SCS Blender Tools

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shadowyue
Posts: 107
Joined: 29 Nov 2013 17:38
Location: Canton,China

Re: SCS Blender Tools

#3481 Post by shadowyue » 27 Sep 2024 02:31

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@Schumi Not yet.If the conversion tool works, it seems that allow to edit the shader presets file and add this shader. :D
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Schumi
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Location: Cherepovets/Russia

Re: SCS Blender Tools

#3482 Post by Schumi » 27 Sep 2024 06:34

@shadowyue There are many such shaders that Blender Tools and Conversion tools do not support.
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room217au
Posts: 2734
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Location: Lakeside

Re: SCS Blender Tools

#3483 Post by room217au » 29 Sep 2024 14:47

I wrote a batch file that opens a cmd window, decompresses def.scs, base.scs, base_share.scs, and base_vehicle.scs from your specified Game Library directory to a directory of your choice. The process monitors the existence of scs_extractor executable in RAM and when it isn't, the batch assumes successful completion and carries on to the next archive. Once all are completed a notification is played through your computer's default sound device. Simply press a key to terminate the cmd window.

Simply edit the supplied batch file to your liking:

* Your ATS Game installation directory. Lines 2/3.
* Your desired target directory in Lines 5/14/23/32
You won't need to edit anything else.



Requirements:
* scs_extractor residing in the same Steam Library directory that you specify for your ATS game
* Your resulting version of the batch file must use ANSI encoding.

Even though the batch file execution changes the source directory to point at ATS Games Library directory, I strongly suggest saving your edited version of the the batch file to somewhere in your environment path. I chose my C:\Users\Username root. That way you only need to open the Run command from right-clicking the Windows Start icon and enter the name you chose for your batch file.

Here's the code so you can see what's going on.

Code: Select all

@ECHO OFF
#### Source location:

cd /d "X:\"
cd SteamLibrary\steamapps\common\American Truck Simulator

#### executes scs_extractor on def.scs / Loop check for scs_extractor's existence in RAM. Once not detected, announces completion and moves on. The other three code blocks are the same, but with different archive names.

START /b scs_extractor.exe def.scs X:\_ATS_Files
echo Working on ATS def.scs ...
:def
tasklist /fi "ImageName eq scs_extractor.exe" /fo csv 2>NUL | find /I "scs_extractor.exe">NUL
if "%ERRORLEVEL%"=="0" (
   goto :def
)
echo Finished.

START /b scs_extractor.exe base.scs X:\_ATS_Files
echo Working on ATS base.scs ...
:base
tasklist /fi "ImageName eq scs_extractor.exe" /fo csv 2>NUL | find /I "scs_extractor.exe">NUL
if "%ERRORLEVEL%"=="0" (
   goto :base
)
echo Finished.

START /b scs_extractor.exe base_share.scs X:\_ATS_Files
echo Working on ATS base_share.scs ...
:baseshare
tasklist /fi "ImageName eq scs_extractor.exe" /fo csv 2>NUL | find /I "scs_extractor.exe">NUL
if "%ERRORLEVEL%"=="0" (
   goto :baseshare
)
echo Finished.

START /b scs_extractor.exe base_vehicle.scs X:\_ATS_Files
echo Working on ATS base_vehicle.scs ...
:basevehicle
tasklist /fi "ImageName eq scs_extractor.exe" /fo csv 2>NUL | find /I "scs_extractor.exe">NUL
if "%ERRORLEVEL%"=="0" (
   goto :basevehicle
)
echo Finished.

#### plays a notification sound, waits for a keystroke then exits, closing the cmd window..

echo 

PAUSE
EXIT
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marcoG60
Posts: 87
Joined: 20 Sep 2022 09:19

Re: SCS Blender Tools

#3484 Post by marcoG60 » 10 Oct 2024 17:08

hi, today i imported a SCS accessory on Belnder (Scania 2016 sideskirt), when i import the blender object it gives me this error:

[ external image ]

i had already imported these accessories, but i never had this error.


