Yes. As I said, I added support, but because SCS didn't use that flavor at the time (and when they did, all nmaps reffered to "flat" dds), I couldn't recreate preview.
So shader works, you can add/edit it, but preview remains intact.
SCS Blender Tools 2.4.1 (v9) (unofficial update)
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Michaleczeq
- Posts: 411
- Joined: 12 Dec 2013 23:02
- Location: Poland, Sanok
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B4RT
- Posts: 33
- Joined: 25 Oct 2013 05:12
- Location: Ontario - CA
Re: SCS Blender Tools 2.4.1 (v7) (unofficial update)
Just to let you know, I know it was released today, but the plugin with blender 5.0.0 not works
when try to activate gives the error
No module named "Console_Python"
Just to let you know
I will rollaback to the previous blender version for now
when try to activate gives the error
No module named "Console_Python"
Just to let you know
I will rollaback to the previous blender version for now
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Michaleczeq
- Posts: 411
- Joined: 12 Dec 2013 23:02
- Location: Poland, Sanok
Re: SCS Blender Tools 2.4.1 (v7) (unofficial update)
I know. I even blocked tools to 4.x as latest working version. By default on 5.x tools should be visible as incompatible.
With 5.0 is more problems, because right now there is some problems with code that I don't know how to resolve (e.g. setters in getters). In 4.x it's still working, but in 5.x they removed a lot of things.
A significant amount of code needs to be rewritten due to the changes in 5.0. I'm not a programmer and don't know much about it, so I can't even do anything more with it. So far, all I had to do to update and make changes was copy-paste existing code, search google, or ask chatgpt.
And a quick note about tsnmapuv2 flavor – I still can't do much right now, because the example you provided uses normal nmap, and single flat nmap. I'd have to create my own test model with my own textures to test how it works, and I don't have much time for that right now, so it'll have to wait a while.
With 5.0 is more problems, because right now there is some problems with code that I don't know how to resolve (e.g. setters in getters). In 4.x it's still working, but in 5.x they removed a lot of things.
A significant amount of code needs to be rewritten due to the changes in 5.0. I'm not a programmer and don't know much about it, so I can't even do anything more with it. So far, all I had to do to update and make changes was copy-paste existing code, search google, or ask chatgpt.
And a quick note about tsnmapuv2 flavor – I still can't do much right now, because the example you provided uses normal nmap, and single flat nmap. I'd have to create my own test model with my own textures to test how it works, and I don't have much time for that right now, so it'll have to wait a while.
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B4RT
- Posts: 33
- Joined: 25 Oct 2013 05:12
- Location: Ontario - CA
Re: SCS Blender Tools 2.4.1 (v7) (unofficial update)
I completely understand that. I’ve been messing around with Google and GPT too, trying to figure out what needs to be done to make it work in the new Blender version — just trying to understand the structure exactly. I’m not a programmer either.Michaleczeq wrote: 19 Nov 2025 12:48 I know. I even blocked tools to 4.x as latest working version. By default on 5.x tools should be visible as incompatible.
With 5.0 is more problems, because right now there is some problems with code that I don't know how to resolve (e.g. setters in getters). In 4.x it's still working, but in 5.x they removed a lot of things.
A significant amount of code needs to be rewritten due to the changes in 5.0. I'm not a programmer and don't know much about it, so I can't even do anything more with it. So far, all I had to do to update and make changes was copy-paste existing code, search google, or ask chatgpt.
And a quick note about tsnmapuv2 flavor – I still can't do much right now, because the example you provided uses normal nmap, and single flat nmap. I'd have to create my own test model with my own textures to test how it works, and I don't have much time for that right now, so it'll have to wait a while.
Regarding tsnmapuv2, I was able to get a preview of the double normal map in the material in Blender by experimenting with the nodes. It’s still not as close to the in-game look, but the export remains effective. However, some aspects were missing, and I had to edit the material manually.
I’ll keep experimenting to see what I can achieve. Like you said, time is the enemy — every single line of code changed requires testing. Since I’m still trying to figure out how everything is connected, it makes things a bit trickier. I’ll get there eventually, though.
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Michaleczeq
- Posts: 411
- Joined: 12 Dec 2013 23:02
- Location: Poland, Sanok
Re: SCS Blender Tools 2.4.1 (v7) (unofficial update)
I just need 2 nmaps with significant height differences. Here it is almost flat nmap mixed with nmap with slight scratches visible only at an angle. Hard to see any differences in blender. Not even talking about dds format that cause some problems in preview. That's why I need to do that myself and test it in the game
To get a "true" preview now, nmap should use that second "hi" nmap with second UV. Then preview looks "OK" for that specific example from previous post.
To get a "true" preview now, nmap should use that second "hi" nmap with second UV. Then preview looks "OK" for that specific example from previous post.
