SCS Blender Tools

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Wolfi
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Re: SCS Blender Tools

#1221 Post by Wolfi » 20 Jun 2017 14:40

So, since my textures were always broken and I'm deffinitelly not gonna fix the whole base_exp (converterPIX'ed folder), I should get back to that version of BT without SCS lighting, untill you make the official PIX conversion tool? :P
The smallest details always make the biggest difference.
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50keda
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Re: SCS Blender Tools

#1222 Post by 50keda » 20 Jun 2017 15:19

There is nothing about SCS lighting that made things worse. The problem is originating from the start of ConverterPIX, as I said many time that resources can not be properly recovered from binary data :) With the time we/you are just discovering more and more problems that are not fixed yet. Well I would kindly ask mlw4 to update ConverterPIX that once converting normal maps it should consider it for conversion and try to reconstruct approximation of original normal maps TGA.

PS: there won't be any official PIX conversion... if anything I would just use ConverterPIX to help you easily import resources (without manual conversion).
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Smarty
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Re: SCS Blender Tools

#1223 Post by Smarty » 20 Jun 2017 17:22

Wolfi: Have a look here. Convert the normal map to TGA per that post, and use it from your sibling base folder. That way you don't have to worry about re-conversion artifacts. ;)

One could easily make that into a Photoshop action for batch conversion if they were so inclined.
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obelihnio
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Re: SCS Blender Tools

#1224 Post by obelihnio » 20 Jun 2017 17:49

I have 2 edited trailers with paint able parts using the truckpaint shader. All shader flavours are off.
Both use a white base texture with baked ao and a white default company texture.
The curtainsider colour is good but the fridge has green colour instead of the set up white one.
All def files are set up in the same way. Game log has nothing.
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Smarty
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Re: SCS Blender Tools

#1225 Post by Smarty » 20 Jun 2017 18:07

obelihnio: You need to assign a paint job accessory in the trailer definition pointing to a default paint job accessory. The truckpaint material on trailers defaults to a green colour when there is no accessory.

So in /def/vehicle/trailer/<your_trailer>.sii:

Code: Select all

trailer : trailer.scr.ut2000r.28_88.a 
{
	// ... more accessories array members
	accessories[]: .scr.ut2000r.28_88.a.paint_job

}

// ... more vehicle_accessory, vehicle_addon_accessory, vehicle_wheel_accessory, etc ...

vehicle_paint_job_accessory: .scr.ut2000r.28_88.a.paint_job
{
	data_path: "/def/vehicle/trailer/scr_ut2000r_28_88_a/company_paint_job/default.sii"
}
And in /def/vehicle/trailer/<your_trailer>/company_paint_job/default.sii:

Code: Select all

SiiNunit
{
accessory_paint_job_data : .paint_job
{
	
}
}
Of course, I think you can also use an airbrush mask in the default paint job accessory if it suits your application better.
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obelihnio
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Re: SCS Blender Tools

#1226 Post by obelihnio » 20 Jun 2017 18:51

@Smarty: I had the accessories defined. Turns out I had a typo in one of the line for the paint jobs I did not notice earlier, oops. :? All works now. Thanks for the help.
gggp
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Re: SCS Blender Tools

#1227 Post by gggp » 24 Jun 2017 20:27

posted in the relevant category.
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Braakie
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Re: SCS Blender Tools

#1228 Post by Braakie » 24 Jun 2017 22:08

I have a problem converting a mod. When I put in blender tools certain values for my shaders, they are completely different after the conversion.

This is my PIT file:

Code: Select all

        Effect: "eut2.light.tex"
        Flags: 0
        AttributeCount: 4
        TextureCount: 1
        Attribute {
            Format: FLOAT3
            Tag: "diffuse"
            Value: ( 0.3185330629348755 0.3185330629348755 0.3185330629348755 )
        }
        Attribute {
            Format: FLOAT3
            Tag: "specular"
            Value: ( 0.8549690246582031 0.8549690246582031 0.8549690246582031 )
        }
        Attribute {
            Format: FLOAT
            Tag: "shininess"
            Value: ( 0.0 )
        }
        Attribute {
            Format: FLOAT
            Tag: "aux[0]"
            Value: ( 0.0 )
        }
        Texture {
            Tag: "texture[0]:texture_base"
            Value: "/vehicle/truck/upgrade/intlight_bck/hardrock_c/textures/hardrock_c_light"

And this my material mat file afther conversion:

Code: Select all

material : "eut2.light.tex.rfx" {
	texture[0] : "/vehicle/truck/upgrade/intlight_bck/hardrock_c/textures/hardrock_c_light.tobj"
	texture_name[0] : "texture_base"
	aux[0] : 0
	diffuse : { 0.082753 , 0.082753 , 0.082753 }
	shininess : 0
	specular : { 0.701226 , 0.701226 , 0.701226 }
}
How can I solve this, I know that there is a minimal difference, but this is a big difference.
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50keda
SCS Software
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Re: SCS Blender Tools

#1229 Post by 50keda » 25 Jun 2017 10:33

What you are experiencing is conversion between sRGB -> XYZ and is completely normal. You will never have same values (except when you will be using 1,1,1 or 0,0,0). Btw why is this a problem for you?

PS: Btw this "issue" was discussed many times allready so just search BT forums a bit with keywords "colorspace" "XYZ" "linear" ;)
Last edited by 50keda on 25 Jun 2017 11:26, edited 1 time in total.
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Braakie
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Re: SCS Blender Tools

#1230 Post by Braakie » 25 Jun 2017 11:08

It's not a really big problem, I can also get it manually. It was strange that there was such a big difference.

In any case, thank you for your tip, I'm going to search :P
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