Not possible to make winter tires without a new model or a duplicate of GIANTS' ones
The tireType is defined inside the tire configurations xml files so to make a tire with type studded or chains a new 3d model -or a vanilla GIANTS tire- with its own configuration xml file must be added to a vehicle mod making the advantage of loading the wheels from the main data folder nil. To make a visual modification and achieve the same amount of deformation from the tirePressureDeformation while adding chains or studs to a vanilla wheel you either make a new volume with a good amount of polygons (to avoid clipping between the two models) to be overlayed on top of the existing one or you have to play with the normal and diffuse textures to add the details - which is messy to say the least. Possible solutions (from someone who can only code batch files and arduinos so don't kill me, Rahkiin told me to write here with a shovel pointed at my head ):
-From the zip file with all the possible candidates for winter tires we can see that there are 47 vehicles (tractors,wheel loaders and teleloaders) and 47 tire configurations. The idea is to replace the xml files for the vehicles with the ones provided by the mod (to add the configuration in the shop menu) and to make new tire configurations from the base ones where the chain model is added, the chain models can be made into a single i3D file (the loading node is specified inside the config) and some of them can be used multiple times just by scaling them.
Cons
- From my small test with the chains model on the tires defined by the 315_80R22_5.xml file the clipping between the two models can be reduced but it needs some fiddling with the shader values and the result is not perfect (low polycount problem mentioned above).
- It's not possible to load the winter tires on a vehicle mod.
- Needs multiple models of the chains.
-Making a single chains model that is automagically loaded in all the specified vehicleTypes at the wheel node and is scaled to the wheel radius, the chains are bought and mounted at the repair shop
Cons
- The textures get scaled and stretched and in some cases it's extremely visible (twinRadials), can be mitigated with tricks on the UVs of the model or by making a chain shader similar to the tension belts one.
- I don't know if it's possible to "read" the wheel width so the scaling would happen only on two axes
- No apparent way to avoid the clipping of the original wheel and the chains if the tirePressureDeformation is not adapted to each wheel (could be ignored because snow on the ground hiding the base but eh, plus the chains could be used in case of extreme muddiness if you extend the effects of water )
- Personal hole, you have to override the original tireType unless the winter tire type is specified in a different way
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