Be aware. Latest version require minimum Blender 5.0!
Important changes:
Update to Blender 5.x!
Release v8 adds support for Blender 5.0.
Release v7 adds support for Vulkan backend
Release v5 adds support for Blender 4.4.
Release v4 adds support for Blender 4.2 LTS and 4.3.
There are a lot of changes due to this, so please report any bugs/problems.
Support for "dif.spec.amod.dif.spec" shader
Same as dif.spec with one more texture which overlay with base texture using mask.
Shader will just overlay second texture using mask texture mixed with vertex color alpha. Vertex color alpha is divided on two parts that factors can be controlled by Decal blending factors.
Vertex color alpha with value 0 will apply the most and value 0.25 won't apply overlay at all. It can be controlled by first Decal blending factor.
Vertex color alpha with value 0.5 will apply the most and value 0.25 won't apply overlay at all. It can be controlled by second Decal blending factor.
Example usage of this shader are adverts on tarpaulin, where texture of rope or other holes/hooks is applied over base texture and it can't be done with only vertex color alpha.
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Support for "a" flavor in "shadowonly" shader
Flavor enables alpha test on shader, meaning surfaces will be transparent where opacity value is greater than 0. Opacity is donated by base texture alpha channel.
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Support for "tsnmapcalc" flavor
Same as "tsnmap" flavor, but used when two normal maps must be used.
Example usage: prefabs and roads that use two combined together materials, both with normal map.
Support for "interior.lit" and "interior.curtain.lit" shaders
(without proper "interior mapping" effect)
Similar to "window.lit" but with better depth.
There is also additional UV_1 responsible for perturbation of reflection on glass. By default every vertex is mapped to top-left corner. Moving UV vertex position of specific glass pane, move reflection.
"curtain" version uses additional over texture, that allows you to set texture of curtains.
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Support for "baked" shader
This shader is intended for LOD models, where multiple different shaders from multiple objects are baked together on one plane.
Instead of attributes, this shader use Diffuse, Specular, Shininess and Env Factor as textures
- Base: Base texture mixed with diffuse
- Over: Shininess (R) and Specular (G) textures (shininess attr/255 = R)
- Mask: Env Factor texture (linear color space)
- Mask_1: Texture mask responsible for Base Paint Color ("paint" flavor only)
Support for "lamp.anim" shader
This shader is intended for vehicle animated lamps, where specific lights turn on in sequence eg. sequential turning lights in Renault-T.
- Sheet frame size: Defines size of single frame on U and V axis in mask texture, for specific color channel
- Mask, Mask_1, Mask_2, Mask_3: Defines light textures for specific color channel from def (R,G,B,A)
Support for "Custom" company Spawn Points
This function allows you to set custom depots in prefabs using locators, like using "Company" tool in ME. So far, limited number of predefined Spawn Types without possibility to change trailer lenght and type have been used.
Whats more, I decided to visualize it a little bit, and because of that, "Custom" locators are now better marked and it should help a lot with work.
Depending on Trailer Lenght, Depot Type and Parking Difficulty, marking change his lenght and color.
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New Visibility Tool for glass reflection
Special tool, that allows you to disable reflection effect on glass, on interior shader.
Visualization is available only in "interior" shader, but this tool should works also on other similar shaders with env factor effect like "window" etc.
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Updated "tg0" and "tg1" to new format
Flavors "tg0" and "tg1" have been updated to new version (from float2 to float4), and now you can use rotation inside them.
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Support for new Vehicle Lamp mask UV tile
In one of the recent updates, a new UV layer was added to the current Vehicle lights system by splitting the fourth layer into two.
New description:
- original texture - front left side of vehicle
- first texture tile - front right side of vehicle
- second texture tile - rear left side of vehicle
- third texture tile - rear right side of vehicle
- fourth texture tile - middle left side of vehicle and DRL
- fifth texture tile - middle right side of vehicle and DRL
Changelog:
(v8):
- Updated tools to Blender 5.0
- Added support for new UV Tile (5) in Lamp System + changes in 4th tile
- Added auto remover for "diffuse_secondary", "is_dynamic_road" and "is_terrain_material" material attribute (not supported in current material format)
- Tweaks in global nmap flavor (removed B channel support and forced 2-channel group node)
- Added preview for "tsnmapuv2" and "tsnmapcalc" flavors.
- Added few new FriendlyTags for nmaps
- Added 2 new settings (by default ON) to control automatic activation of parts when added, or when new variant is created.
- Added interactive icons to SCS Parts to inform which part the object is assigned to. Clicking on such an icon will act as an Assign button.
- Changed error text when texture attribute is not set (From "Texture file doesn't exists" to "Texture is missing")
- Changed default Factor color for "piko.alldir" from 0.0 to 0.5
- Increased reload_icons interval a little bit (for faster systems to prevent not loading icons on first start)
- Fixed "defaultpart" part that was always being added to every imported root even if not exist
- Fixed Preview Model not working correctly with some paths
- Fixed Preview Model not reloading preview if type was changed
- [v8.1] Fixed error when importing/exporting .pia files
- [v8.1] Replaced old context property "user_properties" by "properties"
Changelogs and download for previous versions are available here:
Update (v7) - Blender: 4.5
Update (v6) - Blender: 4.4
Update (v5) - Blender: 4.4
Update (v4) - Blender: 4.3
Update (v3) - Blender: 3.6
Update (v2) - Blender: 3.6
Update (v1) - Blender: 3.6
To distinguish official version from my edited, plugin version has been changed (".X" added at the end, where X is unofficial version) and author (me) has been added.
Installation: Download package from my GitHub using link below, unpack it and replace official io_scs_tools with downloaded.
Download (v8.1) - Blender: 5.0+
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