Needed Help, Assistance, Advice

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50keda
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Re: Help, assistance, advice

#51 Post by 50keda » 15 May 2017 05:12

I get what you are implying but obviously I am not explaining well xD

So please, make another screenshot of blender 3D view, so that we will be able to clearly see where Y axis of the SCS Root is pointing. Then I will be able to show you what you are missing. However solution is: rotate sign upgrade locator in truck for 180 degress around Z and do the same for slot_X locators in your model of the upgrade.
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tobrago
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Re: Help, assistance, advice

#52 Post by tobrago » 15 May 2017 15:58

Picture slots.

[ external image ]

slot_0, slot_1 slot_x...

[ external image ]

I think it is now better picture.
Eh' hardest when after old age learn. :D
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[ external image ] [ external image ] [ external image ]

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Re: Help, assistance, advice

#53 Post by 50keda » 15 May 2017 16:29

Just as I suspected :D

See on the left side you have only on top slot, the same as on the truck in game. The locator for sign upgrade in truck model is for sure also pointing into the back of the truck, so everything is as expected.

Sorry but I can't explain it better. Anyway BT export works as expected, no magic mirroring is done believe me ;)
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Re: Help, assistance, advice

#54 Post by tobrago » 15 May 2017 18:09

My people say "now, be smart". :D

We have some space in that space is located 3D model trucks. Now in that space there are the coordinates x, y & z. I imported 3D model trucks, and enter the coordinates for slots (example: x 0.50000, y 0.30000 & z 0.00500). Now import the locator that has slots (slot_0, slot_1 slot_x etc) these slots positioned himself at coordinates (example: x 0.50000, y 0.30000 & z 0.00500). When all convert to mod and when I activate in the game all showing cons.

Here are the pictures can see what I mean.

[ external image ]
[ external image ]
[ external image ]
[ external image ]
[ external image ]
[ external image ]

Maybe I'm wrong, but do not give up.
Well, if he can explain how to import a 3D model of the truck and how through him to assign locations/coordinates

edit: Finally torment end. ;)

[ external image ]
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50keda
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Re: Help, assistance, advice

#55 Post by 50keda » 16 May 2017 10:34

Well what you are missing is that upgrade model with slots is oriented by it's upgrade locator in truck model.

Can you show me position and orientation of the model locator for your upgrade inside truck model?
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Re: Help, assistance, advice

#56 Post by tobrago » 16 May 2017 17:17

Yes, no problem, the requested image.

[ external image ]

Forget it now, it is important to work. :D
Than I plan to wipe tobj files to try the first problem. I can see what will happen (viewtopic.php?p=748589#p748589).

Thank you very much.
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Re: Help, assistance, advice

#57 Post by 50keda » 16 May 2017 18:09

Hopefully this picture will enlighten you:
[ external image ]
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tobrago
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Re: Help, assistance, advice

#58 Post by tobrago » 16 May 2017 18:52

I think I understand.
1. Blue arrows show how to see the model, In fact, the subject's face.
2. Red, blue & green arrows (X, Y & Z) show that the whole scene is set/position.
3. Large orange arrows (X, Y & Z) show how the object positioned in the scene. Am I right?
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Re: Help, assistance, advice

#59 Post by tobrago » 17 May 2017 17:00

Failed to delete files tobj. The same error is displayed.

