SCS Blender Tools

KAHO LAU
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Joined: 17 Jun 2019 07:16

Re: SCS Blender Tools

#2731 Post by KAHO LAU » 12 Jun 2021 04:47

* ERROR *: errwarn:
* ERROR *: * ERROR *: <D:/ETS2 Blender/1.40/conversion_tools_2_12/linked_bt_75458e4ecb44e578f33b3afaa030cf24d66d5858 | >/chassis.pit:64: unknown token:'T'
* ERROR *: <D:/ETS2 Blender/1.40/conversion_tools_2_12/linked_bt_75458e4ecb44e578f33b3afaa030cf24d66d5858 | >/chassis.pit:64: unknown token:'e'
* ERROR *: <D:/ETS2 Blender/1.40/conversion_tools_2_12/linked_bt_75458e4ecb44e578f33b3afaa030cf24d66d5858 | >/chassis.pit:64: unknown token:'x'
* ERROR *: <D:/ETS2 Blender/1.40/conversion_tools_2_12/linked_bt_75458e4ecb44e578f33b3afaa030cf24d66d5858 | >/chassis.pit:64: unknown token:'C'
* ERROR *: <D:/ETS2 Blender/1.40/conversion_tools_2_12/linked_bt_75458e4ecb44e578f33b3afaa030cf24d66d5858 | >/chassis.pit:64: unknown token:'o'
* ERROR *: <D:/ETS2 Blender/1.40/conversion_tools_2_12/linked_bt_75458e4ecb44e578f33b3afaa030cf24d66d5858 | >/chassis.pit:64: unknown token:'o'
* ERROR *: <D:/ETS2 Blender/1.40/conversion_tools_2_12/linked_bt_75458e4ecb44e578f33b3afaa030cf24d66d5858 | >/chassis.pit:64: unknown token:'r'
* ERROR *: <D:/ETS2 Blender/1.40/conversion_tools_2_12/linked_bt_75458e4ecb44e578f33b3afaa030cf24d66d5858 | >/chassis.pit:64: unknown token:'d'
* ERROR *: <D:/ETS2 Blender/1.40/conversion_tools_2_12/linked_bt_75458e4ecb44e578f33b3afaa030cf24d66d5858 | >/chassis.pit:64: syntax error [token':']
* ERROR *: cannot parse /chassis.pit
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room217au
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Re: SCS Blender Tools

#2732 Post by room217au » 14 Jun 2021 02:51

@KAHO LAU The .pit file is a text file. You can open it yourself and investigate.
tip:
/chassis.pit:64: unknown token:'e' = filename:line number in that file:error type:'character that should not be there'

If you read the 'unknown token' values top to bottom in your post, it spells 'exCoord' Which looks suspiciously like 'coordinates' to me because all errors are on one line. However, the parser will stop at first error if bad enough, and there actually might be more once you sort the initial error on line 64 in chassis.pit and export again.
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siebel3d
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Re: SCS Blender Tools

#2733 Post by siebel3d » 16 Jun 2021 19:52

So, yesterday I was doing some prefabs, and I ran into a problem with them.

The terrain, when applied in game, are upside down, no matter what settings I use. In the picture below, you can see it: only the collision wireframe appears.
[ external image ]
[ external image ]
[ external image ]

The terrain pieces are properly assigned to the right SCS Parts (tran_0 and tran_1), and have the right vertex groups (as you can see in the pictures below), collision also is in the same state (properly assigned to variant and vertex groups).

[ external image ]
[ external image ]
[ external image ]


Does anyone knows what I'm missing here?
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Smarty
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Re: SCS Blender Tools

#2734 Post by Smarty » 16 Jun 2021 20:11

What happens if you select the vertices in the opposite order before assigning them?
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siebel3d
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Re: SCS Blender Tools

#2735 Post by siebel3d » 16 Jun 2021 20:19

@Smarty if mean selecting the other side the other vertex group, that's it haha
I just tested and it worked.
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Billy_Costigan
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Re: SCS Blender Tools

#2736 Post by Billy_Costigan » 17 Jun 2021 11:15

Does someone know what is causing this?
[ external image ]

[ external image ]

As soon as the gps and carpaly display is lit there's a strange purple tint on it. Same goes for the clock.
I'm using the same material attributes as SCS for the gps.
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Aryan
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Re: SCS Blender Tools

#2737 Post by Aryan » 17 Jun 2021 14:03

@Billy_Costigan I think this problem for UV map, the UV Must be in position 0/0 in UV editor.
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Billy_Costigan
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Re: SCS Blender Tools

#2738 Post by Billy_Costigan » 17 Jun 2021 14:44

@Aryan Thanks for the reply but the UV maps are in first tile as they should.

Edit: Thank you for the hint.
Is there a way in blender to move uv maps to other tiles automatically and hence correct like the lamp tool?
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abasstreppas
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Re: SCS Blender Tools

#2739 Post by abasstreppas » 04 Jul 2021 11:37

What settings are you guys using for the lighting in BT? For me only time 8 and 18 looks reasonable. Between those time stamps it's way too bright/over exposed (before and after is too black/dark). I mean how in hell are we supposed to set materials correct without reference in BT? Or is it me that's missing something? :?

Using Blender 1.92 with latest BT
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xXCARL1992Xx
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Re: SCS Blender Tools

#2740 Post by xXCARL1992Xx » 04 Jul 2021 11:40

i dont use the light at all, 99% of the time the colors i choose match what i have ingame
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[ external image ]
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