I wasn't talking about aux0 cause this is almost everywhere in aliased materials and it's old. I was talking about "is_xxx" attributes because it is something "new".
I think, that problems with no grass etc. can be because lack of that "is_terrain_material" attribute we are talking about. Try to add it to your generated .mat file of that material, and check.
And by the way, a few words about the "is_dynamic_road" attribute in UN roads/prefabs models. Technically it can be omitted if someone create own models based on UN models. I tested it and if I understand correctly, this attribute allows you to dynamically change texture of e.g. road lines depending on which country model is assigned to in ME, so it is only useful for these universal models used in multiple countries.
SCS Blender Tools 2.4.1 (v8) (unofficial update)
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Michaleczeq
- Posts: 402
- Joined: 12 Dec 2013 23:02
- Location: Poland, Sanok
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DNFplays
- Posts: 9
- Joined: 29 Feb 2020 19:41
Re: SCS Blender Tools 2.4.1 (v6) (unofficial update)
I have a question. i installed your mod just now. and im trying to get the custom companys nodes working, but rn how i have then, they are still from the old scs tools for blender 3.6
picture link
https://imgur.com/a/TBp1nrg
picture link
https://imgur.com/a/TBp1nrg
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Michaleczeq
- Posts: 402
- Joined: 12 Dec 2013 23:02
- Location: Poland, Sanok
Re: SCS Blender Tools 2.4.1 (v6) (unofficial update)
Look closer. It should be "Custom", not "Company Point" in Spawn Type.
Company Point is only for that green company icon locator. To made (un)loading rails, you need to use "Custom" locators.
Company Point is only for that green company icon locator. To made (un)loading rails, you need to use "Custom" locators.
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DNFplays
- Posts: 9
- Joined: 29 Feb 2020 19:41
Re: SCS Blender Tools 2.4.1 (v6) (unofficial update)
indeed yea thank u man xD for the quick reply
and another question. somehow i cant select the shaders, like dif.spec.add.env. it just wont let me. is that normal?
and another question. somehow i cant select the shaders, like dif.spec.add.env. it just wont let me. is that normal?
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Michaleczeq
- Posts: 402
- Joined: 12 Dec 2013 23:02
- Location: Poland, Sanok
Re: SCS Blender Tools 2.4.1 (v6) (unofficial update)
No it's not, but I tested it now, and for me it's working. I can select that shader.
There is some combination of two or more flavors that can't be selected, because game not support them all, but as I say. Selecting main shaders works correctly for me.
There is some combination of two or more flavors that can't be selected, because game not support them all, but as I say. Selecting main shaders works correctly for me.
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B4RT
- Posts: 33
- Joined: 25 Oct 2013 05:12
- Location: Ontario - CA
Re: SCS Blender Tools 2.4.1 (v6) (unofficial update)
I know it's still a bit early to ask, and I’m not sure if you've already tested it in the new Blender version 3.5.0. On my end, the location arrow directions and locator names don’t seem to be showing up. I’m not sure if I messed something up in the settings or during the plugin import into the new Blender version.
Just curious — have you tested it yet? Are you experiencing the same issue, or is it just a misconfiguration on my side?
[ external image ]
[ external image ]
Just curious — have you tested it yet? Are you experiencing the same issue, or is it just a misconfiguration on my side?
[ external image ]
[ external image ]
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Michaleczeq
- Posts: 402
- Joined: 12 Dec 2013 23:02
- Location: Poland, Sanok
Re: SCS Blender Tools 2.4.1 (v6) (unofficial update)
Probably you use Vulkan backend instead of OpenGL. GLSL shader that draw those icons is written in old format, that supports only OpenGL. I trying to update it to something that will be support Vulkan (SPIR-V), but for now idk how to do that properly. What's more, there is a lack of examples how to use attributes that I need to use.
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B4RT
- Posts: 33
- Joined: 25 Oct 2013 05:12
- Location: Ontario - CA
Re: SCS Blender Tools 2.4.1 (v6) (unofficial update)
Yes changing back to OpenGl Solved the trick for now, I really apreciate you clarifying thatMichaleczeq wrote: 17 Jul 2025 01:22 Probably you use Vulkan backend instead of OpenGL. GLSL shader that draw those icons is written in old format, that supports only OpenGL. I trying to update it to something that will be support Vulkan (SPIR-V), but for now idk how to do that properly. What's more, there is a lack of examples how to use attributes that I need to use.
Thank you!
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Michaleczeq
- Posts: 402
- Joined: 12 Dec 2013 23:02
- Location: Poland, Sanok
Re: SCS Blender Tools 2.4.1 (v7) (unofficial update)
BIG update to v7 in first post.
Changelog:
Shaders:
Changelog:
Shaders:
- Added support for "billboard" shader.
