I have succeeded in reproducing the "animated_blinkers" adopted "experimentally" in RENAULT T-Evo in Blender.
~/.config/blender/2.92/scripts/addons/io_scs_tools/properties/material.py
one more
shader_presets.txt
Link to file
material.py https://drive.google.com/file/d/1Jbh427 ... sp=sharing
shader_presets_edit.txt https://drive.google.com/file/d/18C3u5b ... sp=sharing
Xubuntu 21.04
Blender2.92.0
Blender Tools 2.1
Game ETS2 v1.40, v1.41b (with Steam Proton)
Note: It can destroy everything. Make a backup
Range-T Evo's "Sequential Turn Signals" cannot be read in Blender.
I have prepared a change file that can read this and make it editable.
Use material.py and shader_presets.txt at the same time.
Research on aux [0-2] is inadequate.
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I have enabled "flipsheet" for unlit.vcol.tex, another experimental addition to shader_presets.txt.
For flipsheet, aux [0-1] research went well
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This is a demonstration of a track mod that uses these two features.
My mother tongue is Japanese and I'm not good at English.
animated_blinkers
Re: animated_blinkers
Those files are already out of date.
Inside my PC I have already updated my files to support the latest Blender Tools.
However, I found that uv was changed in v1.44 Beta.
These are "experimental implementations" and can't be helped.
I'm going to fix my mod.
Inside my PC I have already updated my files to support the latest Blender Tools.
However, I found that uv was changed in v1.44 Beta.
These are "experimental implementations" and can't be helped.
I'm going to fix my mod.
Re: animated_blinkers
Interesting brother, i downloaded that yesterday too , trying to understand how this works exactly, i get the materials to appears but I see it not exported correctly.
- ryzenmaster75
- Posts: 145
- Joined: 10 Jun 2019 16:08
- Location: Jakarta, Indonesia
- Contact:
Re: animated_blinkers
>ryzenmaster75
It is possible to read "it" into "Blender" in the latest version.
Blender 3.6.0
BT 2.4
CoverterPIXWrapper Newest
Game 1.47
Changed "material.py" and "shader_presets.txt"
My mod is also compatible with 1.47.
However, these two files have not been released or distributed to the public. Only in my local disk.
Partly because it's "experimental" and partly because, as you can see from this thread, there's no demand for it.
My understanding of languages other than Japanese is lacking.
It is possible to read "it" into "Blender" in the latest version.
Blender 3.6.0
BT 2.4
CoverterPIXWrapper Newest
Game 1.47
Changed "material.py" and "shader_presets.txt"
My mod is also compatible with 1.47.
However, these two files have not been released or distributed to the public. Only in my local disk.
Partly because it's "experimental" and partly because, as you can see from this thread, there's no demand for it.
My understanding of languages other than Japanese is lacking.
- AmirMahdavi
- Posts: 132
- Joined: 16 Feb 2017 13:03
- Location: Gilan, Iran
Re: animated_blinkers
I tested your modification with a little change, and export pim, converted to pmd successfully. But game will crash because of mismatched syntax of .mat files with 1.47 changes.
And there's only two ways, fix every lamp.anim shader manually, Or wait for plugin and converter to be updated and officially support this shader and other major changes in mat files.
And there's only two ways, fix every lamp.anim shader manually, Or wait for plugin and converter to be updated and officially support this shader and other major changes in mat files.
-
- Posts: 1
- Joined: 15 Jan 2024 10:30
Re: animated_blinkers
Can you share the file ?himopan wrote: ↑03 Jul 2023 11:47 >ryzenmaster75
It is possible to read "it" into "Blender" in the latest version.
Blender 3.6.0
BT 2.4
CoverterPIXWrapper Newest
Game 1.47
Changed "material.py" and "shader_presets.txt"
My mod is also compatible with 1.47.
However, these two files have not been released or distributed to the public. Only in my local disk.
Partly because it's "experimental" and partly because, as you can see from this thread, there's no demand for it.
My understanding of languages other than Japanese is lacking.
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