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B4RT
- Posts: 33
- Joined: 25 Oct 2013 05:12
- Location: Ontario - CA
Re: SCS Blender Tools 2.4.1 (v7) (unofficial update)
Hello Michaleczeq,Michaleczeq wrote: 22 Nov 2025 16:41 I just need 2 nmaps with significant height differences. Here it is almost flat nmap mixed with nmap with slight scratches visible only at an angle. Hard to see any differences in blender. Not even talking about dds format that cause some problems in preview. That's why I need to do that myself and test it in the game
To get a "true" preview now, nmap should use that second "hi" nmap with second UV. Then preview looks "OK" for that specific example from previous post.
I spent my weekend messing around with Blender v5.0.0.
I got the tools working using your unofficial version as a base (hope you’re okay with that).
Download:
https://drive.google.com/file/d/1mkhQCQ ... sp=sharing
I imported and exported a few things from the game without issues, so I’m sending it here in case you want to test it.
Not sure how useful it will be for you, but well — it’s here.
For anybody that decide to try this version out, PLEASE REMEMBER: Blender 5.0 saves .blend files in a new structure. So if you’re just testing with this version, do not overwrite your saves from 4.5. There’s a big chance you won’t be able to open 5.0 saves in 4.5 without some incompatibility.
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EagleWaffle
- Posts: 2
- Joined: 10 Mar 2023 14:58
Re: SCS Blender Tools 2.4.1 (v7) (unofficial update)
B4rt is this the latest version? because I get alot of errors including no module named "console_python" at start.B4RT wrote: 24 Nov 2025 06:14Hello Michaleczeq,Michaleczeq wrote: 22 Nov 2025 16:41 I just need 2 nmaps with significant height differences. Here it is almost flat nmap mixed with nmap with slight scratches visible only at an angle. Hard to see any differences in blender. Not even talking about dds format that cause some problems in preview. That's why I need to do that myself and test it in the game
To get a "true" preview now, nmap should use that second "hi" nmap with second UV. Then preview looks "OK" for that specific example from previous post.
I spent my weekend messing around with Blender v5.0.0.
I got the tools working using your unofficial version as a base (hope you’re okay with that).
Download:
https://drive.google.com/file/d/1mkhQCQ ... sp=sharing
I imported and exported a few things from the game without issues, so I’m sending it here in case you want to test it.
Not sure how useful it will be for you, but well — it’s here.
For anybody that decide to try this version out, PLEASE REMEMBER: Blender 5.0 saves .blend files in a new structure. So if you’re just testing with this version, do not overwrite your saves from 4.5. There’s a big chance you won’t be able to open 5.0 saves in 4.5 without some incompatibility.
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Michaleczeq
- Posts: 411
- Joined: 12 Dec 2013 23:02
- Location: Poland, Sanok
Re: SCS Blender Tools 2.4.1 (v7) (unofficial update)
For now not worth to use. This version maybe "works" but have a lot of errors that can cause a lot of problems. Use 4.5 LTS for now. I'm working on an update with one of users.
We have "stable" version, but I want to add something more than only update to 5.0. In free time I would likr to fix tsnmapuv2 flavor.
So be patient.
We have "stable" version, but I want to add something more than only update to 5.0. In free time I would likr to fix tsnmapuv2 flavor.
So be patient.
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tobrago
- Posts: 2486
- Joined: 19 Jun 2013 12:54
- Location: Serbia
Re: SCS Blender Tools 2.4.1 (v7) (unofficial update)
@Michaleczeq after some time of testing, errors appear when importing the chassis of the Feldbinder trailers
1. feldbinder_eut
chassis: ch_3_35, ch_3_52
[ external image ]
2. feldbinder_kip
chassis: ch_3_38, ch_3_60
[ external image ]
feldbinder_tsaadr
chassis: ch_3_22
[ external image ]
I didn't continue to test, thank you very much for your reply. I hope that they will successfully fix the error.
1. feldbinder_eut
chassis: ch_3_35, ch_3_52
[ external image ]
2. feldbinder_kip
chassis: ch_3_38, ch_3_60
[ external image ]
feldbinder_tsaadr
chassis: ch_3_22
[ external image ]
I didn't continue to test, thank you very much for your reply. I hope that they will successfully fix the error.
Google translator | Greetings and cheers | Keep truckin'
[ external image ]
[ external image ]
[ external image ]
Discord: tobrago#1504
Everything will be okay in the end, and if it`s not okay, it`s not the end.
[ external image ]
[ external image ]
[ external image ]
Discord: tobrago#1504
Everything will be okay in the end, and if it`s not okay, it`s not the end.
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Michaleczeq
- Posts: 411
- Joined: 12 Dec 2013 23:02
- Location: Poland, Sanok
Re: SCS Blender Tools 2.4.1 (v7) (unofficial update)
I tested it right now. Everything works fine. No errors.
Idk what you doing wrong, but check your textures. Looks like something here is wrong.
Idk what you doing wrong, but check your textures. Looks like something here is wrong.
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