SCS Blender Tools 2.4.1 (v6) (unofficial update)
- Michaleczeq
- Posts: 236
- Joined: 12 Dec 2013 23:02
- Location: Poland, Sanok
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Re: SCS Blender Tools 2.4.1 (v6) (unofficial update)
Sound like you set path to texture from outside SCS Project Base Path, or your texture is inside "base" project dir instead your mod.
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- Joined: 09 Apr 2025 15:52
Re: SCS Blender Tools 2.4.1 (v6) (unofficial update)
Well.. my project path is : D:/base/model/object (this object folder contains both model and texture)
This worked fine so far with no problems..
Now I have to copy exported model and dds into D:/convertor/base/....... (the same root structure)
Do I have to set my path to D:/base/myModName/model/etc... ?
This worked fine so far with no problems..
Now I have to copy exported model and dds into D:/convertor/base/....... (the same root structure)
Do I have to set my path to D:/base/myModName/model/etc... ?
- Michaleczeq
- Posts: 236
- Joined: 12 Dec 2013 23:02
- Location: Poland, Sanok
- Contact:
Re: SCS Blender Tools 2.4.1 (v6) (unofficial update)
Hard to say if it's OK, because I don't see how your project directory looks exactly and what exactly you link as path etc. It's possible, that your path is just wrong, because you use "base" in path, and because of that converter skip that directory, because "base" is a special folder.
Maybe that will help.
https://modding.scssoft.com/wiki/Docume ... d_workflow
and
viewtopic.php?p=2021376#p2021376
If you have your model, and your textures inside your project base path, and it's not converted (you must move it by hand), then it's rather something wrong with your converter, because it should convert EVERYTHING (other that "base" path), that is linked in "extra_mount.txt".
So, if your "SCS Project Base Project" is "D:/base/model/object", then your models/textures (e.g. lets say your model is daf_xf) should be inside "D:/base/model/object/vehicle/truck/daf_xf/truck.pim" with your texture in "D:/base/model/object/vehicle/truck/daf_xf/color.tobj".
And now, if you click "CONVERT CURRENT SCS PROJECT", tools create symlink folder to your project (and name it "linked_bt_<hash>") and it should override "extra_mount.txt" and link that folder. If it's done, it will run "convert.cmd".
And that's it. But as I say. "base" is special folder, and converter will always skip everything inside.
Maybe that will help.
https://modding.scssoft.com/wiki/Docume ... d_workflow
and
viewtopic.php?p=2021376#p2021376
If you have your model, and your textures inside your project base path, and it's not converted (you must move it by hand), then it's rather something wrong with your converter, because it should convert EVERYTHING (other that "base" path), that is linked in "extra_mount.txt".
So, if your "SCS Project Base Project" is "D:/base/model/object", then your models/textures (e.g. lets say your model is daf_xf) should be inside "D:/base/model/object/vehicle/truck/daf_xf/truck.pim" with your texture in "D:/base/model/object/vehicle/truck/daf_xf/color.tobj".
And now, if you click "CONVERT CURRENT SCS PROJECT", tools create symlink folder to your project (and name it "linked_bt_<hash>") and it should override "extra_mount.txt" and link that folder. If it's done, it will run "convert.cmd".
And that's it. But as I say. "base" is special folder, and converter will always skip everything inside.
Re: SCS Blender Tools 2.4.1 (v6) (unofficial update)
Hi.
First I want to thank you for this unofficial support, great job!
I have a question about the added support for the retroreflective shader and its flavor "piko.alldir".
Is this only support for correct import/export of SCS models using this shader with "piko.alldir" enabled, or is it also possible to edit it or use it in created models?
First I want to thank you for this unofficial support, great job!
I have a question about the added support for the retroreflective shader and its flavor "piko.alldir".
Is this only support for correct import/export of SCS models using this shader with "piko.alldir" enabled, or is it also possible to edit it or use it in created models?
- Michaleczeq
- Posts: 236
- Joined: 12 Dec 2013 23:02
- Location: Poland, Sanok
- Contact:
Re: SCS Blender Tools 2.4.1 (v6) (unofficial update)
You can do whatever want. Import/create new/edit/export
So. piko.alldir is unique flavor because it adds "factor" attribute to model data (that is required to works correctly).
My fix adds possibility to create (even require to add it) and edit that data in that one specific flavor (it works like with col or col_alpha).
What's that data change?
From my tests, it shows that it slightly shifts the vertices in the given axes (R=X/G=Y/B=Z), on specific distances (something like 100m+). That shift is slight so default color (Hard to say what exactly default color is. I set it to 0.0, but I thing that 0.5 should be better) should be sufficient.
Because that flavor is made for very small objects like cat-eyes I thing, that tweaking that data should help with mesh z-fight.
I read in some threads, that this data should be generated automatically (by their Maya plugin), but I don't know how it should be calculated, so in my version everything must be done by hand by users.
If you want to edit that data, you can do it in Vertex Paint Mode. Data is in Object Data Properties Tab -> Color Attributes -> Factor
So. piko.alldir is unique flavor because it adds "factor" attribute to model data (that is required to works correctly).
My fix adds possibility to create (even require to add it) and edit that data in that one specific flavor (it works like with col or col_alpha).
What's that data change?
From my tests, it shows that it slightly shifts the vertices in the given axes (R=X/G=Y/B=Z), on specific distances (something like 100m+). That shift is slight so default color (Hard to say what exactly default color is. I set it to 0.0, but I thing that 0.5 should be better) should be sufficient.
Because that flavor is made for very small objects like cat-eyes I thing, that tweaking that data should help with mesh z-fight.
I read in some threads, that this data should be generated automatically (by their Maya plugin), but I don't know how it should be calculated, so in my version everything must be done by hand by users.
If you want to edit that data, you can do it in Vertex Paint Mode. Data is in Object Data Properties Tab -> Color Attributes -> Factor
Re: SCS Blender Tools 2.4.1 (v6) (unofficial update)
Thanks for the answer.
Out of boredom at night I tested this flavor. I figured it out as best as I could and with my knowledge, applied it to my own model and... It works the same way as in SCS models.
In my model I used BAKE mode in Cycles, as input values from geometry node position vector, Incoming Normals in various combinations with math nodes (my lack of knowledge results in operation on the principle of many attempts and many failures). After setting the nodes appropriately, instead of baking Image Texture, I set baking directly to the active color attribute - in this case to Factor.
After a few corrections of node settings, model position in space, I obtained a similar distribution of vertex colors for the Factor attribute as in the SCS model I was modeling on.
I am probably far from the truth, but for me it works as I expected.
So thanks again for adding support for this flavor.
Out of boredom at night I tested this flavor. I figured it out as best as I could and with my knowledge, applied it to my own model and... It works the same way as in SCS models.
In my model I used BAKE mode in Cycles, as input values from geometry node position vector, Incoming Normals in various combinations with math nodes (my lack of knowledge results in operation on the principle of many attempts and many failures). After setting the nodes appropriately, instead of baking Image Texture, I set baking directly to the active color attribute - in this case to Factor.
After a few corrections of node settings, model position in space, I obtained a similar distribution of vertex colors for the Factor attribute as in the SCS model I was modeling on.
I am probably far from the truth, but for me it works as I expected.
So thanks again for adding support for this flavor.
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