SCS Blender Tools

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room217au
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Re: SCS Blender Tools

#3181 Post by room217au » 02 Aug 2022 01:09

Perhaps the steering 'mechanism' is tied to something else now and not interior animations. The locator must remain so as to place the .pmd in its correct postion in the interior model.
@Outlaw Transport Are you sure that wheel animation .pmg file does actually work?
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Etrusan
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Re: SCS Blender Tools

#3182 Post by Etrusan » 02 Aug 2022 03:55

Animation is still tied to the steering wheel bone, but it's game driven. That's it.
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Outlaw Transport
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Re: SCS Blender Tools

#3183 Post by Outlaw Transport » 02 Aug 2022 05:43

That was it, I didn't realize it still needed an empty bone! Thanks!!
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CrazyMango73
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Re: SCS Blender Tools

#3184 Post by CrazyMango73 » 05 Aug 2022 14:48

Hi, sorry if this is the wrong place to ask.

I have an animation of an animal that is walking along a straight path on the y-axis. It's about 30 frames long, and after a cycle, it resets back at the start-point within Blender. I would like the animal to continue walking along after 30 frames along the path (within the map editor) rather than reset back to its starting point. I've seen the SCS cow walking mover, and how you can set how far you want the cow to walk with a node; and it keeps walking on (it doesn't reset after one animation cycle). How would I go about ensuring the same happens to my animal? Is it something to do with the def?
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Smarty
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Re: SCS Blender Tools

#3185 Post by Smarty » 05 Aug 2022 16:33

Not my area of expertise, but I would imagine you want your animation to be a walk cycle with no translation (i.e. the animal walks in place), and then the translation is handled as part of the mover object placement/patching in the map editor.
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CrazyMango73
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Re: SCS Blender Tools

#3186 Post by CrazyMango73 » 05 Aug 2022 17:14

Yes.
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kkeeley
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Re: SCS Blender Tools

#3187 Post by kkeeley » 28 Aug 2022 23:13

Another question about materials.

I'm trying to create a paintjob that has a metalic base colour along with other parts of the paintjob that aren't metalic.

I have the paintjob setup with Airbrush = true although I'm not 100% sure if this is correct, I've found that anywhere on the texture that has a dark/black alpha channel appears as the base colour and anywhere that has a light/white alpha channel appears as the colour as seen in the texture, the problem is this coloured area also still has the flip and flake showing so it still appears metalic.

How can I stop the flip and flake from showing on area's of the texture, mainly the areas that aren't the bas colour?

Thank you in advance for any suggestions.
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tinusman
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Re: SCS Blender Tools

#3188 Post by tinusman » 29 Aug 2022 13:42

make that part of the texture, that must not be metalic, white in the alpha channel.
It`s more paintjob work than Blender.
Tho in blender the accessory parts/meshes, with truckpaint, must have 3 UV layers.
as far as I know.
The truckpaint material flavors donn`t matter anymore (if I am right) like {alt_uv or airbrush}
kkeeley
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Re: SCS Blender Tools

#3189 Post by kkeeley » 29 Aug 2022 23:53

tinusman wrote: 29 Aug 2022 13:42 make that part of the texture, that must not be metalic, white in the alpha channel.
I have already tried this, for me it only removes the base metalic colour and replaces it with the colour from the texture, the flip and flake colours are still present when viewed from certian angles.
tinusman wrote: 29 Aug 2022 13:42 Tho in blender the accessory parts/meshes, with truckpaint, must have 3 UV layers.
as far as I know.
I'd like to hear more of what the correct configuration is here, I've only seen two different UV layers, although one layer does appear to be assigned twice in all the models that I've looked at.
tinusman wrote: 29 Aug 2022 13:42 The truckpaint material flavors donn`t matter anymore (if I am right) like {alt_uv or airbrush}
Is there an up to date tuturial anywhere on how to correctly setup a model using the TruckPaint material and how to setup the texture and def file to achieve different combinations.
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tinusman
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Re: SCS Blender Tools

#3190 Post by tinusman » 30 Aug 2022 06:27

@kkeeley

1. than I think the created texture is alright,

2. only 2 UV`s may cause the problem. (1 dubble used)

solution is to add 1 UV so it will bee 3 in total,
most likely and the good way to use: (although some imported mods were different)
UV_0 for ao-texture
UV_1 for paintjob
UV_2 also for paintjob...especialy for metalic used , according to my experence and game log errors
in the past it was used for ALT_UV setting. Had a different UV lay-out (cab single-sided double sided used)

Don`t forget to assing the UV`s in the material settings, to the right textures.

Do not know about tut`s, there you have to google or hoopfully some one will give a reaction on this.

can only give a short tip:
if UV_0 is for AO and UV_1 is paintjob
than klik on UV_1 (it must bee active) and klik + ADD UV map rename the new UV MAP to UV_2 (can bee done by dubble klick on UV MAP)
When that`s done, UV_2 has the same UV-layout as original UV_1 , and that will do.

If the mapping is confused on the differend UV`s
than it`s a abacadabra to use this coppy option (Hard to explain on how to do🤷🏻‍♂️

Good luck,
Tinusman

PS about Airbrush in paintjob settings (sii or sui)
look: https://modding.scssoft.com/wiki/Docume ... t_job_data
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