it doesn’t bounce backwards Here we can set its speed Now it would be twice as fast Then we can adjust the times of activation And here is the tick for bouncing back By ticking “Follow dir” it follows the path “Use curved path”: you need this when your mover has more than one node So there are no sharp corners but only smooth curves By clicking Append node you… append another node πŸ˜› If I move this node here the train will take a sharp turn which looks odd of course So we tick Use curved path and the train will take the turn way smoother Looks much better, doesn’t it Water reflection is needed if the Mover is supposed to cross a bridge for instance So it’s being reflected in the water But that’s the ONLY occasion you need it, otherwise it will take up some performance Those waves above the nodes indicate that Water reflection is on Of course the train is no pedestrian… πŸ˜‰ But for this man for example… who’s walking a bit too fast Now we can tick Pedestrian so he will be deactivated when you do so in the Game menu Append node and Remove last node should be clear The Distance type indicates from what distance an object is visible If it’s on short it would already be invisible on a relatively short distance It would just disappear when distancing yourself In cities I’d set it to Default as you don’t need more in cities You should use Far only for really distanced objects ‘Cause otherwise it would unnecessarily take up performance Ignore cutplanes will be explained in part 2 Ignore bounding volume… Honestly I don’t know this feature I’ll go back to the train Let’s take this one It has its own typical railway sound And now it’s mute Cities and No weather areas I’ll show in part 2 Hinge… again I got no idea what that’s supposed to be tbh Map overlays will also be shown in part 2 Sound is quite practical There’s e.g. a moose sound

and sounds for garages and quarries I haven’t had to deal with them yet Never built a quarry or placed a moose anywhere so far and it’s not essential for a garage Now here it is, the moose… πŸ™‚ Shut up. Shut up !! I’ll show you Ferries, Camera points and Traffic areas in part 2 as well They might be a bit more complicated I’ve already switched through the edit modes sometimes as you might have seen None… is pretty obvious New item… is (who would have thought) placing a new item When we switch to Road we get this window again Move item… clear as well When you want to connect two roads or other stuff or with a prefab you have to press Alt while moving otherwise they might not connect but behave like two red nodes Most of the times it does work without pressing Alt Oh it wants to autosave We don’t need this now It also works here… you need to press Alt mostly for connecting items of a different height I just took to pressing Alt while connecting items, ’cause then it will work for sure as long as you connect correct nodes Delete is also quite self-explaining Then Item properties… quite an interesting mode (Translation to German) As you see… there’s much more options for the actual Road properties than for the Item default properties Again there is Road type, Material, Center material, vegetation Here we can set the Distance type again Here’s the switch between road, city road and terrain we’ve already dealt with High poly road is a very important thing when you build curves Now there are some nooks in the street and when I turn High poly road on Maybe I should make the turn a little tighter When I turn it on all those nooks are smoothed out This is principally for drivable roads It’s not so important for scenery roads as again it takes performance Low poly vegetation is for roads and terrains in the distance Where detailled vegetation isn’t important Superfine is for even tighter turns Despite High poly road turned on there are still some slight nooks In that case we can tick Superfine This is really just for extreme cases though Then No collision… I think that is that you would just fall through the road So the road would be a hologram… but who wants that anyway I don’t know what this is good for… sometimes there are bugs with this ticked Ignore cutplanes again… as I said, I’ll explain this in part 2 Tunnel… tbh I never tick it in tunnels and it still works XD I’ll show you later how I make tunnels Show in UI map shows this piece of road on the satnav and on the world map So you tick it for drivable roads and untick it for roads e.g. placed behind a road blocker

Water reflection… again for roads across or along some water Again the editor shows it with those waves Terrain shadows… You might need this when terrain is overlapping in curves If you untick it those odd shadows will disappear No AI vehicles… e.g. for private roads of a company or small roads Where AI traffic is not allowed or impossible The editor shows it by scratching through the node of the road Left hand traffic is mostly needed for the UK No boundary is something you should always have ticked Each road has an invisible wall a few meters off the road parallel to it Against which you will crash if you get off the road And if you’re building a bridge across a road which has not ticked No boundary You will crash against the boundary of the road underneath when driving on the bridge So to be sure always tick No boundary And stretch terrain… again I don’t know honestly Ok, so in the road properties we got a lot more detailled options for left and right We got sidewalk on for the left terrain shader… maybe we should switch to… f.e. rocky land Road height offset means the height difference of both driveways When I type in “2” the left driveway is a bit higher than the right one It doesn’t make sense here on this 1m offset road but it does make sense for highways with e.g. 5m offset Terrain size should also be clear… the higher its value the longer is the terrain For bridges you just set it to 0 I set it to 150 most times Here’s the terrain profile which is now set to plain Then a small hill and plain or a bigger hill or also down And when I set the coefficient to 0.5 the hill is only half as steep Coef. 2 is twice as steep etc That’s what the coefficient is there for I’ll switch back to plain Then Noise power… maybe we see its effects when we look a bit closer Although it’s set to plain there are still some little hills in the terrain So if I wanted to place some sort of platform here those hills would grow through the platform In that case you can set the grass shader to its “no grass” variant (or tick No detailled vegetation) ’cause otherwise you would also see some clumps of grass on that platform And turn the Noise power down to 0% so there are no hills any more There are 3 slots for Vegetation along the road Let’s grow some bushes Again there’s a coefficient for the vegetation density 2: twice as dense etc some trees in the 2nd slot or pines… there’s almost any kind of European vegetation When I tick Low poly veg. they are just flat 2D-trees That’s for landscapes in the distancee to save performance

