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Creating a Skin

First things first, you're going to need a couple of programs. The texture files themselves come in .DDS format, so you're going to need a capable editor. Gimp (free) + a DDS plugin is recommended (if you're on Windows, grab the second attachment, it's a .exe installer). However, Photoshop will work as well. You'll need a .tobj editor  (to use the one I've linked, simply extract the .zip into an empty folder). You're also going to need 7 zip or WinRAR, if you don't already have either one of them.

CR ㅗㅗ

Next, you're going to create 3 sets of folders, each with folders of their own inside. The paths will be linked for you to follow, and you simply create the folders inside of each other in that order.

The first set is as follows:


Once you create a skin, you will be putting it inside the paintjob folder that we just created. you will also be putting our first .tobj here.

Second set is:


This is where the .sii file goes. It's a text file, think of it as a config file for your skin.

The final set is:


This is where you will put the skin icon (the image that shows up on the sprayshop screen, above the price of the paint job), you will also be putting your .mat file and second .tobj file here.

You should now have 3 folders: vehicle, def, and material. Each folder should be set up as listed above (material should contain ui, which should contain accessory, for example).



Creating the Skin

Now that you have the folders set up, you can begin creating our skin. You will need these  templates. If it's not obvious from here, simply select the template belonging to the truck you want to skin. Take the template you want to edit, and open it in a .DDS capable editor (such as Gimp or Photoshop, as discussed earlier).

Once you've finished editing the template, export it as a .DDS named paintjob_013 (In Gimp, File>Export> Now move the that you just saved to vehicle/truck/upgrade/paintjob (that you created earlier). 

The skin itself is now in place. Next is the .sii.

Editing the .sii

For the .sii file, a template is available that you can use on Volvo skins. 

You can open the file with a text editor. Upon doing so, you will see the following:



accessory_paint_job_data :


name: "Paintjob Template"

price: 10

unlock: 0

icon: "paintjob_style13"

airbrush : true

base_color :    (0.0, 0.0, 0.0)

paint_job_mask: "/vehicle/truck/upgrade/paintjob/paintjob_013.tobj"

stock: true



Note: In the actual file, each line between the second '{' and first '}' should have 1 tab of indentation. Do not create a .sii using the above text, without giving each line a tab of indentation.

Feel free to edit the name, price, or unlock level. If you would like to use this .sii file on a truck other than a Volvo, locate the [accessory_paint_job_data : ] line and replace the [] with the following, depending on the truck you'd like to use:

















When finished, open your previously created [def/vehicle/truck/] folder, but don't put your .sii in it yet. Instead, create another folder inside of [truck]. The name you want to give that folder is dependent on the brand of the truck you're editing, here is a table showing you what to name it based on the brand:


Folder Name























Since your editing a Volvo, the new folder path is [def/vehicle/truck/volvo.fh16]. Now open the folder you just created, and create a new folder titled paint_job (regardless of which truck you're editing). the final folder path is [def/vehicle/truck/volvo.fh16/paint_job]. Now, simply drag your .sii file (the one you just finished editing, titled style13.sii) into your newly created paint_job folder.

That's it for the .sii. The next section is for a custom icon. If that doesn't interest you, feel free to skip the next section.

Creating an Icon

To make a custom icon, simply open a .DDS capable image editor, create a new image that is around 290x70, then export it as when finished designing it.

After that, simply move your file to the accessory folder in material/ui/accessory.

Editing the .tobjs

In order to edit the .tobj files, you'll need the program linked in the beginning of the article. You will also need these templates of .tobj files. There should be two templates: one named paintjob_013.tobj and one named paintjob_style13.tobj. Extract the two templates to a temporary folder; you're about to edit them.

To use the editor, first run the .exe.

Then go to File > Open.

Select the first template, paintjob_013.tobj.

Then, in the box that says, "Enter the path and file name," enter the path of the .DDS skin file that we made in the earlier section. Your folder path should be [vehicle\truck\upgrade\paintjob\]

From there, simply go to FIle > Save as, and save as paintjob_013.tobj, in the same folder as the (vehicle\truck\upgrade\paintjob).

This is the .tobj file for the skin itself.

Now, go to File > Open once more, and select your second template: paintjob_style13.tobj.

This time, in the box that says, "Enter the path and file name," you should enter the path of the Icon DDS that you made in the previous section. Your folder path this time should be [material\ui\accessory\]. Once you have entered your folder path, go to File > Save as, and save it as paintjob_style13.tobj, in the same folder as your (material\ui\accessory).

Your Files should look like this:


Almost done! This step is very simple; just download this template (don't worry this is the last template. If you didn't have all of these templates, you'd need to extract the game files yourself, which isn't very fun). The file should be titled paintjob_style13 and it should be a .mat file.

You can open this file with a text editor. If you're going to keep everything as 'style13', then you can simply drop this .mat file into your [material\ui\accessory]. However, if you're going to be renaming it to something else, you'll need to open the file, locate the line [texture : "paintjob_style13.tobj"], and replace the '13' with whatever alternate name that you gave your second .tobj file.

Compressing to .SCS

To review before you complete the final step, your folders should look like this:


Both of your .DDS files should be in place, your .sii file should be in place and configured, both of your .tobj files should be set up, in place, and linked to your .DDS files (this is what you did during the .tobj section), and your .mat file should be in place and properly configured.

You are now ready to compress your three folders (vehicle, def, and material) into a .scs file. Select all three folders, right click on them, find the '7 zip' or 'WinRAR' tab, then hit 'add to archive'. It will then bring up a prompt. Look for a drop-down box that says 'archive format' (it should be directly below the naming box). Click it and make sure to select 'zip', if it isn't already selected. For compression level, select 'store'. You can then name it whatever you want, as long as it ends with [.scs] (for example, test.scs). When done naming it, and the archive format is set to zip, press enter.

You will now have a [.scs] file containing your skin, your .sii file, and your icon (if applicable). From here, just drop your .scs into your [Documents\Euro Truck Simulator 2\mod] directory, and it should work in game.

'Important note: The number '13' can be replaced by any name you'd like to give it, besides numbers 1-12 (1-12 would replace the original game skins) in all above instances, to allow you and others to make more than one skin. An example of this would be renaming the instances of '13' to 'gazelle', then changing the name of the skin .DDS, .tobj file, .sii file + contents, and the Icon .DDS file accordingly. The number 13 w'as used for demonstrational purposes, and any name can take its place.

Important note #2: Do NOT use capital letters to name any of your files; it will cause crashing and problems all around.

Happy Skinning!

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