SCS Blender Tools 2.4.1 (unofficial update)
Re: SCS Blender Tools 2.4.1 (unofficial update)
@Michaleczeq Thank you. I'll wait, do what you think is right.
[ external image ][ external image ][ external image ][ external image ]
Mods custom made do not make!!!
Mods custom made do not make!!!
Re: SCS Blender Tools 2.4.1 (unofficial update)
@Michaleczeq Hi, the “dif.spec.amod.dif.spec” shader is giving an error after converting files through converter_pix
Is it possible to solve the problem shown in the other screenshot? Or should it be done by developers?
Is it possible to solve the problem shown in the other screenshot? Or should it be done by developers?
[ external image ][ external image ][ external image ][ external image ]
Mods custom made do not make!!!
Mods custom made do not make!!!
- Michaleczeq
- Posts: 192
- Joined: 12 Dec 2013 23:02
- Location: Poland, Sanok
- Contact:
Re: SCS Blender Tools 2.4.1 (unofficial update)
I will check it.
For me it's looks like old pix_converter - check if you have latest update (it's from last month). Converterpix had problems with bad named attributes (eg. "amod_debal_blending_factor" instead of "aux" etc.) and I pushed fix for it, and mwl updated converter.
About "baked" shader. It's not only `eut2.baked.spec.add.env.tsnmap.day` shader. It's whole family with multiple flavors so it will takes me little longer that I expected, but I should do it.
For me it's looks like old pix_converter - check if you have latest update (it's from last month). Converterpix had problems with bad named attributes (eg. "amod_debal_blending_factor" instead of "aux" etc.) and I pushed fix for it, and mwl updated converter.
About "baked" shader. It's not only `eut2.baked.spec.add.env.tsnmap.day` shader. It's whole family with multiple flavors so it will takes me little longer that I expected, but I should do it.
Re: SCS Blender Tools 2.4.1 (unofficial update)
@Michaleczeq Thank you! Yes I have already figured out the problem of incorrect attributes.
Found another shader, it's used on vegetation
"eut2.leaves.shadow" here's the model it's used in /model2/vegetation/bushes/hogweed_dry/hogweed1_dry.pmd
How did you solve the problem with textures that was shown in the first screenshot?
Found another shader, it's used on vegetation
"eut2.leaves.shadow" here's the model it's used in /model2/vegetation/bushes/hogweed_dry/hogweed1_dry.pmd
How did you solve the problem with textures that was shown in the first screenshot?
[ external image ][ external image ][ external image ][ external image ]
Mods custom made do not make!!!
Mods custom made do not make!!!
Re: SCS Blender Tools 2.4.1 (unofficial update)
@Michaleczeq Hello, I found a bug in the “building.asafew.a.lvcol.day” shader
Need to replace
Attribute {
Format: FLOAT
Tag: "aux[5]"
FriendlyTag: "Luminance Boost"
Value: ( 0.0 )
}
replace with
Attribute {
Format: FLOAT2
Tag: "aux[5]"
FriendlyTag: "Luminance Boost"
Value: ( 0.0 )
}
Need to replace
Attribute {
Format: FLOAT
Tag: "aux[5]"
FriendlyTag: "Luminance Boost"
Value: ( 0.0 )
}
replace with
Attribute {
Format: FLOAT2
Tag: "aux[5]"
FriendlyTag: "Luminance Boost"
Value: ( 0.0 )
}
[ external image ][ external image ][ external image ][ external image ]
Mods custom made do not make!!!
Mods custom made do not make!!!
- Michaleczeq
- Posts: 192
- Joined: 12 Dec 2013 23:02
- Location: Poland, Sanok
- Contact:
Re: SCS Blender Tools 2.4.1 (unofficial update)
How you finding all those things?
Looks like SCS also changed it, like they do with tg0 and tg1 flavors (from 2 to 4). Easy fix. I will fix it.
About .leaves I know for years, but I didn't adding support for it, because of problems with textures and other things. I can try to do it, but for sure not now.
And btw - I pushed yesterday some fixes and changes on git (for now without "release"), including support for (...).iamod.dif.add.env so you can test it if you need to use it, before I release it (I still want to add "baked" before second release).
