SCS Blender Tools

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kartal2339
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Re: SCS Blender Tools

#2291 Post by kartal2339 » 14 Dec 2020 21:17

Hi.. İf i change a pmdg file name that in upgrade file... İ will also change in his def file... İs this problem for its material?
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W4X
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Re: SCS Blender Tools

#2292 Post by W4X » 14 Dec 2020 21:20

If you don't move the .pmg and .pmd file to another folder with it's textures it shouldn't cause issues
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kartal2339
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Re: SCS Blender Tools

#2293 Post by kartal2339 » 15 Dec 2020 17:21

Mohammad wrote: 14 Dec 2020 21:20 If you don't move the .pmg and .pmd file to another folder with it's textures it shouldn't cause issues
Thanks mate
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Lucky_Boss
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Re: SCS Blender Tools

#2294 Post by Lucky_Boss » 17 Dec 2020 15:15

Good afternoon guys,

I have been running into issues with custom flares I made for my ambassadors. And I wonder, is there anything I should know about custom flares?

Here's 2 pics of what the flare and the hookup look like
https://imgur.com/a/SWLAtAj
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kast
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Re: SCS Blender Tools

#2295 Post by kast » 17 Dec 2020 15:50

you show two different models, the one you export to game, even have flares included? :D
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Lucky_Boss
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Re: SCS Blender Tools

#2296 Post by Lucky_Boss » 17 Dec 2020 15:53

kast wrote: 17 Dec 2020 15:50 you show two different models, the one you export to game, even have flares included? :D
All the files are in the mod :|
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kast
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Re: SCS Blender Tools

#2297 Post by kast » 17 Dec 2020 15:54

assigne some default scs flare to it, if it works in game, then the problem is in flare def file
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Lucky_Boss
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Re: SCS Blender Tools

#2298 Post by Lucky_Boss » 17 Dec 2020 15:56

I have attempted to do that. And that unfortunately didn't work
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davidzoli
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Re: SCS Blender Tools

#2299 Post by davidzoli » 20 Dec 2020 17:33

Is there method to check the UV map on the parts with a UV checker image? Other words can I set a paintjob on the truck (which has a solid colour now)?
I want to import parts and add set painted materials on that. This needs new UV maps. I can set and place the mapping when I open the surrounding parts, but with that I cannot see or check the mapping in real time on the meshes. I have to open it in the game which is a lot time.
When I set an UV checker image to any texture, the painted part remain red.
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abasstreppas
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Re: SCS Blender Tools

#2300 Post by abasstreppas » 23 Dec 2020 06:56

Don't know if this is a bug or just a limitation in BT:

Working on my Alcoa rims I currently have nine different models in the same project. Some of these models uses four different look-names: "brushed", "durabright", "polished" and "standard", but each model uses different base textures for each look . Some other models have only three looks and others only default look. My problem is that in the first example, all of a sudden the settings of each look on one of these parts resets to the first look, in this case used by "brushed". It's very annoying to have to redo every setting for each look and reload all textures again.

The question is this a limitation in BT when using too many models with the same look-names in the same project?

I'm using Blender 2.81 with the latest BT

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Another question related to the above:

Is it possible to copy all settings for the looks from one model (parent) to another (when using the same look-names on both models (parents))? When I copy a part from one model to another it resets all looks to the setting of the first look. In other words, when moving a part out of its parent it resets the different looks to be the same as the first look.

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Ok, when I'm at it. Is there a way to avoid packing all models in a project folder when converting/packing? Also I have gazillion of textures in the project folder and some of them are obsolete. The problem is that they also have a tobj-file and therefore gets included in the mod even though they're not in use anymore. It's a hell of a job to check them and delete them manually. I guess if I re-import the mod those textures won't get imported, or does a texture with a tobj-file also get imported, even though it doesn't belong to a model?
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