SCS Blender Tools

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50keda
SCS Software
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Re: SCS Blender Tools

#1251 Post by 50keda » 31 Jul 2017 19:24

@vad&k: Looks are not implemented same way they were in B2SCS, rather that assigning different materials you can now directly change attribute values. Values will be automatically stored for active look (the one currently selected in the list of looks). However remember that different look can not have different effect aka shader preset ;)

@aradeth: nope, you can only convert-pack current base or more custom bases. But for sure you can not directly convert and pack only one model from BT. The closest thing would be having extra SCS Project Base for each exported model.
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aradeth
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Re: SCS Blender Tools

#1252 Post by aradeth » 31 Jul 2017 19:41

Yes, i was dealing it with making independent project base folders for each model part as you said.
I thought maybe there will be an easy way but looks like not.

Maybe in the future like B2SCS.
Thanks for the reply and BT updates of course :)
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50keda
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Re: SCS Blender Tools

#1253 Post by 50keda » 31 Jul 2017 19:50

@aradeth: mind you tell us why do you need this?
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aradeth
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Re: SCS Blender Tools

#1254 Post by aradeth » 31 Jul 2017 21:03

Probably my workaround is the problem because i drag&drop the whole mod folder to ConverterPIX then trying to edit the model in BT.

I forgot that i can achieve what i want with ConverterPIX, i can convert only one pmg to pim and make single project base folder easily.

But i still wish to convert the whole mod folder(pmgs) with ConverterPIX then convert only the edited pim file with BT(to pmgs).
Now we need to make independent project base folders for each part. For example i want to edit a light accessory in a big truck mod then i need to wait the whole truck mod to be converted with BT.
Or i need to make independent folders for each parts of the truck mod. Complicated and time consuming for untidy mods.
I ask that just because of saving some time while editing mods.

At the end i solved my problem. Your question made me realize there is already a way to achieve what i want :)

But now i have this, could you help me what does that mean?

Code: Select all

************ : log created on : Monday July 31 2017 @ 23:56:09
00:00:00.000 : [base] Massconverting the data (update)
00:00:00.000 : [base] Conversion finished instantaneously.
************ : log created on : Monday July 31 2017 @ 23:56:09
00:00:00.000 : [linked_bt_5a0a42b8ed620a45606b0eba69fcc679f8825d96] Massconverting the data (update)
00:00:00.032 : [linked_bt_5a0a42b8ed620a45606b0eba69fcc679f8825d96] pit2pmd /vehicle/truck/upgrade/bumper/mack_pinnacle/shapeaa.pit 
00:00:00.035 : <ERROR> errwarn:
00:00:00.037 : <ERROR> *** ERROR *** : /vehicle/truck/upgrade/bumper/mack_pinnacle/shapeaa.pit:61: mismatching Attribute and Value format [ token '}' ]

*** ERROR *** : cannot parse /vehicle/truck/upgrade/bumper/mack_pinnacle/shapeaa.pit


00:00:00.040 : [linked_bt_5a0a42b8ed620a45606b0eba69fcc679f8825d96] tobjcopy /vehicle/truck/mack_pinnacle/textures/lightmask_2.tobj 
00:00:00.043 : [linked_bt_5a0a42b8ed620a45606b0eba69fcc679f8825d96] tobjcopy /vehicle/truck/mack_pinnacle/textures/carpaint.tobj 
00:00:00.271 : [linked_bt_5a0a42b8ed620a45606b0eba69fcc679f8825d96] tobjcopy /vehicle/truck/mack_pinnacle/textures/bumper_t.tobj 
00:00:00.273 : [linked_bt_5a0a42b8ed620a45606b0eba69fcc679f8825d96] tobjcopy /vehicle/truck/mack_pinnacle/textures/bumper.tobj 
00:00:00.274 : [linked_bt_5a0a42b8ed620a45606b0eba69fcc679f8825d96] tobjcopy /vehicle/truck/mack_pinnacle/textures/light_texture.tobj 
00:00:00.301 : [linked_bt_5a0a42b8ed620a45606b0eba69fcc679f8825d96] tobjcopy /vehicle/truck/mack_pinnacle/textures/black.tobj 
00:00:00.301 : [linked_bt_5a0a42b8ed620a45606b0eba69fcc679f8825d96] tobjcopy /vehicle/truck/upgrade/paintjob/empty.tobj 
00:00:00.473 : [linked_bt_5a0a42b8ed620a45606b0eba69fcc679f8825d96] pim2pmg /vehicle/truck/upgrade/bumper/mack_pinnacle/shapeaa.pim %s -tangent -merge_part_pieces -optimize_for_vertex_cache
00:00:00.473 : [linked_bt_5a0a42b8ed620a45606b0eba69fcc679f8825d96] Conversion finished in 0:00:01
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50keda
SCS Software
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Re: SCS Blender Tools