Looks like SCS also changed it, like they do with tg0 and tg1 flavors (from 2 to 4). Easy fix. I will fix it.
About .leaves I know for years, but I didn't adding support for it, because of problems with textures and other things. I can try to do it, but for sure not now.
And btw - I pushed yesterday some fixes and changes on git (for now without "release"), including support for (...).iamod.dif.add.env so you can test it if you need to use it, before I release it (I still want to add "baked" before second release).
Re: SCS Blender Tools 2.4.1 (unofficial update)
@Michaleczeq
It's just that I'm modding real companies and there many models need to be redone and thanks to this I find bugs and new shaders
Thanks, I'll be sure to check it out
It's just that I'm modding real companies and there many models need to be redone and thanks to this I find bugs and new shaders
Thanks, I'll be sure to check it out
[ external image ][ external image ][ external image ][ external image ]
Mods custom made do not make!!!
Mods custom made do not make!!!
Re: SCS Blender Tools 2.4.1 (unofficial update)
@Michaleczeq Hi, found another new thing, in this shader "eut2.dif.spec.weight.weight.dif.spec.weight.tsnmapcalc.tg0.tg1" added new attribute
}
Attribute {
Format: FLOAT
Tag: "lod_switch_distance"
Value: ( 0.000000 )
}
you can find it here /prefab2/depot/chemical_factory/chemical_factory_01_blkw.pmd
only it's not supported by CT
}
Attribute {
Format: FLOAT
Tag: "lod_switch_distance"
Value: ( 0.000000 )
}
you can find it here /prefab2/depot/chemical_factory/chemical_factory_01_blkw.pmd
only it's not supported by CT
[ external image ][ external image ][ external image ][ external image ]
Mods custom made do not make!!!
Mods custom made do not make!!!
- Michaleczeq
- Posts: 192
- Joined: 12 Dec 2013 23:02
- Location: Poland, Sanok
- Contact:
Re: SCS Blender Tools 2.4.1 (unofficial update)
Problem is, that this attribute is a little bit complicated.
It is only in some specific situations (not always), and only, when you use both tg0 and tg1 flavors together, so it's not even shader attribute, but flavor attribute.
I must firstly think, how to do it properly (and if it's even possible to add it without bigger changes in tools).
And as you saw - it's not supported by CT. Latest version of CT is 2.18 made for 1.50 so it is "old". I checked (I still have materials from older versions), and that attribute not exist in 1.50 (it starts appear in 1.51).
I think, that this attribute is just that 4th unknown value in changed aux[0/1] (TexGen0/1) from tg0/tg1 flavor (it was Float2: ScaleX, ScaleY, now it is Float4: ScaleX, ScaleY, Rotation, Unused/unk).
There is more things like that e.g. aux[2] (color of texture "LOD") in "dif.spec.weight" and other shaders used only with "aliasing" (mats saved outside /automat/ dir). Hard to add them all.
It is only in some specific situations (not always), and only, when you use both tg0 and tg1 flavors together, so it's not even shader attribute, but flavor attribute.
I must firstly think, how to do it properly (and if it's even possible to add it without bigger changes in tools).
And as you saw - it's not supported by CT. Latest version of CT is 2.18 made for 1.50 so it is "old". I checked (I still have materials from older versions), and that attribute not exist in 1.50 (it starts appear in 1.51).
I think, that this attribute is just that 4th unknown value in changed aux[0/1] (TexGen0/1) from tg0/tg1 flavor (it was Float2: ScaleX, ScaleY, now it is Float4: ScaleX, ScaleY, Rotation, Unused/unk).
There is more things like that e.g. aux[2] (color of texture "LOD") in "dif.spec.weight" and other shaders used only with "aliasing" (mats saved outside /automat/ dir). Hard to add them all.
Re: SCS Blender Tools 2.4.1 (unofficial update)
@Michaleczeq I see, I thought it was possible. Thank you for explaining.
[ external image ][ external image ][ external image ][ external image ]
Mods custom made do not make!!!
Mods custom made do not make!!!
Who is online
Users browsing this forum: No registered users