- Added support for "dif.spec.add.env.over.dif.opac" shader.
- Added support for "dif.spec.amod.dif.spec.add.env" shader.
- Added support for "dif.spec.over.dif.opac.add.env" shader.
- Added support for "dif.spec.weight.mask.dif.spec.weight" shader (idk if material preview is correct because scs not used that shader yet).
- Added support for "dif.spec.weight.mult2.mask2" shader (idk if material preview is correct because scs not used that shader yet).
- Added support for "interior.spatial" shader.
- Added support for "leaves" shader (preview still needs to be done correctly).
- Added support for "light" shader (same as light_tex but without texture).
- Added support for "particle" shader.
- Added support for "a" flavor in "fakeshadow" shader.
- Added support for "attr" flavor in "dif", "dif.spec", "dif.spec.mult.dif.spec", "dif.spec.oclu", "dif.spec.over.dif.opac", "dif.spec.weight" and "dif.weight.dif" shaders.
- Added support for "lsbounce", "lsdirect" and "lslucent" flavors in "light.tex" and "unlit.vcol.tex" shaders.
- Added support for "nmap" flavor in "dif.lum.spec" shader.
- Added support for "oinv" (inverted opacity) flavor in "dif.spec.add.env" shader.
- Added support for "opasrc01" flavor in "dif_spec_mult_dif_spec" and "dif.spec.mult.dif.spec.add.env" shaders.
- Added support for "stream", "tostream", "towater" and "mirror" flavors in "water" shader.
- Added support for "sun.bounce", "sun.direct" and "sun.lucent" flavors in "flare" shader.
- Added support for "tsnmap" flavor in "glass" shader.
- Added support for "tsnmapcalc" flavor in "dif.anim" shader.
- Added support for "tsnmapuv2" flavor in "dif.spec.weight.add.env" shader (material preview may not display correctly because scs not used that shader yet properly and I can't check it).
- Added support for Vulkan backend (unfortunately line width of locators can't be changed on Vulkan, so they are thinner than in OpenGL).
- Added preview of trailer type to (un)loading zones (with possibility to disable it in settings). Shapes represent models visible in ME (g_debug_parking).
- Added trailer zone preview also for older Spawn Points associated with (un)loading zones and for "Owned Trailer" and "Service Station".
- Added new "Spawn Points" tab to settings where you can change colors for trailer zones (in RGBA so you can turn off specific zone color by setting Alpha to 0).
- Added preview for "nocull" flavor in "fakeshadow" and "shadowonly" shaders.
- Added automatic removal of outdated "env_factor" attribute from "glass" and "truckpaint" shaders before model will be imported.
- Added some data for future "heightmap" flavor support.
- Added possibility to create FriendlyTags for textures in shader_presets.txt. It's now possible to create custom names for texture labels e.g. instead of "Mask 1" it can be named "Lamp Mask" etc. Thanks to that, many texture labels have been renamed to their corresponding names from effect definitions (from conversion tool).
- Updated FriendlyTag for "Luminance" to better represent attribute from the newer material format.
- Updated "sky" shader to works with new attributes (Not ideal but still better than nothing).
- Updated the way flavors are blocked in material tab - now if flavor can't be used, only that one flavor will be grayed, instead of the whole row.
- Tweaks in locators checkbox layout - due to problems with readability at different panel sizes (e.g. "Parti..." instead of "Partial Activation" etc.), checkboxes are now displayed on separate lines. Additionally, they have also been labeled.
- Fresnel attribute values are now displayed on one line instead of 2.
- Replaced and added few icons next to shader names in shader list.
- Small change in unofficial tool version detection.
- Replaced deprecated shader nodes.
- Fixed "tg1" flavor in "dif_spec_add_env_over_dif_opac" and "dif_spec_oclu" shaders.
- Fixed flavors order in "shadowonly" shader.
- Fixed alpha in "light.tex" shader.
- Fixed errors about unsupported attributes i some shaders.
- Fixed error in "water" shader, when scale is set to 0.
- Fixed "over" flavor preview in "dif.lum" shaders.
- Fixed "SCS Blender Tools" ui window Y position (now it detects header panel and doesn't cover data).
- "Fixed" some errors in console (skipped unnecessary code update to decrease errors count - setters in getters - it still needs to be fixed properly).
Last edited by Michaleczeq on 27 Jul 2025 15:35, edited 1 time in total.
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Jaymzarf
- Posts: 63
- Joined: 18 Jul 2021 21:59
- Location: Katowice-Poland
Re: SCS Blender Tools 2.4.1 (v7) (unofficial update)
A lot of work, and I'm grateful for it!
It works flawlessly in Blender 4.5 LTS (as well as the previous version, v6).
It works flawlessly in Blender 4.5 LTS (as well as the previous version, v6).
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