Another question.
When I try to convert files via conversion tools (2.18) I get this error:

Code: Select all

 ************ : log created on : Thursday October 10 2024 @ 19:35:20
00:00:00.795 : umat2mat: not found!
00:00:00.796 : [base] Massconverting the data (update)
00:00:00.874 : [base] tobjcopy /vehicle/truck/scania_2016/metal_grid_01_n.tobj 
00:00:00.922 : [base] tobjcopy /material/environment/fuzzy_reflection/fuzzy_reflection.tobj 
00:00:00.937 : [base] tobjcopy /vehicle/truck/scania_2016/positional_mask.tobj 
00:00:00.953 : [base] tobjcopy /vehicle/truck/scania_2016/galvanized_steel.tobj 
00:00:00.953 : [base] pit2pmd /vehicle/truck/upgrade/sideskirts/scania_2016/m_6x2l_b_n_v8.pit 
00:00:00.953 : *** ERROR *** : <C:/Users/marco/Desktop/MODDING/conversion_tools_2_18/base | >/vehicle/truck/upgrade/sideskirts/scania_2016/m_6x2l_b_n_v8.pit:54: unknown token : 'T'
*** ERROR *** : <C:/Users/marco/Desktop/MODDING/conversion_tools_2_18/base | >/vehicle/truck/upgrade/sideskirts/scania_2016/m_6x2l_b_n_v8.pit:54: unknown token : 'e'
*** ERROR *** : <C:/Users/marco/Desktop/MODDING/conversion_tools_2_18/base | >/vehicle/truck/upgrade/sideskirts/scania_2016/m_6x2l_b_n_v8.pit:54: unknown token : 'x'
*** ERROR *** : <C:/Users/marco/Desktop/MODDING/conversion_tools_2_18/base | >/vehicle/truck/upgrade/sideskirts/scania_2016/m_6x2l_b_n_v8.pit:54: unknown token : 'C'
*** ERROR *** : <C:/Users/marco/Desktop/MODDING/conversion_tools_2_18/base | >/vehicle/truck/upgrade/sideskirts/scania_2016/m_6x2l_b_n_v8.pit:54: unknown token : 'o'
*** ERROR *** : <C:/Users/marco/Desktop/MODDING/conversion_tools_2_18/base | >/vehicle/truck/upgrade/sideskirts/scania_2016/m_6x2l_b_n_v8.pit:54: unknown token : 'o'
*** ERROR *** : <C:/Users/marco/Desktop/MODDING/conversion_tools_2_18/base | >/vehicle/truck/upgrade/sideskirts/scania_2016/m_6x2l_b_n_v8.pit:54: unknown token : 'r'
*** ERROR *** : <C:/Users/marco/Desktop/MODDING/conversion_tools_2_18/base | >/vehicle/truck/upgrade/sideskirts/scania_2016/m_6x2l_b_n_v8.pit:54: unknown token : 'd'
*** ERROR *** : <C:/Users/marco/Desktop/MODDING/conversion_tools_2_18/base | >/vehicle/truck/upgrade/sideskirts/scania_2016/m_6x2l_b_n_v8.pit:54: syntax error [ token ':' ]
*** ERROR *** : cannot parse /vehicle/truck/upgrade/sideskirts/scania_2016/m_6x2l_b_n_v8.pit

00:00:00.984 : [base] tobjcopy /vehicle/truck/scania_2016/metal_grid_01.tobj 
00:00:01.016 : [base] pim2pmg /vehicle/truck/upgrade/sideskirts/scania_2016/m_6x2l_b_n_v8.pim %s -tangent -merge_part_pieces -optimize_for_vertex_cache
00:00:01.016 : [base] tobjcopy /vehicle/truck/scania_2016/plain_grey.tobj 
00:00:01.016 : [base] tobjcopy /vehicle/truck/scania_2016/positional.tobj 
00:00:01.032 : [base] tobjcopy /vehicle/truck/scania_2016/chrome.tobj 
00:00:01.032 : [base] tobjcopy /vehicle/truck/scania_2016/plastic_hard.tobj 
00:00:01.032 : [base] tobjcopy /material/Chrome.tobj 
00:00:01.032 : [base] Conversion finished in 0:00:01
************ : log created on : Thursday October 10 2024 @ 19:35:21
00:00:00.000 : <ERROR> Resource root (linked_bt_7907d891cfb0a78c92cb9361f569cbfc4cf13002) was not found. 

thanks to anyone who can help me
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Michaleczeq
Posts: 411
Joined: 12 Dec 2013 23:02
Location: Poland, Sanok