#1255 Post by 50keda » 31 Jul 2017 21:32

Most probably sth isn't correct in converted PIT file from PMD. You can send us that "/vehicle/truck/upgrade/bumper/mack_pinnacle/shapeaa.pit" and I can tell you what is wrong ;)
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aradeth
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Re: SCS Blender Tools

#1256 Post by aradeth » 01 Aug 2017 14:45

shapeaa.pit

Code: Select all

# Look Names:
#	default
#
# Variant Names:
#	default
#
Header {
    FormatVersion: 1
    Source: "Blender 2.78.0 (hash: e92f235283), SCS Blender Tools: 1.8.2926820"
    Type: "Trait"
    Name: "shapeaa"
}
Global {
    LookCount: 1
    VariantCount: 1
    PartCount: 1
    MaterialCount: 4
}
Look {
    Name: "default"
    Material {
        Alias: "mat_0000_carpaint"
        Effect: "eut2.truckpaint.airbrush.altuv"
        Flags: 0
        AttributeCount: 7
        TextureCount: 3
        Attribute {
            Format: FLOAT3
            Tag: "diffuse"
            Value: ( 1.0 1.0 1.0 )
        }
        Attribute {
            Format: FLOAT3
            Tag: "specular"
            Value: ( 1.0 1.0 1.0 )
        }
        Attribute {
            Format: FLOAT
            Tag: "shininess"
            Value: ( 250.0 )
        }
        Attribute {
            Format: FLOAT
            Tag: "add_ambient"
            Value: ( 0.0 )
        }
        Attribute {
            Format: FLOAT3
            Tag: "env_factor"
            Value: ( 0.30000001192092896 0.30000001192092896 0.30000001192092896 )
        }
        Attribute {
            Format: FLOAT2
            Tag: "fresnel"
            Value: ( 0.20000000298023224 0.8999999761581421 )
        }
        Attribute {
            Format: FLOAT3
            Tag: "aux[8]"
            Value: ( 1.0 1.0 1.0 0.0 )
        }
        Texture {
            Tag: "texture[0]:texture_base"
            Value: "/vehicle/truck/mack_pinnacle/textures/carpaint"
        }
        Texture {
            Tag: "texture[1]:texture_reflection"
            Value: "/material/environment/vehicle_reflection"
        }
        Texture {
            Tag: "texture[2]:texture_paintjob"
            Value: "/vehicle/truck/upgrade/paintjob/empty"
        }
    }
    Material {
        Alias: "mat_0001_bumper_t"
        Effect: "eut2.dif.spec.add.env.nofresnel.shadow"
        Flags: 0
        AttributeCount: 7
        TextureCount: 2
        Attribute {
            Format: FLOAT3
            Tag: "diffuse"
            Value: ( 1.0 1.0 1.0 )
        }
        Attribute {
            Format: FLOAT3
            Tag: "specular"
            Value: ( 1.0 1.0 1.0 )
        }
        Attribute {
            Format: FLOAT
            Tag: "shininess"
            Value: ( 60.0 )
        }
        Attribute {
            Format: FLOAT
            Tag: "add_ambient"
            Value: ( 0.0 )
        }
        Attribute {
            Format: FLOAT
            Tag: "reflection"
            Value: ( 0.0 )
        }
        Attribute {
            Format: FLOAT3
            Tag: "env_factor"
            Value: ( 0.8999999761581421 0.8999999761581421 0.8999999761581421 )
        }
        Attribute {
            Format: FLOAT
            Tag: "shadow_bias"
            Value: ( 0.0 )
        }
        Texture {
            Tag: "texture[0]:texture_base"
            Value: "/vehicle/truck/mack_pinnacle/textures/bumper_t"
        }
        Texture {
            Tag: "texture[1]:texture_reflection"
            Value: "/material/environment/vehicle_reflection"
        }
    }
    Material {
        Alias: "mat_0002_black"
        Effect: "eut2.dif.spec.shadow"
        Flags: 0
        AttributeCount: 6
        TextureCount: 1
        Attribute {
            Format: FLOAT3
            Tag: "diffuse"
            Value: ( 1.0 1.0 1.0 )
        }
        Attribute {
            Format: FLOAT3
            Tag: "specular"
            Value: ( 0.3950299918651581 0.3950299918651581 0.3950299918651581 )
        }
        Attribute {
            Format: FLOAT
            Tag: "shininess"
            Value: ( 40.0 )
        }
        Attribute {
            Format: FLOAT
            Tag: "add_ambient"
            Value: ( 0.0 )
        }
        Attribute {
            Format: FLOAT
            Tag: "reflection"
            Value: ( 0.0 )
        }
        Attribute {
            Format: FLOAT
            Tag: "shadow_bias"
            Value: ( 0.0 )
        }
        Texture {
            Tag: "texture[0]:texture_base"
            Value: "/vehicle/truck/mack_pinnacle/textures/black"
        }
    }
    Material {
        Alias: "mat_0003_light_texture"
        Effect: "eut2.lamp.add.env"
        Flags: 0
        AttributeCount: 6
        TextureCount: 3
        Attribute {
            Format: FLOAT3
            Tag: "diffuse"
            Value: ( 1.0 1.0 1.0 )
        }
        Attribute {
            Format: FLOAT3
            Tag: "specular"
            Value: ( 0.6993470191955566 0.6993470191955566 0.6993470191955566 )
        }
        Attribute {
            Format: FLOAT
            Tag: "shininess"
            Value: ( 90.0 )
        }
        Attribute {
            Format: FLOAT
            Tag: "add_ambient"
            Value: ( 0.0 )
        }
        Attribute {
            Format: FLOAT3
            Tag: "env_factor"
            Value: ( 0.6499999761581421 0.6499999761581421 0.6499999761581421 )
        }
        Attribute {
            Format: FLOAT2
            Tag: "fresnel"
            Value: ( 0.20000000298023224 0.8999999761581421 )
        }
        Texture {
            Tag: "texture[0]:texture_base"
            Value: "/vehicle/truck/mack_pinnacle/textures/light_texture"
        }
        Texture {
            Tag: "texture[1]:texture_mask"
            Value: "/vehicle/truck/mack_pinnacle/textures/lightmask_2"
        }
        Texture {
            Tag: "texture[2]:texture_reflection"
            Value: "/material/environment/vehicle_reflection"
        }
    }
}
Variant {
    Name: "default"
    Part {
        Name: "defaultpart"
        AttributeCount: 1
        Attribute {
            Format: INT
            Tag: "visible"
            Value: ( 1 )
        }
    }
}

