SCS Blender Tools

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abasstreppas
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Re: SCS Blender Tools

#3051 Post by abasstreppas » 15 May 2022 20:42

It doesn't work :twisted:

Made it look like yours except that I have the middle axle lifted. Even tried to re-buy the chassi. Nada! :cry:
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kast
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Re: SCS Blender Tools

#3052 Post by kast » 15 May 2022 20:50

is your edited chassis file on top of mod list? maybe some other mod can overwrite it :lol:
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abasstreppas
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Re: SCS Blender Tools

#3053 Post by abasstreppas » 15 May 2022 21:01

So I decided to use my brain :o :lol:

I got curious why the new lines didn't have any axle numbers inside brackets [0]. Tried to add those, but I got an error... and then I understood why. :geek:

It should only be one line steerable_lifted_axles: true, as it's only a true/false thing for all axles and that is why it doesn't have a number.

It worked for you because your last line was "true", but my last line was "false" :lol:
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xXCARL1992Xx
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Re: SCS Blender Tools

#3054 Post by xXCARL1992Xx » 15 May 2022 21:02

[ external image ]

this just showed me again why i hate working with .zip mods, you have to close notepad++ for the change to take effect (no, closing tab isnt enough) and you have to be in the profile selection menu or else 7Zip doesnt allow you to make changes :expresionless:
| !!!NO SUPPORT OR REQUESTS OF ANY SORT VIA PM!!! | Screenshot Thread | Steam Workshop | World of Trucks Profil |
[ external image ]
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kast
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Re: SCS Blender Tools

#3055 Post by kast » 15 May 2022 21:04

abasstreppas wrote: 15 May 2022 21:01 So I decided to use my brain :o :lol:

I got curious why the new lines didn't have any axle numbers inside brackets [0]. Tried to add those, but I got an error... and then I understood why. :geek:

It should only be one line steerable_lifted_axles: true, as it's only a true/false thing for all axles and that is why it doesn't have a number.

It worked for you because your last line was "true", but my last line was "false" :lol:
so it is one line only
makes sense :lol:
KINGPINN
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Joined: 19 Jul 2016 14:47

Re: SCS Blender Tools

#3056 Post by KINGPINN » 17 May 2022 14:51

xXCARL1992Xx wrote: 15 May 2022 21:02
this just showed me again why i hate working with .zip mods, you have to close notepad++ for the change to take effect (no, closing tab isnt enough) and you have to be in the profile selection menu or else 7Zip doesnt allow you to make changes :expresionless:
If you use winrar, when you save the file in notepad++ winrar will ask if you would like to update the edited file in the compressed folder, click yes and you're good to go without having to close notepad++.
Dotec
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Re: SCS Blender Tools

#3057 Post by Dotec » 18 May 2022 06:00

abasstreppas wrote: 15 May 2022 18:54They need to do some more though... use the hub as base for all parts and not as now by using the rim as base. ;)
This works only for trailer. For trucks the rim has to be the base.
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abasstreppas
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Re: SCS Blender Tools

#3058 Post by abasstreppas » 18 May 2022 09:08

@Dotec Why do you think that?

For me it's natural to use the hub as base because that way all rims and tyres will be used the right way -> 315 wide tyres for 9 inch rims and 385 wide tyres for 11,75 inch rims. Like in real life 11,75 inch rims could be used on both trucks and trailers. That way the whole wheel system could be put in one place, not as now when trucks have a set in their folder structure and trailers have another. It saves space.
Virat8
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Re: SCS Blender Tools

#3059 Post by Virat8 » 18 May 2022 13:06

Totally agree
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Digital X
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Re: SCS Blender Tools

#3060 Post by Digital X » 18 May 2022 14:18

Is it possible to make a neon "hotel" sign pulse? I'd assume if I were to use the dif.lum shader it would just be a static colour. I've never done it on a prefab so would it be different from a vehicle since the dashboard needles etc are controlled via the headlights?
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