SCS Blender Tools

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Mohegan13
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Re: SCS Blender Tools

#2521 Post by Mohegan13 » 06 Apr 2021 16:04

Simon hasn't been on the forum since mid Feb, by the time BT is updated he'll have forgotten his login details. 🤣
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Re: SCS Blender Tools

#2522 Post by galimim » 06 Apr 2021 16:11

I hope it will be soon. I wanna make use of the new headlight options.
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Re: SCS Blender Tools

#2523 Post by abasstreppas » 06 Apr 2021 16:24

Hmm, cool stuff. Can't wait to see what more will come in the future about lamps :)
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Re: SCS Blender Tools

#2524 Post by Harven » 06 Apr 2021 17:58

There is already more cool stuff, a quote from today's update in the 1.40 modding guide:
Headlight behavior can now be defined in detail with many new options. Default descriptor is in /def/default_vehicle_lamp_setup.sii. In accessory_chassis_data it can be overridden per vehicle by lamp_setup definition.
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Re: SCS Blender Tools

#2525 Post by xXCARL1992Xx » 06 Apr 2021 18:07

do we need a diploma in car electronics now for the game :rofl:
wire_composites[0]: .comp_fl
wire_composites[1]: .comp_fr
wire_composites[2]: .comp_rl
wire_composites[3]: .comp_rr
wire_composites[4]: .comp_mid
}

vehicle_lamp_wire_composite : .comp_fl {
channel_r_wire: front_left_turn_signal
channel_g_wire: high_beam
channel_b_wire: low_beam
channel_a_wire: front_positional
}

vehicle_lamp_wire_composite : .comp_fr {
channel_r_wire: front_right_turn_signal
channel_g_wire: high_beam
channel_b_wire: low_beam
channel_a_wire: front_positional
}

vehicle_lamp_wire_composite : .comp_rl {
channel_r_wire: rear_left_turn_signal
channel_g_wire: brake
channel_b_wire: reverse
channel_a_wire: rear_positional
}

vehicle_lamp_wire_composite : .comp_rr {
channel_r_wire: rear_right_turn_signal
channel_g_wire: brake
channel_b_wire: reverse
channel_a_wire: rear_positional
}

vehicle_lamp_wire_composite : .comp_mid {
channel_r_wire: none
channel_g_wire: none
channel_b_wire: daytime_running
channel_a_wire: side_positional
}
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Re: SCS Blender Tools

#2526 Post by galimim » 06 Apr 2021 18:10

As far as I understand, you can now set what each channel does for each tile you set in blender? I don't know if there are any limitations on it, but that is how I am reading it.
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Re: SCS Blender Tools

#2527 Post by xXCARL1992Xx » 06 Apr 2021 18:12

it is like what you do in blender with front right/left, rear right/left and middle but now in def files for more possibilities ?
found this in the renault.t folder

Code: Select all

vehicle_lamp_wire_composite : .comp_fl {
	channel_r_wire: front_left_turn_signal
	channel_g_wire: high_beam
	channel_b_wire: low_beam
	channel_a_wire: front_positional
}

vehicle_lamp_wire_composite : .comp_fr {
	channel_r_wire: front_right_turn_signal
	channel_g_wire: high_beam
	channel_b_wire: low_beam
	channel_a_wire: front_positional
}

vehicle_lamp_wire_composite : .comp_rl {
	channel_r_wire: rear_left_turn_signal
	channel_g_wire: brake
	channel_b_wire: reverse
	channel_a_wire: rear_positional
}

vehicle_lamp_wire_composite : .comp_rr {
	channel_r_wire: rear_right_turn_signal
	channel_g_wire: brake
	channel_b_wire: reverse
	channel_a_wire: rear_positional
}

vehicle_lamp_wire_composite : .comp_mid {
	channel_r_wire: front_right_turn_signal
	channel_r_anim_frame_count: 4
	channel_r_anim_fps: 10.0
	channel_g_wire: front_left_turn_signal
	channel_g_anim_frame_count: 4
	channel_g_anim_fps: 10.0
	channel_b_wire: daytime_running
	channel_a_wire: side_positional
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Re: SCS Blender Tools

#2528 Post by JUseeTV » 06 Apr 2021 18:13

Probably because we have the same options like we have tiles: front left, front right, rear left, rear right and middle, same as we have for UV tiles
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Re: SCS Blender Tools

#2529 Post by ONURKULL » 06 Apr 2021 20:06

Why is it constantly changing when dynamic signals can be done with blink_pattern? I get nervous when I see the word "anim" :oops:
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Re: SCS Blender Tools

#2530 Post by xXCARL1992Xx » 06 Apr 2021 20:06

you cant do dynamic signals with blink_pattern, this is a mask being animated and not a flare
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