Today we would like to announce the release of SCS Blender Tools version 1.0. After some two years of hard work, the alternate toolchain for modders now comes with pretty much the same power and flexibility as our internal Maya-based set of tools. It now supports complete creation of any type of items: trucks, ambient AI vehicles, models, prefabs with support of all possible locators including. SCS Blender Tools Our games were made with ease-of-access in-mind for our players, to enable our creative community to make their ideas a reality. We wanted our players to explore their boundless imagination and experiment with the same tools that we have.
< Documentation | Tools | SCS Blender Tools
Through import one can import models and other elements which were previously exported to SCS intermediate-format data. Intel atom d410 motherboard drivers for mac.
All these files uses PIX file extensions: PIM files are considered as main files containing model geometries, other extensions are PIT (trait data), PIC (colliders data), PIP (prefab data), PIS (skeleton data) and PIA (animation data).
The import functionality can be found in Blender's import menu as SCS Game Object (.pim) Ravenfield for mac. , which opens file browser dialog and enables user to import desired SCS Game Object. On the right side of the dialog one can set import options by his desire.
Import Options
- SCS Project Base Path - enables setting proper SCS Project Base Path prior to import with usage of Set Current Dir as Project Base. Operator sets currently selected path in file browser as SCS Project Base Path (for more info see: SCS Project Base Path).
- Scale - scale of imported meshes and other elements.
- Preserve Path for Export - automatically sets custom export path for imported SCS Game Object, which enables you to easily export it to same place it was imported from.
- Import Model (PIM) - you can turn Model file loading ON and OFF.
- Use Normals - if this property is ticked, mesh will be imported with normals written in file. Otherwise normals are recalculated by Blender itself.
- Use Welding - if this property is ticked, automatic vertex welding operation is performed on all imported meshes. It is sometimes necessary, because mesh geometries in PIX files are exported in a form, which can be called like 'graphics-card-friendly'. It means, that vertices are doubled in many cases – on all places where hard edges are, UVs are not continuous, vertex colors are different for neighboring faces, etc. Auto Welding tries to make geometries as compact as possible.
- Welding Precision - threshold in decimal numbers to which values has to be the same that welding can take place. So in case of default value 4, values have to match up to for decimals which is in millimetre measurement 0.1 mm.
- Import Trait (PIT) - you can turn Trait file loading ON and OFF.
- Load Textures - if this property is ticked, all image textures will be loaded.
- Import Collision (PIC) - you can turn Collision file loading ON and OFF.
- Import Prefab (PIP) - you can turn Prefab file loading ON and OFF.
- Import Skeleton (PIS) - you can turn Skeleton file loading ON and OFF.
- Bone Scale - here you can specify the size of imported bones. It is usually rather complicated to change their size later.
- Import Animations (PIA) - you can turn Animation files loading ON and OFF.
- Search Subdirectories - if this property is ticked, all available subdirectories will be searched for animation files.
- Log Level - enables setting logging level prior the import.
Note: Only animation files which belongs to an actual skeleton can be loaded. If they are not placed beside PIX files or any subdirectory, then you can still import animations later from Animation system#SCS Animations panel.
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Author:admin | Date: 11-01-2020, 01:02 | Views: 592 | Comments: 0 |
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Today we would like to announce the release of SCS Blender Tools version 2.0 for Euro Truck Simulator 2 game.
Since we started game development, we knew that having an enthusiastic modding community is a real blessing in this industry. With that in mind, years ago we decided to bring to our community the ultimate toolchain for anyone willing to create content for our in-game worlds and to create mods for our titles. Blender Tools supports the complete creation pipeline of any type of in-game items such as trucks, AI vehicles, models, prefabs (including support for all possible locators including AI traffic lines) and many other game assets found in both Euro Truck Simulator 2 and American Truck Simulator.
During all those years not only has Blender Tools evolved, but Blender did too. The Blender 2.8 project was started several years ago and since its release last year, it has delivered massive changes all around. Including a big UI overhaul, new EEVEE render engine and a lot of underlying data structure changes also. Thus we were put up to a big overwrite of our tools and today we are proud to announce that Blender Tools 2.0 has arrived, supporting all new Blender 2.81 features. We have rewritten our whole material setup code to work with new render engine, which brings you even more in-game like result within Blender itself.
Thanks to the more efficient rendering of our 3D elements (locators, AI traffic lines) and rewritten several internal handlers, start-up, file saving and the overall experience should be smoother than it was ever before. As a cherry on the top of the cake, we would like to mention the new SCS Tools main menu, which enables you easy access to all Blender Tools functions and properties in one place.
These pictures show the new version in use with the truck pipeline, animations, prefab visualisation and the new SCS Main menu, in which you can find everything our Blender Tools offers.
The limits are bound only by you and your creativity! If you want to join the more creative part of the community, download Blender 2.81 here and Blender Tools here (additional info might be found on our modding wiki).
We will constantly update this toolchain, making improvements based on the feedback from our community to make it easier for them to continue doing what they do best. Or we should say a legendary 50keda will, as he's the one doing all the work there!
Do join the Blender Tools general discussion and report the bugs you'll find, please - it's helping a lot!
- Complete rewrite of viewport rendering based on EEVEE renderer
- Complete rewrite of custom 3D elements drawing (up to 16x times faster!)
- Complete rewrite of callbacks routines (should be less CPU consuming now)
- UI redesign to Blender 2.8 (sub-panels, icon themes, panels moved to more appropriate tabs)
- New SCS Tools main menu
- New caching system for libraries for the instant start-up of Blender
- New 'Merge SCS Materials' operator
- New 'Relocate Roots' operator
- Simplified lighting setup using reference lighting by default, without extra climate profile
- Improved blender file save speeds, should be instant now
- Added compatibility code to load old blend files (saved with SCS Blender Tools v1.12)
- Numerous other new features & improvements (see full changelog)
We encourage you to import and check all the models on your own. Now all you need to start is a bit of knowledge of Blender!
Source: http://blog.scssoft.com/
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