SCS Blender Tools

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50keda
SCS Software
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Re: SCS Blender Tools

#1501 Post by 50keda » 05 Dec 2017 22:42

But I already answered between the lines. :) You need BT 1.10 for blender 2.79 ... been said multiple times already.
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Yukine
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Re: SCS Blender Tools

#1502 Post by Yukine » 07 Dec 2017 14:01

I still can't manage it, can I have further help please? Thanks.
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50keda
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Re: SCS Blender Tools

#1503 Post by 50keda » 07 Dec 2017 14:38

@Bruno_G: do not cut scania :P Scania has a lot of custom normals that's why it looks how it looks :D Now you shouldn't do much with the shape if you don't want to loose that information, because as soon as you cut the mesh, blender can't really hold old information of normals anymore. On the other hand if you tell as what are you trying to achieve we might be able to help you ;)
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Smarty
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Re: SCS Blender Tools

#1504 Post by Smarty » 07 Dec 2017 17:18

You might have some luck with creative use of a Data Transfer modifier(s) and vertex groups. Keep an unmodified copy of the mesh to transfer the custom normals data from. ;)
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Re: SCS Blender Tools

#1505 Post by ohaha » 08 Dec 2017 16:55

and I already said I downloaded everything that was new on the SCS GitHub site... anyways, I downloaded it again and now I don't get the red errors anymore (Yay!) but...

Code: Select all

           WARNING SUMMARY:
           ================
           > Invalid bone names detected, max. length of valid bone name is 12 and must consists from [a-z, 0-9 and _ ] characters.
             Conversion will generalize names, however expect problems by re-import! List of invalid bone names for 'anim_armature_object':
             ['TURBO', 'WIPER_R', 'OIL_WARN', 'CLOCK', 'BRAKES', 'STOP', 'KEY', 'OIL', 'SWHEEL', 'JOINT29', 'FUEL_SIGN', '__ROOT__', 'SPEED', 'FARLIGHT', 'JOINT30', 'WIPPER_ST', 'WIPER_L_2', 'CLLIGHT_ST', 'JOINT5', 'TURN_STICK', 'WATER', 'JOINT32', 'RPM', 'PARKING_ST', 'JOINT36', 'JOINT35', 'RETARDER_ST', 'RIGHT_SIGN', 'HR_HAND', 'FOG_LIGHT', 'LEFT_SIGN', 'FUEL', 'ADBLUE1', 'WIPER_R_2', 'ADBLUE', 'FARLIGHT_ST', 'GPS', 'DYNA', 'WATER_WARN', 'GENERIC1', 'BATT_SIGN', 'STEREO', 'GENERIC2', 'MN_HAND', 'RETARDER', 'JOINT31', 'PARKING', 'JOINT15', 'PSI_WARN', '4WAY_FLASH', 'WIPER_L']
           > Object 'exp dash - main gps frame - plastic dark - shadow only' from SCS Root 'anim_eu' has unormalized skinning, exporting normalized weights!
             You can normalize weights by selecting object & executing 'Normalize All Vertex Groups'.
           > Object 'def 08 decal icons' from SCS Root 'anim_eu' has unormalized skinning, exporting normalized weights!
             You can normalize weights by selecting object & executing 'Normalize All Vertex Groups'.
           > Object 'def 12 stwheel plastic dark column' from SCS Root 'anim_eu' has unormalized skinning, exporting normalized weights!
             You can normalize weights by selecting object & executing 'Normalize All Vertex Groups'.
           > Object 'def 11 stwheel rubber stalks supports' from SCS Root 'anim_eu' has unormalized skinning, exporting normalized weights!
             You can normalize weights by selecting object & executing 'Normalize All Vertex Groups'.
           > Object 'exp dash - main gps frame - plastic dark - dif spec' from SCS Root 'anim_eu' has unormalized skinning, exporting normalized weights!
             You can normalize weights by selecting object & executing 'Normalize All Vertex Groups'.
           > Object 'exp dash - main gps screen - gps - dif lum' from SCS Root 'anim_eu' has unormalized skinning, exporting normalized weights!
             You can normalize weights by selecting object & executing 'Normalize All Vertex Groups'.
So, CAPITAL letters is bad, I guess, for bone names.
But, where do I find that "Normalize All Vertex Groups" button? :D
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50keda
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Re: SCS Blender Tools

#1506 Post by 50keda » 08 Dec 2017 23:10

As the warning says: Select object & execute "Normalize All Vertex Groups" -> where execute translates to: Press Space in 3D view and start writing :P
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Re: SCS Blender Tools

#1507 Post by ohaha » 09 Dec 2017 14:34

oh, you can do that? darn, I'm too old for this ... :D
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Re: SCS Blender Tools

#1508 Post by Blackspots » 10 Dec 2017 02:14

Why does model creation have to be so complex?
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Re: SCS Blender Tools

#1509 Post by kast » 17 Dec 2017 15:07

Didnt want to make new topic, but anyone have a good way to test LOD models in game? I want to know, how much the lod model take resources, but when i zoom out the scene will get bigger :lol:
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50keda
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Re: SCS Blender Tools

#1510 Post by 50keda » 17 Dec 2017 15:10

g_lod_factor_* 0.1 :P Or even less...
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