SCS Blender Tools

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ONURKULL
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Re: SCS Blender Tools

#2551 Post by ONURKULL » 09 Apr 2021 19:16

You find truckpaint material in mod files (automat) and you can see texture[1] line is empty (as said @selonik ) You should write there "/material/environment/vehicle_reflection.tobj"
Last edited by ONURKULL on 09 Apr 2021 19:18, edited 1 time in total.
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xXCARL1992Xx
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Re: SCS Blender Tools

#2552 Post by xXCARL1992Xx » 09 Apr 2021 19:18

and do this every time he makes a change on the model ? no just dont, do it right, when you import model those files will always be imported also, just create a folder called base and inside it a folder structure /material/environment/ and put the .tobj + the 2 .dds textures in there
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]katastrofeas[
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Re: SCS Blender Tools

#2553 Post by ]katastrofeas[ » 09 Apr 2021 19:56

yes yes yes it succeeded ... thank you very much for your help once again. you are all amazing
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siebel3d
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Re: SCS Blender Tools

#2554 Post by siebel3d » 09 Apr 2021 20:49

Quick tip @]katastrofeas[: convert the base.scs with converter pix. When something like this happen, you have all the environment textures already converted. You just need to copy and paste into your project.
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tobrago
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Re: SCS Blender Tools

#2555 Post by tobrago » 10 Apr 2021 08:14

@siebel3d It should first unpack "base.scs" with "scs_extractor". So only then to convert with "converter pix". I could never convert the whole "base.scs" file I always had to like this as I described. If there is a way it would be nice to share with other members. I import a 3d model (*.scs) from Blender by default and I think that's a better way.
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siebel3d
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Re: SCS Blender Tools

#2556 Post by siebel3d » 10 Apr 2021 13:13

Yeah, that's what I meant. For some reason, I've though every modder had the base.scs extracted haha. I guess it's because I used zmodeler in the past.

I always extract the base.scs, and then convert all of it with converter_pix. It helps a lot.
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keme
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Re: SCS Blender Tools

#2557 Post by keme » 10 Apr 2021 19:30

ryzenmaster75 wrote: 03 Apr 2021 14:31
if you have an ao for the model then change the alpha channel to more darker or use fuzzy_reflection on the Reflection tab, it works either way for me :D

Thank you @ryzenmaster75 , will try later, forgot about AO bake. :mrgreen:

But with new lightning system if possible truck/trailer doesn't have ao bake texture?
I see new lightning system make some part/area, dark texture like have ao bake.
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xXCARL1992Xx
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Re: SCS Blender Tools

#2558 Post by xXCARL1992Xx » 10 Apr 2021 19:34

the new light doesnt do any global illumination, this is why we have SSAO (GTAO) and no, the newer trucks use vertex AO bake, the older ones still have a AO baked texture
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ryzenmaster75
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Re: SCS Blender Tools

#2559 Post by ryzenmaster75 » 11 Apr 2021 15:04

Hi, does anyone know why all of my model with lamp shader materials looks so dark that i barely even see it, is there a fix to this?

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i've try :

- change the vertx color
- re-create new materials
- using new shader-preset for 1.40 by siebel3d

but the problem is not solved :(.

thanks.
Virat8
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Re: SCS Blender Tools

#2560 Post by Virat8 » 11 Apr 2021 15:53

Maybe you put light mask texture to diffuse texture?
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