SCS Blender Tools
- kartal2339
- Posts: 235
- Joined: 01 Aug 2018 09:27
Re: SCS Blender Tools
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?
Re: SCS Blender Tools
If you don't move the .pmg and .pmd file to another folder with it's textures it shouldn't cause issues
- kartal2339
- Posts: 235
- Joined: 01 Aug 2018 09:27
- Lucky_Boss
- Posts: 5
- Joined: 03 Oct 2019 14:57
Re: SCS Blender Tools
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
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
Re: SCS Blender Tools
you show two different models, the one you export to game, even have flares included?
- Lucky_Boss
- Posts: 5
- Joined: 03 Oct 2019 14:57
Re: SCS Blender Tools
All the files are in the mod
Re: SCS Blender Tools
assigne some default scs flare to it, if it works in game, then the problem is in flare def file
- Lucky_Boss
- Posts: 5
- Joined: 03 Oct 2019 14:57
Re: SCS Blender Tools
I have attempted to do that. And that unfortunately didn't work
Re: SCS Blender Tools
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.
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.
- abasstreppas
- Posts: 7499
- Joined: 06 Feb 2013 20:32
- Location: Back on Öland again
- Contact:
Re: SCS Blender Tools
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.
___________________________________________
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?
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
__________________________________________
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.
___________________________________________
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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