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Re: SCS Blender Tools

Posted: 15 Nov 2020 17:11
by tobrago
@MDModder You need to create a "base" directory. It should look like this in the pictures.

[ external image ]

I think I helped you at least a little. ;)

Re: SCS Blender Tools

Posted: 16 Nov 2020 22:13
by MDModder
@tobrago

should we have something like this, with the converted game files in the base folder?

[ external image ]cccc by MD Modding, sur Flickr

Re: SCS Blender Tools

Posted: 16 Nov 2020 22:44
by tobrago
@MDModder

You can find these items that are red in the Blender Tools. Look at the picture. One tip, whenever a new version of the game comes out, I'll refresh those files.
  • Paths:
    1. //def/world/trigger_action.sii
    2. //def/world/sign.sii
    3. //def/world/semaphore_profile.sii
    4. //def/world/traffic_rules.sii
    5. //unit/hookup
    6. //material/material.db
[ external image ]

Re: SCS Blender Tools

Posted: 16 Nov 2020 23:35
by MDModder
Ok, thanks this is working now, it will make things a bit easier for me.

Re: SCS Blender Tools

Posted: 20 Nov 2020 03:02
by kkeeley
Hi,

I'm just getting back into the new Blender and Blender Tools and wanted to know if there is any info on the recommended files that should be in the base this directory.

Also are there any updated tutorials on using Blender Tools for the latest versions of Blender as there seams to be a number of changes that I'm still trying to get my head around.

Thanks
Ken

Re: SCS Blender Tools

Posted: 20 Nov 2020 05:50
by davidzoli
My base directory is empty at start.
You can link the files and folder right from your extracted def.scs folder. Those file links, hookup folder don't have to be in your project's base (or mod-files) folder.

Re: SCS Blender Tools

Posted: 25 Nov 2020 23:07
by abasstreppas
Is there a limit of looks for a model in game? I seem to remember seeing something about it somewhere :?

Re: SCS Blender Tools

Posted: 25 Nov 2020 23:33
by Reinhard
I doubt it. In the olden days, before a new def-based paintjob system for trailers was introduced, trailer skins were based on "looks". I once made a trailer mod where I had 60+ different looks. So if there is a limit, it isn't low.

And I faintly remember that the size of the "look" table in a PMD is identified by a variable, in the PMD header.

Re: SCS Blender Tools

Posted: 25 Nov 2020 23:57
by abasstreppas
Thanks. I doubt I'll end up with 60+ different logos on the chromed lug-nuts for the trailer wheels though :lol:

Re: SCS Blender Tools

Posted: 28 Nov 2020 00:48
by abasstreppas
I can't get the grip of baking AO in blender 2.8. The AO just gets noisy and I can't for my life find how to get it darker :roll: . It feels like I've tried all possible settings/changes in render properties tab. Is there any god settings somewhere that are shared?