Blender - Help center

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B787
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Re: Blender - Help center

#71 Post by B787 » 21 Jul 2019 15:09

Yes, and then back to SCS format with conversion tools. I know. But when importing I get errors about missing TOBJ's which are actually there, when exporting I get the same erros and when converting it I get broken Automat files and ETS crashes or the trailer is just black or completely red. The game log tells nothing... just a DX11 issue with "vortex layer"(?). Same for DX9 mode.

Before editing the trailer with Blender he worked fine but I had to do this because the wheels were in a wrong place. :roll:
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xXCARL1992Xx
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Re: Blender - Help center

#72 Post by xXCARL1992Xx » 21 Jul 2019 15:12

ok, this means blender searches for textures from the base.scs

then do this before import
[ external image ]
with this blender will import every texture the mod needs from the base.scs if the mod doesnt have them itself

the vertex layer issue means a material is missing an uv map for it to work
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[ external image ]
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BK Vissers
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Re: Blender - Help center

#73 Post by BK Vissers » 21 Jul 2019 15:16

So we don't have to manually extract every base file and user converter pix on all of them?
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Re: Blender - Help center

#74 Post by xXCARL1992Xx » 21 Jul 2019 15:17

yes, you can even save a preset where you just click one mod and blender will search every .scs file from SCS that is needed (Operator Preset)

i dont bother with converterPIX, i just use blender and converterPIXwrapper to import everything i need into blender and work on it

[ external image ]
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[ external image ]
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BK Vissers
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Re: Blender - Help center

#75 Post by BK Vissers » 21 Jul 2019 15:28

Thanks Carl. Slowly making my way forward with this stuff. I will be back here with more questions for sure!
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B787
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Re: Blender - Help center

#76 Post by B787 » 21 Jul 2019 15:30

Now I converted the first time without any TOBJ errors but still nothing is working. The trailer is just completely black without any skin or other textures... :roll: :roll:
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Re: Blender - Help center

#77 Post by xXCARL1992Xx » 21 Jul 2019 15:32

you have to reimport it from the mod, or check all materials if the path is set right to the texture (if the box is red, click into it and press enter)
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[ external image ]
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B787
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Re: Blender - Help center

#78 Post by B787 » 21 Jul 2019 15:34

Reimport? What? After editing I export it as .pim and then I use to Conversion Tool 2.8 to make the normal files and put them into the mod folder. :?
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Re: Blender - Help center

#79 Post by xXCARL1992Xx » 21 Jul 2019 15:38

did you check the materials that where missing ? because blender doesnt know if they are there or not, you have to check them or else they will be exported empty and the model will be black ingame (or game crashes)

that is why i said reimport it, and i meant the original unedited files with the base content so blender can get all textures, or you have to handpick the textures in blender and look if they are found
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[ external image ]
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B787
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Re: Blender - Help center

#80 Post by B787 » 21 Jul 2019 15:41

Honestly I don't know about what you are talking... :?

The only thing I done now is that I opended every .mat file and checked the paths to the depending files... and every file looked good. All paths are correct and all files are existing.

[ external image ]

Right top is the Automat, left top the .mat and at the bottom the mod.
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