Probably something obvious that i can't see.
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vad&k
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Re: SCS Blender Tools

#1257 Post by vad&k » 01 Aug 2017 15:44

50keda wrote: 31 Jul 2017 19:24 @vad&k: Looks are not implemented same way they were in B2SCS, rather that assigning different materials you can now directly change attribute values. Values will be automatically stored for active look (the one currently selected in the list of looks). However remember that different look can not have different effect aka shader preset ;)
The problem is that I can not use the same materials to access look without look. I assign exactly the same attributes, but BT always generates a mat file with a different name. It turns out that I have the same files, but with different names.
And it is simply not convenient to fill in the properties manually each time when there is ready material.
And after the copy / paste procedure, each view has only one material setting - so that was active at the time of copying. It is very uncomfortable.
It would be nice if the developers added such a desired functionality in the BT.
For me, b2scs is still the most convenient tool.
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SiSL
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Re: SCS Blender Tools

#1258 Post by SiSL » 01 Aug 2017 15:47

vad&k wrote: 01 Aug 2017 15:44 I assign exactly the same attributes, but BT always generates a mat file with a different name.
Even the same texture file? :)

It's impossible to generate different hash name from same attributes.
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vad&k
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Re: SCS Blender Tools

#1259 Post by vad&k » 01 Aug 2017 15:51

@SiSL, Oh sure.
I have many identical models with different textures. I collect them in one file, but with different looks.
It's impossible to generate different hash name from same attributes.
You try it yourself. ))

Additional Information: I do not use ConverterPIX and exported using conversion_tools_2_3.
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SiSL
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Re: SCS Blender Tools

#1260 Post by SiSL » 01 Aug 2017 16:08

I do, I got 450 seperate models for that, yet never happened to me.
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