© 2018 ERCentertainment

May 18, 2017

Sledwraps 101 - How to Make Your Own Skins


Edited: May 23, 2017


Sledwraps have become an increasingly important staple in SledSimulator as we wait for new updates. After a while, everyone gets tired of the monotonous OEM look and wants to create something fresh. This post will show you the entire process of making your own custom wrap. *Please note: this tutorial is directed towards Windows/PC users. It has not been tested with Mac.*


In addition to Sledsimulator, you will need:


~Wrap Design --> https://www.arcticfxgraphics.com)

~Photoshop Program (Adobe Photoshop, GIMP, etc.)

If you dont have a photoshop program, GIMP is an excellent tool (best of all, its FREE --> https://www.gimp.org/downloads/)

~TexMod --> http://www.fileplanet.com/205418/200000/fileinfo/Texmod-v0.9b Beware of clicking fake download buttons as they can download viruses. Only click the blue download button as shown in the picture.



Step 1: Find your inspiration (Choose a design).


This is the first and most important step. What do you want your sled to look like? www.arcticfxgraphics.com is a great place to find a design. Hover over "Browse Wraps" and Select Polaris --> Rush RMK.

From here you can choose a design and change all of the colors to whatever you want. The complexity of the design you choose will play a part in how difficult it will be to create. For example, a solid color wrap or basic design that ONLY has colors and patterns is easier than choosing a design that has logos or other small details. The more detailed it is, the more time you will need to take to make sure everything is lined up. Here is an example of what happens when you DON'T line it up properly. Notice how some of the logos are cut off?

When you have the design you want, take a screenshot of it. *TIP: Make sure the window is maximized (takes up the whole computer screen) when you take your screenshot. Press CTRL+PrtScn.* If you get a design from somewhere else, make sure it is a side view, and not at an angle.




Step 2: Create a New Folder.


Create a new folder on your C drive called "SledSimulator Wraps" (spell it exactly as it appears here, otherwise you will receive an error). Download the SledSimulator Wraps Packet, which contains all of the OEM textures in JPEG format as well as the .LOG file, and move them into the new folder. --> https://www.dropbox.com/sh/zl0cistlgp2jtpz/AAA62gWsYL6h52OTLEGswlRQa?dl=0

Once you've gotten them into the folder, it might look something like this:

Depending on your settings you may just see a list of names, not icons like in the picture.



Step 3: Open Photoshop.


After the program opens, paste your screenshot (CTRL+V). Export (Save) the new image in your recently created SledSimulator Wraps folder. Using an underscore in the name will make it appear at the top which seems to make everything go a little faster when you need to refer to the design (e.g. _SledWrapDesign).



Step 4: Begin Modifying Textures.


Begin dragging the JPEG OEM textures you downloaded into photoshop. For the majority of the textures, you may just want to change colors with a paintbrush/bucket. When working on files SLEDSIMULATOR.EXE_0x5EB66913 (The Hood), SLEDSIMULATOR.EXE_0x92358EF4 (Side Panels), and SLEDSIMULATOR.EXE_0xADA9BCE5 ( Tunnel / Running Boards), you will need to have your design open in photoshop, so you can copy and paste the different parts of the design over the OEM textures. *TIP: Everything will be mirrored in the game, so when copying and pasting textures, if there are logos or other similar items, make sure to flip them over using the mirror tools.* If using GIMP, you can use the Rectangle, Circle, and Free-Select tools to copy and paste specific parts of your design. A detailed guide of how to use GIMP is outside of the scope of this tutorial, but you may reference https://www.gimp.org/tutorials/ to learn how it works if you're not familiar with the program.

When you are done making changes to a texture, make sure to OVERWRITE THE OLD TEXTURE.



Step 5: Create TexMod File.


Once you have successfully made all of the changes to your textures, you need to create a .TPF file. This can be done by opening TexMod (Here is the link again if you missed it) -->http://www.fileplanet.com/205418/200000/fileinfo/Texmod-v0.9b . Go to the "Package Build" tab and click on the yellow folder icon to select the "Definition File", then click "Browse" and select TexMod.log in your SledSimulator Wraps folder. There should now be a file path in the definition bar. Click "Build". The file explorer should open and ask where you want to save the .TPF file. You may name it whatever you like and place it wherever you like, although I suggest saving it in your SledSimulator Wraps folder to keep everything together. If you received an error, follow the directions below. Otherwise, skip to Step 6.




