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

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

#2491 Post by Yukine » 12 Jan 2015 16:26

Thanks for the fast answer Ohaha, I tried some things with those UV map(s), but since I started recently using Blender, I'm totally lost. Even with tutorials, I don't really understand how to manage UV Map(s).
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Chris 12
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Re: Blender2SCS - blender2scs.tk [v0.3.2 > 17.11.2014]

#2492 Post by Chris 12 » 12 Jan 2015 16:47

@50keda: Thanks for your help, is there a method to find out which material is missing?
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shadowyue
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Re: Blender2SCS - blender2scs.tk [v0.3.2 > 17.11.2014]

#2493 Post by shadowyue » 12 Jan 2015 17:06

Well.it did not solved the problem.
I click the "Apply Parent Transform" and "Apply Location&Rotation" every branch like the 50k's tutorial video.
Export is successful.But in the editor still ...big.
My model does not have collision, is it a reason that make the model so big?
This is China Greater Bay Area map editor.
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cocimalovo
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Re: Blender2SCS - blender2scs.tk [v0.3.2 > 17.11.2014]

#2494 Post by cocimalovo » 12 Jan 2015 17:38

MAP MODELS and VEICHLE LIGHT

Hi all mates!

I'm converting AI models to map models, i'm not that good with blenderSCS and i'm working with a copy/paste for all the different meshes from the ai file to the new map model file.
Everything works good, except the lights... I will not the lights on in my map-models and also deleting the "light-mask" texture, the light will just take unexpected behaviour.. did someone knows where should be the problem or a good way to fix it?



TY!
Last edited by Reef on 12 Jan 2015 20:15, edited 1 time in total.
Reason: Please don't use the attachment feature for anything other than official SCS bug report screenshots or game logs, upload your images to an image hoster instead.
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ohaha
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Re: Blender2SCS - blender2scs.tk [v0.3.2 > 17.11.2014]

#2495 Post by ohaha » 12 Jan 2015 19:26

Bruno_G, go to Meshes tab (the one with a triangle) and see the UV Maps section. If there are too many, select the ones you don't need (check which is the good one via UV Image Editor) and press the "minus" button to the right, to remove it. Keep as few as possible, no more than 3 per object.
And be careful with merging objects, they must have the same material, otherwise you get multiple UV Maps...

shadowyue, what editor? Oh, and check the Object tab (the one with the cube), the Transform section for the scale of the thingy. Remember, scale only applies to Objects (in Object mode) not meshes (in Edit mode).
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Yukine
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Re: Blender2SCS - blender2scs.tk [v0.3.2 > 17.11.2014]

#2496 Post by Yukine » 12 Jan 2015 21:26

I checked the UV Maps, I saw that my UV maps were totally rubbish, I took few minutes to cool my head down and I made a good uv map, everything is working now.

I also learned a lot about the textures/material during the process. Thanks for the help and thanks for improving my knowledge about Blender!
Modders forgot sometimes there is also a life, so work on your speed. Don't think ''People need it fast.'' -Milan1NL
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Pumizo
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Re: Blender2SCS - blender2scs.tk [v0.3.2 > 17.11.2014]

#2497 Post by Pumizo » 12 Jan 2015 21:33

Thanks for the info 50keda.
How can I activate the SCS material options in Blender? If I import an original trailer Blender shows that options, in my model that options wont show. Any help?

[ external image ]

HD Screen:
http://picload.org/image/cccpdla/scs_options.jpg
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ohaha
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Re: Blender2SCS - blender2scs.tk [v0.3.2 > 17.11.2014]

#2498 Post by ohaha » 12 Jan 2015 21:50

do you have a root node?
e.g. truck in a truck.pmd
to check, select it, go to Object tab (the one with the cube) and, in Custom Properties section, check if it has a property scs_is_root:1
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shadowyue
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Re: Blender2SCS - blender2scs.tk [v0.3.2 > 17.11.2014]

#2499 Post by shadowyue » 13 Jan 2015 07:42

This is China Greater Bay Area map editor.
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MarcDo
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Re: Blender2SCS - blender2scs.tk [v0.3.2 > 17.11.2014]

#2500 Post by MarcDo » 14 Jan 2015 07:27

Hello guys,

I am getting really confused with this lightmap thing. I am trying to understand how it works correctly.

I understood so far:

1. Tile: left front
2. Tile: right front
3. Tile: left rear
4. Tile: right rear

What I am confused about:

Are there only 4 colors?
Where are the functions mapped like turn indicators, brake lights, parking lights, and so on? I need a sample with the areas where and what top map.

What are those colors for? I looked into several lightmap textures from several mods, but some of them didn´t had them? What are they for?

[ external image ]

I really appreciate your help! And sorrx for my english, I´m from germany.
When the police says "Papers!", and I say "Scissor!", did I win?

[ external image ]
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