SCS Blender Tools

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siebel3d
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Re: SCS Blender Tools

#3241 Post by siebel3d » 19 Apr 2023 11:06

room217au wrote: 18 Apr 2023 22:10 @tobrago Converterpix? I don't know but it's the one thing that allows Blender to import SCS models.
I think he meant that about the update. The Linux binary was updated.

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But, the same was made for Windows too.

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tobrago
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Re: SCS Blender Tools

#3242 Post by tobrago » 19 Apr 2023 17:43

Yes, after all, both files were updated, more precisely on 03/24/2023

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Schumi
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Re: SCS Blender Tools

#3243 Post by Schumi » 24 Apr 2023 07:46

Requires an update to Conversion Tools

Old version of mat files

Code: Select all

material : "eut2.dif.spec.amod.dif.spec.tsnmapuv.asafew.a.rfx" {
	texture[0] : "/material/building/metal/generic_metal_painted_02_trim_difspec.tobj"
	texture_name[0] : "texture_base"
	texture[1] : "/material/decal/softdecal/softdecal_concrete_01_opa.tobj"
	texture_name[1] : "texture_mask"
	texture[2] : "/material/building/metal/generic_metal_02_trim_nrm.tobj"
	texture_name[2] : "texture_nmap"
	texture[3] : "/material/decal/softdecal/softdecal_concrete_01_difspec.tobj"
	texture_name[3] : "texture_over"
	add_ambient : 0
	amod_decal_blending_factors : { 1 , 1 }
	diffuse : { 1 , 1 , 1 }
	reflection : 0.1
	shininess : 40
	specular : { 1 , 1 , 1 }
	queue_bias : 1
}
New version of mat files

Code: Select all

effect : "eut2.dif.spec.amod.dif.spec.tsnmapuv.asafew.a.rfx" {
	additional_ambient : 0.000000
	diffuse : { 1.000000 , 1.000000 , 1.000000 }
	reflection : 0.100000
	shininess : 40.000000
	specular : { 1.000000 , 1.000000 , 1.000000 }
	amod_decal_blending_factors : { 1.000000 , 1.000000 }
	texture : "texture_base" {
		source : "/material/building/metal/generic_metal_painted_02_trim_difspec.tobj"
	}
	texture : "texture_mask" {
		source : "/material/decal/softdecal/softdecal_concrete_01_opa.tobj"
	}
	texture : "texture_nmap" {
		source : "/material/building/metal/generic_metal_02_trim_nrm.tobj"
	}
	texture : "texture_over" {
		source : "/material/decal/softdecal/softdecal_concrete_01_difspec.tobj"
	}
}
If it is not changed manually, the game will crash

Code: Select all

00:00:46.903 : <ERROR> unknown token : 'a' at line 11
00:00:46.903 : <ERROR> [material] 'syntax error' at line 11 in file '/automat/0c/0cb6c4e919c551c2.mat'.
00:00:46.903 : <ERROR> [material] Error parsing material file '/automat/0c/0cb6c4e919c551c2.mat'.
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room217au
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Re: SCS Blender Tools

#3244 Post by room217au » 01 May 2023 06:30

This trailer's shadow is truncated at the mudflaps of its front axle. Also, the shadow fluctuates up and down, getting shorter or longer depending on road surface smoothness. This anomaly has been there since well-before v1.47 so it's not the 'bumpy roads' feature.
There's no errors/warnings about it and it 'seems' to be all correct, visually, when imported to Blender. Iknow little about these things so I'm asking for help.
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tobrago
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Re: SCS Blender Tools

#3245 Post by tobrago » 03 May 2023 14:42

Converter and Tools need to be updated!
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Re: SCS Blender Tools

#3246 Post by shadowyue » 25 May 2023 11:08

I got some problem after the model export.
In blender , the UV looks workring good.
But after export, and I import the pim file back to the blender, the UV was snapping,it makes the texture strange.
I try to mark seams but nothing happen.
How can I fix it?Thanks!
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overfloater
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Re: SCS Blender Tools

#3247 Post by overfloater » 25 May 2023 18:23

@shadowyue
It's been like this for the past 9+ months. I reported it, but the person who coded this feature is silent.
I tried searching the various py files in the scs addon, for anything that has to do with UV welding/stitching or whatever, to no avail. i don't seem to know the right keywords.
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tinusman
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Re: SCS Blender Tools

#3248 Post by tinusman » 25 May 2023 20:54

@ shadowyue

My experience was that mark seams not work with blender and SCS
To avoid wrong mapping like you experianced,
I used the Y key
my workflow for that:
seeing mismapping in game or re_import
I try to select that area in edit mode, and pres the Y key
that makes island of the selection. (like using mark seam)
Be aware of the total look of your model, that it stil looks the way it suppose to.(normals)
Not satisfied: Controle Z (undo) and make new try.
good luck
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xXCARL1992Xx
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Re: SCS Blender Tools

#3249 Post by xXCARL1992Xx » 25 May 2023 20:58

mark seams is for UV unwrapping, not for games, it just tells blender where the UV mapping is cut when you unwrap it, the moment you export it the marked seams are irrelevant because UV coordinates are saved, i use marked seams all the time when i unwrap geometries i make
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shadowyue
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Re: SCS Blender Tools

#3250 Post by shadowyue » 26 May 2023 01:26

@overfloater @tinusman Thank you guys. Currently, my solution is to keep the UVs of these two parts far apart or directly next to them (instead of just maintaining a little distance as in my image), and this problem will be solved. This object is a whole, but the UV is divided into several parts. I suspect that when these UVs are close together, they will be snap together when exported.
@xXCARL1992Xx Thanks bro,my other model marked the seams, but it still caused this problem, so at that time I would think it was not a problem with marking the seams.
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