There could be a few reasons why TexMod is giving you an error. The most probable cause is that you have incorrectly named your folder. In the .log file, it tells TexMod where the textures are. Here is an example of one of the lines of code: 0x8414591B|C:\SledSimulator Wraps\SLEDSIMULATOR.EXE_0x8414591B.jpg . As you can see, it is telling TexMod to look under the C drive, then in a folder named SledSimulator Wraps, so if you misspelled the folder name or put it under a different drive (e.g. the D drive), it will not work. Fix the spelling of the folder name and/or move the folder under your C drive. Another issue is that when you updated the texture, you exported it as a new texture and gave it a different name other than the original. You will need to rename all the textures you updated to have the same file name as the original texture.



Step 6: Upload Textures to SledSimulator.


First, you need to tell TexMod which program it is putting the textures into. Select "Target Application" (top left) and find the .EXE file for SledSimulator. Select the file and then click "Open".

You should now see SLEDSIMULATOR.EXE in the "Target Application" box. Click on the "Package Mode" tab and click on the yellow folder next to "Package Name". Select the .TPF file you just created, and click "Open". The .TPF file name should appear in the box.


You are now ready to play the game with your new wrap! Click on the wrap name in the box (it should be highlighted in blue), click run, and enjoy your new custom sled wrap! *TIP: If you have multiple wraps, you will need to move the one you want to use to the top of the list using the green arrow buttons.*





May 28, 2017

I made my own wrap and I really enjoyed your tutorial, but do you know how to get them into the game so they stay

May 29, 2017

I'm not aware of any way to permanently embed them into the game,

I've always just had to use texmod.

Jun 1, 2017

My biggest question. is it possible to remove the gloss and just black out the headlight? I'm trying to completely black out my sled in game

Jun 2, 2017

Ive tried different methods to get rid of the gloss and haven't found anything that works, since it is outside of the realm of the basic texture editing. That would be a question for 3r5k3n.

Jun 2, 2017

Okay, well I'll dig deeper at some point and let you know if I find anything.

Jun 3, 2017

In the mod I could change that if I went through all objects attached to the sled I could find the light and remove it, also could edit material (I think, but probably not), to make it less glossy. Though for another time.

Jun 6, 2017

Try it! That would be awesome.

Mar 25, 2018

the texmod just say invalid definitions


Mar 25, 2018

please help. i try to click build but it just says invalid definitions

Apr 1, 2018

My best guess is you are probably trying to reference the wrong file. Make sure to upload the .log file. It will not accept other file types and will give the invalid definitions error, also make sure you saved under "C: SledSimulator Wraps"

Apr 24, 2018

I made a wrap and did everything right but when I try to build the package it always says invalid definitions

Jun 4, 2018

if that is the case, you are putting the images in the wrong spot; e.g. instead of C:\SledSimulator Wraps\sledsimulator.bmp where it should be, it may be under something like D:\SLEDSIMULATOR WRAPS\sledsimulator.bmp; make sure it is being saved in the right place on your computer, with correct spellings and proper UPPER CASE/lower case formatting. It's also possible the pictures have the wrong file name (e.g. original picture is named sledsimulator.bmp, you export the photoshopped image as sledsimulator(1).bmp unkowingly). If you know what it's supposed to be named, fix this by right-clicking --> rename

New Posts
  • alex99stenberg
    5 days ago

    hello guys. iam just wondering how this project is going. this is a game i have been dreaming about for years to realise
  • BoondockerTurbo
    Mar 11

    Polaris' new website has been awesomely updated to include a 3D model when you build a sled on their website. It shows all the options you choose in 3D and even gives you the ability to look at it from behind the handlebars. Just something cool I thought I'd point out to anybody that wants a reference for what the sled looks like from all angles, and specifically for @3r5k3n if he wants to add new models to the game at some point.
  • GreftyGhost74
    Oct 14

    So after a lot of time, I finally found out how to play multiplayer... In fact, it's pretty simple... all you need is the LOCAL ip adress.. it's diffrent for all computers. I put link for everyone to know there local ip adress. http://www.mon-ip.com/adresse-ip-locale.php When you want to join someone elses game, that person has to give you HIS local IP adress ``:fromthesitebelow:`` AND DON'T CHANGE PORT.. IT'S THE SAME FOR EVERYONE... well until now...🧐🤔 I'm pretty sure if you follow these instruction. it'll work.... have a great time.....!!!😁😁