SCS Blender Tools 2.4.1 (v6) (unofficial update)

Post any tutorial and tools you might find it useful for other creators.
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Jaymzarf
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Re: SCS Blender Tools 2.4.1 (v6) (unofficial update)

#101 Post by Jaymzarf » 03 May 2025 19:14

@Michaleczeq, is there a way to add imports for shaders:

eut2.dif.spec.add.env.oinv.decal
eut2.dif.spec.add.env.oinv.a.decal.over
eut2.dif.spec.weight.add.env.tsnmapuv2

e.g. by adding/editing BT files, which I could do myself?

I noticed the problem when importing the 4x2 Scania S 2024 Electric chassis model.
I imported the chassis model from the previously converted game database (pit/pim files), from the current game version (1.54.1), your latest BT version, Blender 4.4.3.
I have an older version of the game 1.52 on my disk, also converted to pit/pim, and the problem does not occur, there are no shaders in these elements when I import the model, so this is something (I think) new in version 1.54

I apologize for the spelling (google translator) and the imprecise description (it is hard to get into these topics when you are 50 years old :geek: )
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Michaleczeq
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Re: SCS Blender Tools 2.4.1 (v6) (unofficial update)

#102 Post by Michaleczeq » 03 May 2025 20:37

I checked and unfortunately not.
There is no any shaders with "oinv" and "tsnmapuv2" inside "supported_effects.bin" so even if you add it to "shader_presets.txt", plugin will not see that as valid shader. I must add it to that .bin file firstly. In other case, it will be always marked as "<IMPORTED>"

If you can, give me dirs to exact models that use that shaders, and I will try to add it in free time.

If it's easier for you to ask about something in Polish, do it in a private messages to not break forum rules, and I try to response.
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B4RT
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Re: SCS Blender Tools 2.4.1 (v6) (unofficial update)

#103 Post by B4RT » 20 May 2025 06:18

May I ask something? I'm not sure if it's just user error on my end — maybe I accidentally turned something off.
I have a mod where I'm reimporting parts that I exported from Blender a while ago, but for some reason, when I import those files, the object's root is losing its path. I remember previously I was able to import something, and the saved path for the file was still there, so after finishing my edits, I could just re-export without needing to set the output path again, where my PMD would be exported. I'm not sure, maybe I`m missing something, but I remember I could load a PMD into my blender, and the path comes with it.

[ external image ]
TitoFito
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Re: SCS Blender Tools 2.4.1 (v6) (unofficial update)

#104 Post by TitoFito » 20 May 2025 12:45

In Import Options, Enable the Preserve Path for Export
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Michaleczeq
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Re: SCS Blender Tools 2.4.1 (v6) (unofficial update)

#105 Post by Michaleczeq » 20 May 2025 16:14

Also, try to update converterpixwrapper. Idk what version you have, but there is new version (2.2) from January that fix problems with preserving import path. Maybe here is problem.
I made one change in v4 with paths to fix errors with TOBJ, but it was done only for texture file paths. No for root path.

But probably like Tito say - you must unchecked that box with option "Preserve Path for Export" when importing.
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B4RT
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Re: SCS Blender Tools 2.4.1 (v6) (unofficial update)

#106 Post by B4RT » 22 May 2025 04:29

Thank you so much @TitoFito and @Michaleczeq It was really the "Preserve Path for Export" option while importing the files, I might have saved by mistake unchequed and never saw that was an option for that. This was making me such headache having to set paths manually, that a big time saver, once again thank you soo much!
darioDante
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Re: SCS Blender Tools 2.4.1 (v6) (unofficial update)

#107 Post by darioDante » 25 May 2025 13:44

Hi, me again :)
Thanks for the advice earlier about the custom export paths — you were right! When I set it to export into my mod instead of the base folder, it worked.
Now I’ve come across another issue. When I import a model (e.g. a UN road decal terrain, or some UN prefab) that I want to analyze, I get this error:
"Attribute: 'aux[2]' inside material 'mat_0001_ter_trans_placeholder' not found in the assigned shader preset"
and a similar error:
"'is_terrain_material' in 'mat_0002_ter_trans_placeholder' not found".

I understand that these are some of the new shaders SCS introduced in version 1.54, but my question is: is there any way to fix this? I wanted to create some custom prefabs, so I tried importing UN prefabs, but these errors appeared. Even when I set the shader to dif.spec.weight.weight.dif.spec.weight.tsnmapcalc.tg0 — which I thought would achieve the same effect — the result still looks different from the original UN prefabs. This shader should, in my understanding, handle the terrain transition from asphalt shoulders into natural terrain.

From your previous posts I understand that adding new shaders into your tools isn’t simple, but I wanted to ask if there’s any chance some of these will be supported in the addon in the future?

Also, I have one more question. It’s about the detail vegetation on models. When I apply the correct shader to part of the model (e.g. the section SCS assigns to terrain_t1), the shader works fine — but no detail vegetation spawns.
How do I get it to appear? Do I need to assign the vertices to a specific group by name?
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Michaleczeq
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Re: SCS Blender Tools 2.4.1 (v6) (unofficial update)

#108 Post by Michaleczeq » 25 May 2025 19:33

viewtopic.php?p=1993884#p1993884

These attributes are also in 1.53.
About aux[2] I wrote here. It's not something new, but it's optional attribute available only in aliased materials (outside "automat") that define LOD color for terrain materials. If you work here on aliased materials from e.g. "/material/terrain/" etc. you can ignore it. "is_terrain_material" and "is_dynamic_road" are new attributes (idk if old material system or converter support it). Idk what they do exactly. I would have to examine them carefully, but Idk if it will be possible to add it without conversion_tool update by SCS.
If you can, write me some models that use it (full path). Maybe I will check what is possible right now.

Idk exactly where you want that detail veg to be. Inside prefab or on generated terrain from edges? Can you show some examples? Detailed vegetations are trees/bushes etc. I don't remember any working prefab with it somewhere inside. There is some old prefabs in game, but you can't even select any veg for defined spots. If you want it on edges, you must assign terrain points correctly.
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KrysEmlyn
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Re: SCS Blender Tools 2.4.1 (v6) (unofficial update)

#109 Post by KrysEmlyn » 26 May 2025 00:10

Getting the terrain in a prefab to have grass/vegetation is dependent on what is defined in the "detail_vegetation_def" files found in "def/world".
If you are using an existing terrain texture that is defined in these files, the grass/vegetation should automatically show up.
If you are using custom terrain textures, you will need to create your own "detail_vegetation_def.<your_mod_here>.sii" file to make the grass/vegetation show up.
darioDante
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Re: SCS Blender Tools 2.4.1 (v6) (unofficial update)

#110 Post by darioDante » 27 May 2025 11:29

Oh now I understand...
Such a model with aux[2] would be UN decal path: /model2/props/road/un_road_decal_terrain.pim
And with is_terrain would be un_hw lane: /road_template/un/un_hwlane_15.pim.

The detail vegetation I mentioned was meant to be on a model. For example, imagine having a custom tree bed model. You want to have a terrain on the botom that you can change e.g. grass or on some other place in map it would be dry grass and so on. How do I tell the model to spawn a grass blades? It's not just about setting tg0 shader. cos this doesn't work. Any idea?
[img][https://imgur.com/a/qKvVZZ6]
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