ConverterPIXWrapper - Import PMG models to Blender with ease [v1.5 - 16. 1. 2018]

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Smarty
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Re: ConverterPIXWrapper [v1.1 - 11. 8. 2017]

#31 Post by Smarty » 12 Aug 2017 02:16

50keda wrote: 11 Aug 2017 23:31 you can extract whole base with extractor and use it as sibling base in the first place.
Well, if you want to be sloppy, sure! :lol:

Maybe I'm the only one, but I only keep a project's immediate dependencies and relevant hookups in the sibling base, and then only globally important stuff (world defs, climate defs, material.db, material/environment/*, player driver model) in the parent base. This way it's much easier to keep track of dependencies, and relatively easy to merge them to the project iff they get dropped from base.scs, etc. I don't like to include unedited base resources in case the player is also using mods which deliberately edit those resources; It spares the player from having to futz around with load orders any more than necessary. (And it spares me having to explain it a thousand times)

For example, let's say I make a trailer mod which makes use of SCS cargo models (and thus their texture dependencies), and many players also make use of a real logos mod which affects said texture dependencies. If my package includes those textures, the player now has to remember to place the logo mod above the trailer mod or else suddenly all their CATs are MUTTs again. I think you know as well as I do how great some players are at following directions and how ..."gracious"... some can be when faced with troubleshooting load order stuff. :roll:

TL;DR: I'm weird. But surely that isn't news by now. :P
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Re: ConverterPIXWrapper [v1.1 - 11. 8. 2017]

#32 Post by 50keda » 12 Aug 2017 08:02

@Smarty: We know how you're don't worry, giving finger now wanting whole body not only arm :lol: It's just that at current stage this is quite hard to achieve as ConverterPIX doesn't support bare model extraction. In current situation (all textures and tobjs are converted with model) I would have to know which files will be converted, but afaik that's not a case thus quite a problem to make your idea happen.
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Re: ConverterPIXWrapper [v1.1 - 11. 8. 2017]

#33 Post by Br3ss4n » 12 Aug 2017 09:13

I think I need some help.
I installed the addon as described but with every mod I try to import, I have a window that tells me "converter_pix.exe stopped working".
I have windows 10 and last version of blender tool.
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Re: ConverterPIXWrapper [v1.1 - 11. 8. 2017]

#34 Post by Mohegan13 » 12 Aug 2017 09:16

Do you have the latest version of PIX wrapper? It was updated last night to fix that issue.
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Re: ConverterPIXWrapper [v1.1 - 11. 8. 2017]

#35 Post by Br3ss4n » 12 Aug 2017 10:37

Yes last version.
Blender show this error.

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Last edited by Reef on 12 Aug 2017 14:31, edited 1 time in total.
Reason: removed unnecessary quote, please read and follow the forum rules
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Re: ConverterPIXWrapper [v1.1 - 11. 8. 2017]

#36 Post by Smarty » 12 Aug 2017 10:48

50keda wrote: 12 Aug 2017 08:02 @Smarty: We know how you're don't worry, giving finger now wanting whole body not only arm :lol:
I'm considering changing my legal name to 'Feature Creep'. (But that's Mr. Feature Creep to you! ) Max might get a laugh from that. :P

Maybe I should pester mwl4 for a function that diverts texture dependencies to a prescribed location.

Or I could just go with my original plan and hack something together in Ruby. Writing parsers is my favourite thing in the entire world. :roll:
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Re: ConverterPIXWrapper [v1.1 - 11. 8. 2017]

#37 Post by IonutL » 12 Aug 2017 11:15

Don't mind me, just wanted to get notifications on this thread.
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50keda
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Re: ConverterPIXWrapper [v1.1 - 11. 8. 2017]

#38 Post by 50keda » 12 Aug 2017 14:26

@Br3ss4n: yep that is expected, as already written between lines here, it doesn't work on mods yet. Because mods are normal ZIPs with *.scs extension, which are not yet supported by ConverterPIX ;) Mwl4 is working on it ;)
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Re: ConverterPIXWrapper [v1.1 - 11. 8. 2017]

#39 Post by Br3ss4n » 12 Aug 2017 21:12

@50keda Ok thank you for your explanation.
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Re: ConverterPIXWrapper [v1.1 - 11. 8. 2017]

#40 Post by natvander » 15 Aug 2017 06:35

Reef wrote: 11 Aug 2017 20:46 Now all we need is a laymans down to earth explanation/tutorial on how to use it all, I've gotta admit I've not understood one single post regarding ConverterPIX yet :|
I'm with you Reef. I can get a model into Blender fine, but do I need to manually move and convert textures? Using trial and error but not getting anywhere fast (or slow).
Never argue with idiots. They bring you down to their level and beat you with experience.
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