Code: Select all

INFO    -  Initialization of SCS scene, BT version: 1.8.2926820
INFO    -  Paths initialization started...
INFO    -  Shader presets library is up-to date, no update will happen!
INFO    -  Paths initialization done, deleting operator!
INFO    -  Initialization of SCS scene, BT version: 1.8.2926820
INFO    -  Paths initialization started...
INFO    -  Shader presets library is up-to date, no update will happen!
INFO    -  Paths initialization done, deleting operator!
INFO    -  Export started for: '8x4' on: May 17, 2017 at 18:49:51
INFO    -  WRITTING PIX FILE to: 'C:/Users/xxx/Desktop/ETS2 RADNI FAJLOVI/mod_projekt/sign_for_tru/vehicle/truck/volvo_fh16_2012/8x4.pim'
INFO    -  File created!
INFO    -  WRITTING PIX FILE to: 'C:/Users/xxx/Desktop/ETS2 RADNI FAJLOVI/mod_projekt/sign_for_tru/vehicle/truck/volvo_fh16_2012/8x4.pic'
INFO    -  File created!
ERROR   -  Unexpected 'UnicodeDecodeError' accured during batch export:
           Traceback (most recent call last):
             File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scs_tools\operators\scene.py", line 218, in execute_export
               result = _export.batch_export(self, init_obj_list)
             File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scs_tools\exp\__init__.py", line 100, in batch_export
               export_success = pix.export(filepath, root_object, game_object_list)
             File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scs_tools\exp\pix.py", line 184, in export
               export_success = _pit.export(*(in_args + trans_structs_args))
             File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scs_tools\exp\pit.py", line 513, in export
               os.path.dirname(filepath))
             File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scs_tools\exp\pit.py", line 175, in _get_texture_path_from_material
               texture_abs_filepath = _path_utils.get_texture_path_from_tobj(curr_path)
             File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scs_tools\utils\path.py", line 389, in get_texture_path_from_tobj
               container = TobjContainer.read_data_from_file(tobj_filepath, skip_validation=raw_value)
             File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scs_tools\internals\containers\tobj.py", line 289, in read_data_from_file
               records = _tobj.parse_file(filepath)
             File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scs_tools\internals\containers\parsers\tobj.py", line 39, in parse_file
               for i, line in enumerate(f):
             File "C:\Program Files\Blender Foundation\Blender\2.78\python\lib\codecs.py", line 321, in decode
               (result, consumed) = self._buffer_decode(data, self.errors, final)
           UnicodeDecodeError: 'utf-8' codec can't decode byte 0xb1 in position 2: invalid start byte
           

           ERROR SUMMARY:
           ================
           > Unexpected 'UnicodeDecodeError' accured during batch export:
             Traceback (most recent call last):
               File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scs_tools\operators\scene.py", line 218, in execute_export
                 result = _export.batch_export(self, init_obj_list)
               File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scs_tools\exp\__init__.py", line 100, in batch_export
                 export_success = pix.export(filepath, root_object, game_object_list)
               File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scs_tools\exp\pix.py", line 184, in export
                 export_success = _pit.export(*(in_args + trans_structs_args))
               File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scs_tools\exp\pit.py", line 513, in export
                 os.path.dirname(filepath))
               File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scs_tools\exp\pit.py", line 175, in _get_texture_path_from_material
                 texture_abs_filepath = _path_utils.get_texture_path_from_tobj(curr_path)
               File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scs_tools\utils\path.py", line 389, in get_texture_path_from_tobj
                 container = TobjContainer.read_data_from_file(tobj_filepath, skip_validation=raw_value)
               File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scs_tools\internals\containers\tobj.py", line 289, in read_data_from_file
                 records = _tobj.parse_file(filepath)
               File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scs_tools\internals\containers\parsers\tobj.py", line 39, in parse_file
                 for i, line in enumerate(f):
               File "C:\Program Files\Blender Foundation\Blender\2.78\python\lib\codecs.py", line 321, in decode
                 (result, consumed) = self._buffer_decode(data, self.errors, final)
             UnicodeDecodeError: 'utf-8' codec can't decode byte 0xb1 in position 2: invalid start byte
It's a little strange that this always displayed the same mistake, either to export Volvo, Mercedes or Scania 8x4 chassis.
;)
Google translator | Greetings and cheers | Keep truckin'

[ external image ] [ external image ] [ external image ]

Discord: tobrago#1504

Everything will be okay in the end, and if it`s not okay, it`s not the end.
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50keda
SCS Software
Posts: 1702
Joined: 07 Dec 2012 11:59

Re: Help, assistance, advice

#60 Post by 50keda » 18 May 2017 11:05

Please send me PIM, PIT, PIC and TOBJs you are importing. There has to be some glitch in ConverterPIX obviously as I can without a problem import/export this trucks internally ;)
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