SCS Blender Tools

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Schumi
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Location: Cherepovets/Russia

Re: SCS Blender Tools

#3361 Post by Schumi » 17 Jan 2024 06:24

@room217au Hello,

For shadow to work under truck, you have to have locators shadow_x_crn (shd_x_crn) and shadow_x_ori (shd_x_ori) in chassis hierarchy
https://ibb.co/9ZgvDp7

these locators are set by ui_shadow_ model
https://ibb.co/st4kLKV

and most important thing is that shadow is correctly written in chassis.sii file
https://ibb.co/wRyrf6h
Last edited by Madkine on 17 Jan 2024 06:29, edited 1 time in total.
Reason: Removed broken image tags
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room217au
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Re: SCS Blender Tools

#3362 Post by room217au » 17 Jan 2024 08:39

@Schumi Thanks for that info.
Both locators exist and are correctly placed and oriented according to this document: https://modding.scssoft.com/wiki/Tutori ... ons_Set-Up
Def files point to correct directories and files.
I'm pretty sure it is something basic that I am missing but the shadow still doesn't appear under the truck.
If you suck at playing the trumpet, that's probably why.
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55sixxx
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Re: SCS Blender Tools

#3363 Post by 55sixxx » 17 Jan 2024 12:03

If you want, you can send me the mod link and I'll take a look for you. It's really weird because if the paths are correct, the shadow pmg's are present and the mesh is above the ground line, it should theoretically work.
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room217au
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Re: SCS Blender Tools

#3364 Post by room217au » 17 Jan 2024 13:25

@55sixxx Just so I'm on the same page, by ground line you mean the shadow mesh needs to be slightly +Z of the world origin?
If you suck at playing the trumpet, that's probably why.
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Schumi
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Re: SCS Blender Tools

#3365 Post by Schumi » 17 Jan 2024 14:03

@room217au Have you checked file ui_shadow_xxx.pmg? maybe there's no texture assigned to shadow model?

this is what a shadow should look like in Blender
https://ibb.co/qdf1GS7

if possible show screenshots from Blender and def files of chassis

EDIT
make sure the fakeshadow model is in correct part
https://ibb.co/dj6S3cM

and that this part be connected in chassis variant
https://ibb.co/THHYVrD

same for ui_shadow_xxx.pmg
https://ibb.co/GdZ8ZRN
https://ibb.co/mzPHF7P
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55sixxx
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Re: SCS Blender Tools

#3366 Post by 55sixxx » 17 Jan 2024 16:14

room217au wrote: 17 Jan 2024 13:25 @55sixxx Just so I'm on the same page, by ground line you mean the shadow mesh needs to be slightly +Z of the world origin?
Yes. The "ground line" I mean is the zero of the Z Axis in blender.
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room217au
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Re: SCS Blender Tools

#3367 Post by room217au » 18 Jan 2024 00:05

@55sixxx Cheers. I was on the right track.

@Schumi All of what you posted matches my truck in terms of what should be where, etc. Thanks for taking the time and effort <3
Except for one thing. Shadow textures applied to chassis PMG have no Alpha layer. Just black. So at runtime the mesh would appear transparent.
I took a shadow texture from a 6x4 chassis of another truck I know works, changed the filename and directory to match the mod truck .tobj and the shadow appears under the truck now. Awesome.

The mod truck has short and long 6x4, short and long 8x4 but the shadow textures were all black with no alpha layer containing the shadow.
The 6x4 chassis shadow in the mod truck is not appearing under the wheels perfectly (it is shifted to the rear) but at least it shows up.

Considering there's only one shadow plane for all 'under' shadows in this truck, I would need to make a new .dds for each of them?

