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Document Info
Category: Modding
Updated: Jul 20, 2025
Tags: repaint livery

This article will help you understand how to create custom repaints for DBus vehicles for Singleplayer and SCS Convoy.


SCS Tools, image editor and general game modding workflow knowledge is required. It is recommended to have the miniconsole enabled in-game. How to enable the console -> https://forum.scssoft.com/viewtopic.php?f=11&t=61852

Unlike other truck mods, you can't make a new paintjob for the bus mods, you can only replace existing ones. The reason why is that the doors are animated by making them windows - rolling down the windows opens the doors - but because of that, paintjobs don't affect them, as SCS never imagined people would want to paint their windows. The paintjobs that come with the bus mods have their own special parts that change what the doors look like and adding a new one involves editing the vehicle itself, meaning third-party paintjob mods aren't really possible. If you made a new paintjob without adding this special part, the doors would not be affected by your texture, only the bus body. For that reason, it's best to just replace an existing paintjob. Vehicle textures are stored in .dds files, so to replace an existing paintjob you just need to overwrite its .dds files.

Extracting the mod files

Mods downloaded from Steam Workshop are stored in your Steam installation. Subscribe to one of the bus mods on the Workshop, and once it's finished downloading, go to: Steam\steamapps\workshop\content\227300 (227300 is ETS2's game ID) Inside, there will be one folder for every mod you're subscribed to, named after each mod's ID number. The bus mod numbers are:

  • Solaris Urbino: 1893063436
  • Iveco Evadys: 1986485167
  • Karosa 95x: 2059274297
  • Bolloré Bluebus: 2411589278

Inside each mod folder there will be a handful of .scs files, extract the one you want to create repaints for (the last two numbers mark the supported ETS2 version) using SCS tools available on their wiki. 

Identifying which files to replace

You can work out which .dds files you'll need to replace by reading the corresponding .sii file. Go to def/vehicle/truck/<bus name>/paint_job and open the .sii of the paint job you're replacing. Inside there will be a line that says paint_job_mask followed by a .tobj file, you'll need to replace the .dds file with the same name (e.g. if it says idfm.tobj, replace idfm.dds). The Karosa 95x and Bluebus both use the accessory system, also known as the Scania NG repaint system. The Bluebus uses it for its mirrors, Karosa for more parts, listed below. Inside the paint_job folder, open the accessory folder and then open the .sii file for the paintjob you're replacing. It will mention a bunch of .sui files located in a different folder. Each one corresponds to a different bus part, and mentions a different .tobj file. You'll need to open each .sui and note down each file it mentions, for all of the bus parts you'd like to replace. The bus parts are listed in Czech, they translate to:

  • celo_p (front end): Windshield frame
  • celo_z (rear end): Rear panel
  • lemy_kol (wheel fenders): Front and rear fender
  • p_masky (front masks): Front intakes
  • p_naraznik (front bumper): Front bumper
  • z_naraznik (rear bumper): Rear bumper

If you're replacing a paintjob that is already a similar colour to yours, you'll only really need to replace the celo_p and celo_z .dds files, as they are large enough to be noticeable. The rest are small parts that you'd likely only recolour, and they may all be covered by a single file file anyway.

Replacing the .dds files

Navigate to the location of the file you're replacing, and find the .tga file with the same name as the .tobj file that the .sii mentioned. Make your paintjob and save it as a .tga file. You can download SDK (includes templates) for each vehicle from their respective Steam Workshop pages.

To convert .tga to .dds, use Conversion Tools from SCS Software. You can get them here - https://modding.scssoft.com/wiki/Documentation/Tools/Conversion_Tools