Blender2SCS - [v0.3.3 > 6.5.2016][Support Only]

User avatar
Dogface
Posts: 252
Joined: 14 May 2015 01:07
Location: I-80 USA

Re: Blender2SCS - blender2scs.tk [v0.3.2 > 17.11.2014]

#4061 Post by Dogface » 30 Apr 2016 14:17

I have tried to match the export path. Not sure if I use / or \ in the "Export origin directory" box, but it doesnt seem to matter. Here are the paths from the original mod and my export:


C:\Users\user\Desktop\zzzz 0\zzzzUS Trailer Pack edit by Henki(1.15.xx)\vehicle\trailer_eu\us_trailer_e\us_trailer_e.pmd
C:\Users\user\Desktop\export\vehicle_def\vehicle\trailer_eu\us_trailer_e\us_trailer_e.pmd

edited out the beginning stuff...

\vehicle\trailer_eu\us_trailer_e\us_trailer_e.pmd
\vehicle\trailer_eu\us_trailer_e\us_trailer_e.pmd

Update: That's funny, it is looking for "trailer.pmd" but the file is named "us_trailer_e.pmd". Problem with DEF chassis.sii. Working.....
Last edited by Dogface on 30 Apr 2016 15:12, edited 1 time in total.
User avatar
tinusman
Posts: 541
Joined: 11 Jun 2013 09:45
Location: driver`s seat

Re: Blender2SCS - blender2scs.tk [v0.3.2 > 17.11.2014]

#4062 Post by tinusman » 30 Apr 2016 14:32

I only use /
when the path is okee..(and all is in the right-place in your mod)
Than..
did you check the console..on errors...when exporting your work?
see in your game.log.txt ; that something is malformed..
User avatar
Dogface
Posts: 252
Joined: 14 May 2015 01:07
Location: I-80 USA

Re: Blender2SCS - blender2scs.tk [v0.3.2 > 17.11.2014]

#4063 Post by Dogface » 30 Apr 2016 16:57

Thank you Tinusman! With some fiddling I got through that problem.

Now I am getting an error for the wheels. I am using the same folder structure as the original mod, but still crashes.

Code: Select all

00:00:21.508 : <ERROR> Incorrect rear wheel definition for /vehicle/trailer_eu/us_trailer_e/us_trailer_e.pmd
I would really prefer to define the stock ATS wheels for the mod (wheel/steel/rear.pmd). Can this be changed in Blender2SCS or Tools?
User avatar
tinusman
Posts: 541
Joined: 11 Jun 2013 09:45
Location: driver`s seat

Re: Blender2SCS - blender2scs.tk [v0.3.2 > 17.11.2014]

#4064 Post by tinusman » 30 Apr 2016 23:09

as far as I can see ..
it is more a definition issue I guess.
look for those in..
def/vehicle/trailer/(your_trailer_name).sii
the lines with;
vehicle_wheel_accessory: .(???).trwheel0 etc.

or did you change something in Blender to the wheel node.
( starting; WHEEL_R_0[] from the left - back of the trailer
User avatar
Dogface
Posts: 252
Joined: 14 May 2015 01:07
Location: I-80 USA

Re: Blender2SCS - blender2scs.tk [v0.3.2 > 17.11.2014]

#4065 Post by Dogface » 01 May 2016 01:44

@tinusman :)
Once again spot on. Very good diagnosis with very little information. Thank you very much for you time and expertise.

It was the definition issue you suspected. I did not change anything in the model. I just imported, then exported.
User avatar
Yukine
Posts: 1858
Joined: 20 Sep 2013 14:43

Re: Blender2SCS - blender2scs.tk [v0.3.2 > 17.11.2014]

#4066 Post by Yukine » 01 May 2016 12:14

Hello, I just noticed something when I make standalone chassis. Base colours are not working (display blank paint) but metallic and paintjobs works.
Any clues? Thank per advance.
Modders forgot sometimes there is also a life, so work on your speed. Don't think ''People need it fast.'' -Milan1NL
User avatar
keme
Posts: 113
Joined: 25 Apr 2014 01:20
Location: MY

Re: Blender2SCS - blender2scs.tk [v0.3.2 > 17.11.2014]

#4067 Post by keme » 02 May 2016 17:22

hello guys,

for UVmap, do the smart UVmap need to mark seam?or it automatically create it?

i tried to baked AO some model,trailer chassis using smart UVmap, baked and look fine, the UVmap fine
BUT in game it mess up. :lol: :lol: :lol:

i import back the model and the UV are mess up.
any idea what i'm miss out? :?: :?:
thanks :mrgreen: :mrgreen:
User avatar
Dogface
Posts: 252
Joined: 14 May 2015 01:07
Location: I-80 USA

Re: Blender2SCS - blender2scs.tk [v0.3.2 > 17.11.2014]

#4068 Post by Dogface » 02 May 2016 21:49

I imported a trailer with multiple "Looks" (just different paint-jobs). After exporting it, only the default Look shows in-game. The other Looks do not show up in the Trailer Browser (no pull-down in upper right corner). I have not altered the imported file in Blender. The .mat .dds .tobj files for all the Looks are in the exported folder. And no errors in game.log.

How do you edit "Looks" in BlenderSCS?

[ external image ]
User avatar
ohaha
Posts: 11345
Joined: 07 Dec 2012 06:31
Location: Watchin' y'all
Contact:

Re: Blender2SCS - blender2scs.tk [v0.3.2 > 17.11.2014]

#4069 Post by ohaha » 03 May 2016 03:44

keme, the game uses vertex mapping - vertices cannot be in more than one place on the uv map, at same time. this means if you have two faces sharing an edge in 3D, they must share that edge on uv, too. if you want to place them separately in the uv, then you must split them, in3D, too, so they can each have their own edge (thus vertices). you can do this with seams and sharp edges, then applying Edge Split modifier without the angle. of course, it will affect the smoothing over that edge, so you must choose wisely what should be split and where.

Dogface, clicking the DEL button will remove the look, clicking the bottom button will add one more.

each look must have its material applied, onto all objects - each object will end up having the same number of materials as the number of looks. you can then click through all those looks to see how they... er... look! :)
Retired, but still loving it.
User avatar
keme
Posts: 113
Joined: 25 Apr 2014 01:20
Location: MY

Re: Blender2SCS - blender2scs.tk [v0.3.2 > 17.11.2014]

#4070 Post by keme » 03 May 2016 18:41

@ohaha

thanks for reply. :mrgreen:

sorry, this is my first time using other uvmap method ( i only familiar with project from view only)
AND don't ever touch seam :lol: :lol:

OK, my model (trailer chassis) contains 2 uvmap:

1st - AO - MESS UP after import back
2nd - for texture - OK ( i use split part and uvmap - project from view - make like template)

so what i recall back, after create some object, i need to triangulate and edge split. right?

so for complex model like trailer chassis, contain axle and other parts, i need to split all the model part by part? :o :shock:
how about smart uv map? does not work?
sorry cannot 'catch' what you says and ask me to do

help me, master :mrgreen: :D
Post Reply

Return to “Help center - player to player”

Who is online

Users browsing this forum: No registered users and 11 guests