Blender - Help center

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B787
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Re: Blender - Help center

#81 Post by B787 » 21 Jul 2019 16:57

I copied the base.scs into the archive like you said and started completely from the beginning again... still no luck. :roll: :roll: :roll: :roll: :roll:

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xXCARL1992Xx
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Re: Blender - Help center

#82 Post by xXCARL1992Xx » 21 Jul 2019 17:01

is there an automat folder in the original mod ?

if not it is made with zmod, and this is too much work to correct everything (basically reapply every material again or manually fixing .pit files)

wich mod is it exactly i could take a look at it ?
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B787
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Re: Blender - Help center

#83 Post by B787 » 21 Jul 2019 17:54

Yes, there is one file for the trailer cables.

Private mod...
albertaguijon
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Re: Blender - Help center

#84 Post by albertaguijon » 10 Aug 2019 04:24

A.aguijon
KGergely
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Re: Blender - Help center

#85 Post by KGergely » 26 Aug 2021 14:42

Hello guys!

Can somebody help me how can I fix these warnings?

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I can export and pack mod with this warning, but in game some parts turns red.
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aerlenkoenig
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Re: Blender - Help center

#86 Post by aerlenkoenig » 21 Sep 2021 06:53

According to this thread an update of the shader_presets.txt file may help. I am not sure if this applies to your specific errors.
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Re: Blender - Help center

#87 Post by aerlenkoenig » 14 Oct 2021 14:58

I am just trying my hand at Blender all over again, using the tutorials from SCS. But I fail quite early at the beginning.

I am following this tutorial:
How to create & export simple cube model

After doing all step by step I get the following box:

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The texture is not the same on each side of the cube like in the tutorial. I think I am making a mistake with the hard edges. Not sure. Here are the steps I do:
  1. Add > Mesh > Cube
  2. Select Cube > Object > Shade Smooth
  3. Edge Select Mode > Select Cube > Mark Sharp
  4. Add Modifier > Edge Split > Select Sharp Edges, Deselect Edge Angle
  5. Material Properties > Add New Material > Shader Presets > dif.spec > Add Vertex Colors To Activate
  6. Material Textures > Texture > box.tga
  7. Material Textures > Mapping > UVMap
Maybe someone has an idea what I am doing wrong and could help me with the problem. I tried it several times, everytime following the instruction, but the results are always the same.
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Digital X
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Re: Blender - Help center

#88 Post by Digital X » 14 Oct 2021 16:14

@aerlenkoenig

What I have just done is:

Mesh > New Cube
Shade Smooth
Enable Viewport Shading at the top
Make a new Material, name it whatever
Shader Preset > dif.spec
Add Vertex Colours
Mapping > UVMap selected
Select the texture in the box above, and create the .tobj
Edit Mode > Press "A" to highlight all > CTRL E > Mark Seam (It will show orange on the edges)
Press "U" > select "Cube Projection"

I haven't shown shade smooth here as it's got a glow on it.

Also the texture isn't the one 50keda used so it won't be the same all the way round, but you get the idea.

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xXCARL1992Xx
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Re: Blender - Help center

#89 Post by xXCARL1992Xx » 14 Oct 2021 16:17

you have to unwrap the model to make it work, you cant just slap a texture on it and hope it works, at least not with all

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aerlenkoenig
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Re: Blender - Help center

#90 Post by aerlenkoenig » 14 Oct 2021 23:07

Thank you, @Digital X. I followed your instructions and it worked.

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Thank you, @xXCARL1992Xx. I think I get the idea. I already unwrapped the UVMap in several trials (sorry, I did not mention it). During the tutorial there is a step, where they select the option via Edit Mode > U > Unwrap. Would that be all? Unless I missed some detail, that is all they did regarding unwrapping. Or do I need to go through UV Editing and adjust the individual tiles of the unwrapped cube to the image? I think I need to look at a tutorial on UV mapping again separately.

Thanks a lot for your help, guys!
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