[update]
After messing about with the fakeshadow plane in truck.pmg just to see what effect it had when I made slight changes in Blender.. then more messing about with shadow.dds for 6x4 and 6x2 chassis (the same shadow for both), squeezing, moving, smudging, etc and about a half hour to do all that messing around.. and the result is excellent now.
Thanks so much to both of you for your patience and advice.
Next step, trailer shadows :)
If you suck at playing the trumpet, that's probably why.
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Schumi
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Re: SCS Blender Tools

#3368 Post by Schumi » 12 Feb 2024 07:22

Hi @50keda,

You can add support for the new shader in Blender Tools and Conversion Tools?
https://ibb.co/RyThrVc

this error appears when converting a model
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.

log convert

Code: Select all

************ : log created on : Monday February 12 2024 @ 10:18:28
00:00:01.682 : [base] Massconverting the data (update)
00:00:01.696 : [base] Conversion finished in 0:00:02
************ : log created on : Monday February 12 2024 @ 10:18:30
00:00:01.388 : [linked_bt_b9b443f13712d09e8ff4dbacb4a78b5452771a19] Massconverting the data (update)
00:00:01.626 : [linked_bt_b9b443f13712d09e8ff4dbacb4a78b5452771a19] pit2pmd /prefab2/gas_station/gas_station_truck_old_02_global_blkw.pit 
00:00:01.626 : *** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : [material] unable to convert attribute amod_decal_blending_factors to new input id.
*** ERROR *** : <F:/ets2/conversion_tools_2_15/linked_bt_b9b443f13712d09e8ff4dbacb4a78b5452771a19 | >/prefab2/gas_station/gas_station_truck_old_02_global_blkw.pit: error saving output material file /prefab2/gas_station/gas_station_truck_old_02_global_blkw_gryfoil_ch1.mat
*** WARNING *** : Expected rcfs_device_t::perform_conversion() to be true, but it is not.

00:00:01.650 : [linked_bt_b9b443f13712d09e8ff4dbacb4a78b5452771a19] pim2pmg /prefab2/gas_station/gas_station_truck_old_02_global_blkw.pim %s -tangent -merge_part_pieces -optimize_for_vertex_cache
00:00:01.650 : output:
00:00:03.192 : [pim2pmg] <F:/ets2/conversion_tools_2_15/linked_bt_b9b443f13712d09e8ff4dbacb4a78b5452771a19 | >/prefab2/gas_station/gas_station_truck_old_02_global_blkw.pim: reduced number of vertices by 1 from 78 to 77 in piece 25 using material 'mat_0003_generic_metal_01_difspec' with effect 'eut2.dif.spec.amod.dif.spec.tsnmapuv'
[pim2pmg] <F:/ets2/conversion_tools_2_15/linked_bt_b9b443f13712d09e8ff4dbacb4a78b5452771a19 | >/prefab2/gas_station/gas_station_truck_old_02_global_blkw.pim: reduced number of vertices by 1 from 78 to 77 in piece 60 using material 'mat_0003_generic_metal_01_difspec' with effect 'eut2.dif.spec.amod.dif.spec.tsnmapuv'
[pim2pmg] <F:/ets2/conversion_tools_2_15/linked_bt_b9b443f13712d09e8ff4dbacb4a78b5452771a19 | >/prefab2/gas_station/gas_station_truck_old_02_global_blkw.pim: reduced number of vertices by 6 from 188 to 182 in piece 61 using material 'mat_0006_gas_station_gryfoil_light_ch' with effect 'eut2.lightmap.night'
[pim2pmg] <F:/ets2/conversion_tools_2_15/linked_bt_b9b443f13712d09e8ff4dbacb4a78b5452771a19 | >/prefab2/gas_station/gas_station_truck_old_02_global_blkw.pim: reduced number of vertices by 8 from 1728 to 1720 in piece 102 using material 'mat_0016_decalset_02_difopa' with effect 'eut2.dif.spec.decal.over'

00:00:03.192 : [linked_bt_b9b443f13712d09e8ff4dbacb4a78b5452771a19] Conversion finished in 0:00:03
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