About this mod
Replace the textures of containers and other solid types of cargo. Now compatible with the Simulator update!
- Requirements
- Permissions and credits
- Mirrors
Compatible with most of the old Cargo Swap skins, but not the 20ft container skins. Altfuture changed the model of the 20ft container to match the military 20ft container, so none of those skins work anymore.
Drag the downloaded zip file into Unity Mod Manager like you would any other mod. You do not need Skin Manager installed, although it is compatible with Skin Manager.
Installing the old cargo skins
Unzip into the mod directory, so that the file path is as follows:
<game install folder>\Derail Valley\Mods\CargoSwapMod\Skins\<cargo-type>\<skin-name>\<skin-files>
For example:
C:\Program Files (x86)\Steam\steamapps\common\Derail Valley\Mods\CargoSwapMod\Skins\C_FlatcarContainerAny\Maersk\ContainersAltas_01d.jpg
Installing the new cargo skin packs
Drag the downloaded zip file into Unity Mod Manager like you would any other mod.
Don't the 40 foot container textures take up a lot of VRAM?
They did with the old version of this mod. The 40ft container textures are 8K textures, but only the top left corner is used (the reason why is complicated). This mod now crops the textures at runtime so that we're not having to keep 63 million white pixels in VRAM for each texture.
TLDR: you should be able to use more 40ft container textures now, especially if your graphics card has a good amount of VRAM.
The zip file should contain two items:
- a "Skins" folder (structured like the old cargo skins: Skins\<cargo-type>\<skin-name>\<skin-files>)
- Just like normal Derail Valley mods, it needs an info.json file that contains the following:
{
"Id": "SkinPackName",
"DisplayName": "Skin Pack Name",
"Author": "Username",
"Version": "1.0.0",
"HomePage": "https://www.nexusmods.com/derailvalley/mods/1034",
"Requirements": [ "CargoSwapMod" ]
}
Of course you can change the fields to whatever you want. The Id should be unique, and the HomePage should link to the nexusmods page for your skin pack. The important thing is to keep "CargoSwapMod" listed as one of the requirements.
Here's a list of all the possible cargo types:
If there are any cargos that are missing from this table, or if you think I mislabeled something, please let me know and I'll update this table.
There's a special cargo type: C_Flatcar_ContainerAny. 40ft container skins placed in here will be able to spawn on any 40ft container. C_Flatcar_ContainerAnyAC works the same way, but with the refrigerated containers ("reefers").
These names changed for the simulator update, so make sure that they're correct. I've included some backwards compatibility so that the old skin mods still work.
Where's the SkinsAC folder?
The "SkinsAC" folder is no longer needed; the reefer skins that used to go in "SkinsAC/C_FlatcarContainerAny" can now go in "Skins/C_FlatcarContainerAnyAC", the contents of "SkinsAC/C_FlatcarContainerSunOmni" can go in "Skins/C_FlatcarContainerSunOmniAC", etc. But the old SkinsAC folder will still work for backwards compatibility.
Can I alter the "shader" skin?
In addition to the regular texture, each cargo also has a shader skin, which has a metallic map in the red channel, an ambient occlusion map in the green channel, and a smoothness map in the alpha channel. If you want to customize any of these layers, you can create a custom texture for it. Put it in the same folder, but with an "s" at the end of the file name instead of a "d" (e.g., ContainersAtlas_01s instead of ContainersAtlas_01d).
Can I reskin custom cargos made with Wiz's Custom Cargo mod?
Yes. You just need to know the name of the cargo prefab and the name of any textures you want to replace.