Re: SCS Blender Tools

#3485 Post by Michaleczeq » 11 Oct 2024 17:19

@marcoG60 This warning just say, that this shader doesn't use "env_factor" attribute and will be loaded in blender as "imported". Maybe SCS changed something and maybe they added that attribute to this shader, and blender tools just doesn't support it because it is little "outdated".
Error when converting suggests, that .pit file is corrupted. Without that file is hard to say anything

@shadowyue As I mentioned earlier, I tried to add that shader to plugin. It now "works" (without that interior mapping effect) and it's possible now to open and work on models with that shader, but there is one problem.
You can download it from my Git and test.
About problem...
ConverterPIX doesn't support some new attributes, and it's now impossible to import it correctly without small edit in .pit files. Everything you must do after using ConverterPIX or ConverterPIXWrapper (import from *.scs), is open converted .pit file and replace all below attributes to correct ones. After that, just open model again, but this time, using "SCS Game Object (*.pim)" option, and everything should work.
interior_unit_room_dimensions --> aux[0]
interior_atlas_dimensions --> aux[1]
interior_glass_color --> aux[2]
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shadowyue
Posts: 107
Joined: 29 Nov 2013 17:38
Location: Canton,China

Re: SCS Blender Tools

#3486 Post by shadowyue » 13 Oct 2024 11:43

@Michaleczeq Great job man! I will try it.
I noticed another material called "eut2. shadowonly. a.rfx". When observing building models,and switching to the LOD model, shadows gradually become transparent with distance. I did see a semi transparent shadow, and after checking the material, I found that shadowonly had a flavor option with "a" added. I'm thinking, can this material create a semi transparent shadow with the dark glass of the vehicle window?
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Michaleczeq
Posts: 411
Joined: 12 Dec 2013 23:02
Location: Poland, Sanok

Re: SCS Blender Tools

#3487 Post by Michaleczeq » 13 Oct 2024 17:19

I must check it, but it's possible, that it's only "a" flavor added to base "shadowonly" shader.
You can try to add that flavor yourself.
Open "shader_presets.txt", find "eut2.shadowonly" shader and just add "ALPHA" to flavor line:

Code: Select all

Flavors: ( "NOCULL" "ALPHA" )
It should work then.
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marcoG60
Posts: 87
Joined: 20 Sep 2022 09:19

Re: SCS Blender Tools

#3488 Post by marcoG60 » 14 Oct 2024 13:21

Michaleczeq wrote: 11 Oct 2024 17:19 @marcoG60 This warning just say, that this shader doesn't use "env_factor" attribute and will be loaded in blender as "imported". Maybe SCS changed something and maybe they added that attribute to this shader, and blender tools just doesn't support it because it is little "outdated".
Error when converting suggests, that .pit file is corrupted. Without that file is hard to say anything

@shadowyue As I mentioned earlier, I tried to add that shader to plugin. It now "works" (without that interior mapping effect) and it's possible now to open and work on models with that shader, but there is one problem.
You can download it from my Git and test.
About problem...
ConverterPIX doesn't support some new attributes, and it's now impossible to import it correctly without small edit in .pit files. Everything you must do after using ConverterPIX or ConverterPIXWrapper (import from *.scs), is open converted .pit file and replace all below attributes to correct ones. After that, just open model again, but this time, using "SCS Game Object (*.pim)" option, and everything should work.
interior_unit_room_dimensions --> aux[0]
interior_atlas_dimensions --> aux[1]
interior_glass_color --> aux[2]
ok, thanks
Dreamful
Posts: 3
Joined: 30 Sep 2024 16:14

Re: SCS Blender Tools

#3489 Post by Dreamful » 25 Oct 2024 19:00

Hi, I have a problem with the truck reflections or texture "plain_grey".
I created some custom sideskirts with doors.
As you can see in the photo, the reflections of the doors are different, I tried to recreate the doors several times with different techniques, but nothing changes. The color is identical.
It looks like there are overlapping faces created by blender.
Any suggestions? Thanks
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Digital X
Posts: 2231
Joined: 28 Oct 2013 21:22
Location: Dover, Kent, UK.

Re: SCS Blender Tools

#3490 Post by Digital X » 25 Oct 2024 20:03

Are you wanting the doors to be the same colour as the truck?

Can you take a screenshot in Object mode in Blender of the doors up close. Does it look the same as the truck or is the shading different? Could be a few things.

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