No detailled vegetation has the same effect as choosing a “no grass” variant of a terrain shader I’ve never made use of Veg. collision… I suppose this is for the case you might want to crash into a tree… πŸ˜› Then the sidewalk again… as I already showed you, we can set its material after we switched to City road and its size gonig from 0m which only adds the curb all the way to 8m We also got the opportunity to assign models of a certain density to a road For example street lamps which is now still in the middle of the road And model dist is still set to 40… let’s set to 20 so we get 3 lamps on this road And Model offset… maybe to 9 no that’s not enough 11… too much… 10.5 should do well so they’re placed at the roadside now There’s even a 2nd slot… for reflective posts for instance There’s one for almost each country… the one without an assigned country is Germany’s Let’s set the model dist to 30 here as they are 30m apart in real life and offset to 10.5 again Well my screen is too small for the whole window Down here there are a few slots for railings For example some kind of crash barrier again we set the offset to 10.5 that’s even too much for a crash barrier Never mind In railings you can also find tunnel walls Note: This was a temporary bug. It’s fixed in 1.18 onwards Obviously not for this kind of road City tunnel should work though Why won’t it work Let’s try it on an ordinary extra road of the type rl2 Here’s also the special model for the Arlberg tunnel Ok, this tunnel seems to work It’s transparent from the top, but of course it isn’t inside There’s just one problem: If there was bad weather it would just rain in the tunnel as well To prevent this we have to create a No weather area above the tunnel As I said, I’ll talk about it in part 2 If you want to build a tunnel underneath another drivable road You would just place the No weather area just in between so it will rain on the open road but it won’t in the tunnel Another thing you will find in railings is bridges

For special bridges there are also prefabs like e.g. the Øresund bridge Here you’ll just find some ordinary bridge railings Of course you have to set the terrain size to 0 then If you want you can place a pillar model at longer bridges I often choose Pillar T-shaped There you see it The same applies to the other side of course That’s it for the Road properties then Note: By clicking the arrows in the middle of the properties window you can copy or exchange the settings of one side to/with the other At the bottom of the window which you can’t see here ’cause my screen’s too small there are some useful buttons like Remove stamps They’re not essential, although very useful Another feature would be Set as default Long talk short point: It lets you apply certain settings to every newly placed road You can also apply them to an already existing road by clicking Use default in its properties Quite a useful feature The essential functions like apply or close can be executed by Enter or Esc Ok, so let’s look at a prefab’s properties they look and behave very similar Athough all terran sizes are set to 0 there still is some terrain If you want some vegetation to grow here you can set it right here And unlike me don’t forget to highlight it XD Yeah, so now some bushes are growing alongside the road This terrain works just the same as we’re used to Terrain profile, size and vegetation… although with only 2 slots availabe Then the ticks… also similar to the roads For the UK there are special prefabs, I’m not even sure if this tick works for prefabs No activation is something I’ve never used Ferry entrance… we will talk about ferries in part 2 and 3 There are special prefabs for borders, so if you have one of those you activate this Use semaphores… obviously activates traffic lights on intersections Here you can set the Y-rotation of the prefab more exactly (you need this in order to connect 2 prefabs) It’s now at approx. 90Β° Distance type again The button “Add prefab signs” saves a lot of work: it adds the signs a prefab needs to have (you might have to change them to a country’s specific layout though) In this case there are streetlamps and exit signs and give way and stuff And Remove prefab signs… removes them, who would have tought Set as default and Use default… we’ve already talked about this Again, Set as default saves all settings you did for this prefab and Use default applies them to another one

All the other buttons… shouldn’t be necessary The properties of a building aren’t any special There isn’t anything new Then those of a sign As I said, we’ll deal with them in part 2 And models, such as those those so-called “rocks” which are actually just hills They’re actually quite useful as they fill up terrain holes or cover up overlapping terrain Note: Again you can also use a Bezier patch here What I just did was pressing C to switch to the free camera What am i doing… XD Node properties… see part 2 Height… changes the height by drawing a node up or down If I hover with the mouse over this node, you see at the bottom it is of the height 0.00 If you want to place an item at the same height as another item (new item…) (as any newly placed item is of the height 0) So before placing it just hover with the mouse over the node its height it should apply and you see, they are of the same height: 14.13 And manually… just draw the node up and down, it’s even going down the negative values I’ll put it back to sea level as we’re near the sea here (actually it doesn’t matter xD) Place start would be needed for the Run map option, but as it’s bugged it’s irrelevant Rotate X,Y,Z only works for non-stretched items, so not for roads and buildings So it only works for models, signs and prefabs… I think for movers as well Yes, so does it for movers Rotate X… let’s just place some model our BMW Yeah uhm… images say more than 1000 words πŸ˜› no need for a translation here Import shouldn’t be need, instead Brush should Brushes are no items you can place and delete Brushing means, like I did here, painting an existing piece of terrain with another material I can either just press Brush or mark the roads I want to brush before in None mode Either by holding Ctrl pressed or square-marking them This only works for roads and Bezier patches, but unfortunately not for prefabs On the left side you can choose the size and brush type With trans adds a smooth transition between the materials While Sharp brushes without any transition Let’s test it here… oh uhm dirt on dirt is not very useful xD Let’s take dirty grass So with trans adds this smooth transition So that’s it for part 1

and mapping basics In Part 2 and 3 we’re dealing with advanced mapping and the tasks beyond the map editor if you wanna make some bigger project Thank you for watching And see you in part 2… πŸ™‚