Blender - Help center
- GamerHacker
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Re: Blender - Help center
Thanks, you helped me
Re: Blender - Help center
I have 2 mesh objects.
I joined them with CTRL-J
One mesh has color silver(it has texture and material) and the other is white(no material no texture)
After i join them the mesh with no material becomes black.
I want to make it silver.
I joined them with CTRL-J
One mesh has color silver(it has texture and material) and the other is white(no material no texture)
After i join them the mesh with no material becomes black.
I want to make it silver.
Re: Blender - Help center
I try export model and it say [Errno 2] No such file or directory. What's wrong?
Re: Blender - Help center
Check your textures, there's a texture without a texture path.
[ external image ]
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Re: Blender - Help center
Hi all I'm new on this forum,
I have a litte problem with the mapping on Blender, after creating my UV Map and exporting in game, the mapping aren't correct:
UV Map before export in game
http://image.noelshack.com/fichiers/201 ... before.png
And after export in game :
http://image.noelshack.com/fichiers/201 ... -after.png
And in Game :
http://image.noelshack.com/fichiers/201 ... -00094.png
I thank you graciously for your help and sorry for my bad english
I have a litte problem with the mapping on Blender, after creating my UV Map and exporting in game, the mapping aren't correct:
UV Map before export in game
http://image.noelshack.com/fichiers/201 ... before.png
And after export in game :
http://image.noelshack.com/fichiers/201 ... -after.png
And in Game :
http://image.noelshack.com/fichiers/201 ... -00094.png
I thank you graciously for your help and sorry for my bad english
Re: Blender - Help center
That's a problem with Blender2SCS, if you use Blender 2.71 you can press the button Rip vertices and then it won't mess up.
[ external image ]
Intel Core i5 9600k, Asus ROG STRIX Z390-F, 16GB 3000 Mhz Corsair RAM, ASUS ROG STRIX RTX 2070 Super OC 8GB, Logitech G502, Fanatec CSL Elite wheel base & pedals LC + P1 rim, Driving Force Shifter + DIY Scania SKRS.
Intel Core i5 9600k, Asus ROG STRIX Z390-F, 16GB 3000 Mhz Corsair RAM, ASUS ROG STRIX RTX 2070 Super OC 8GB, Logitech G502, Fanatec CSL Elite wheel base & pedals LC + P1 rim, Driving Force Shifter + DIY Scania SKRS.
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- Joined: 04 Dec 2016 18:04
Re: Blender - Help center
I have blender 2.78 ( last version )
Edit the Rip command ( alt+ V ) doesn't work it's make : " cannot rip selected faces "
Edit the Rip command ( alt+ V ) doesn't work it's make : " cannot rip selected faces "
Re: Blender - Help center
Your problem is that you didn't understand how the game uses mapping. (no offence)
The game only accepts vertex mapping. This means that if a vertex belongs to two faces, in 3D, it will also belong to both faces in the UV layout. .
Now, Blender can unwrap your model in more than one way and it's all dandy. In Blender. But once you get to the export process, everything will be converted and any common vertices will be connected, even if they are in different places on the UV layout.
To solve this you can either use only simple "Unwrap", which keeps the vertices connected (it will frequently fail, especially with looped models, because it cannot find a place to "make the first cut", a.k.a. split the model), or Project from View (which does exactly that).
Solution? Make sure you separate the faces you know will have to go to different places in the UV layout.
For this you can go straight to Edit mode, select those faces and split them (press Y, iirc) or, for a more elaborate approach, mark the edges which need to be split as sharp (in Edit Mode) then apply the Split Modifier (unselect the Angle option).
Of course, this means a lot of work, especially when you want smooth edges (the game will smooth sharp edges if they are common to two adjacent faces).
Good luck!
The game only accepts vertex mapping. This means that if a vertex belongs to two faces, in 3D, it will also belong to both faces in the UV layout. .
Now, Blender can unwrap your model in more than one way and it's all dandy. In Blender. But once you get to the export process, everything will be converted and any common vertices will be connected, even if they are in different places on the UV layout.
To solve this you can either use only simple "Unwrap", which keeps the vertices connected (it will frequently fail, especially with looped models, because it cannot find a place to "make the first cut", a.k.a. split the model), or Project from View (which does exactly that).
Solution? Make sure you separate the faces you know will have to go to different places in the UV layout.
For this you can go straight to Edit mode, select those faces and split them (press Y, iirc) or, for a more elaborate approach, mark the edges which need to be split as sharp (in Edit Mode) then apply the Split Modifier (unselect the Angle option).
Of course, this means a lot of work, especially when you want smooth edges (the game will smooth sharp edges if they are common to two adjacent faces).
Good luck!
Retired, but still loving it.
- GamerHacker
- Posts: 36
- Joined: 28 Dec 2013 09:16
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Re: Blender - Help center
Hi SCS Guys
I need some explanation
I made in SCS Blender Tool on a Trailer a Advanced Coupling Collision, but how to make that Tool Export it to be "ADV_CPLING" not a regular Collision if you know what i mean ?
I need some explanation
I made in SCS Blender Tool on a Trailer a Advanced Coupling Collision, but how to make that Tool Export it to be "ADV_CPLING" not a regular Collision if you know what i mean ?
- SimulatorSam
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Re: Blender - Help center
Create a new part called what you said, and put the kingpin collision in that part.
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