|
Post by shin204 on Dec 15, 2013 15:20:35 GMT -6
I beat you to it with Chris's W900A SOrry BUT, I will admit it is the best looking Kenny in Blender history.
|
|
|
Post by Dcving on Dec 15, 2013 15:29:16 GMT -6
Blender is good for modeling. If you haven't tried to model or don't know how than stop hating. shadap
|
|
Jon
Gold Certificate Member
Posts: 1,807
|
Post by Jon on Dec 16, 2013 3:45:59 GMT -6
The Cody hath spoken.
|
|
|
Post by Dcving on Dec 16, 2013 15:23:35 GMT -6
you better watch out and you better not cry!
|
|
Dan
Gold Certificate Member
Herder of Nerds
Posts: 3,141
|
Post by Dan on Dec 16, 2013 23:11:33 GMT -6
ahem
|
|
|
Post by Dcving on Dec 18, 2013 0:24:10 GMT -6
|
|
Dan
Gold Certificate Member
Herder of Nerds
Posts: 3,141
|
Post by Dan on Dec 18, 2013 15:48:04 GMT -6
I missed you too Dcving! Seriously though, shadap unless you have something to say about the blender tools.
|
|
|
Post by Kris-Man on Feb 19, 2015 14:24:34 GMT -6
|
|
RBR-DUK
Frequent Flyer
You ever seen a duck that couldn’t swim? Quack, quack!
Posts: 685
|
Post by RBR-DUK on May 12, 2015 13:32:29 GMT -6
The second iteration of SCS Blender Tools ------------------------------------------------ SCS Blender Tools - Trailer Export Supported ----------------------------------------------------
Here's is the full list of changes in the new version of SCS Blender Tools:
-New and better visualization of SCS materials based on Blender nodes system -"Look" system implementation (The "look" is our internal name for what people usually call "skins") -Lamp Tools - lamp material preview and helper tool for positioning UV mappings -Wrap Tool - vertex colors wrapping -Collision Locators support
Other improvements like:
-SCS Project Base path can be changed in import screen too -SCS Root Object is better visualized to make it clearly visible how it is positioned and which axis points where -Vertex Colors range adopted to pipeline (0.5 is neutral; what is more will be brighter in game; what is less will be darker in game) -Added export success info if there are no errors or warnings during export
|
|
|
Post by seriousmods on May 13, 2015 22:54:00 GMT -6
The second iteration of SCS Blender Tools ------------------------------------------------ SCS Blender Tools - Trailer Export Supported ---------------------------------------------------- Here's is the full list of changes in the new version of SCS Blender Tools: -New and better visualization of SCS materials based on Blender nodes system -"Look" system implementation (The "look" is our internal name for what people usually call "skins") -Lamp Tools - lamp material preview and helper tool for positioning UV mappings -Wrap Tool - vertex colors wrapping -Collision Locators supportOther improvements like: -SCS Project Base path can be changed in import screen too -SCS Root Object is better visualized to make it clearly visible how it is positioned and which axis points where -Vertex Colors range adopted to pipeline (0.5 is neutral; what is more will be brighter in game; what is less will be darker in game) -Added export success info if there are no errors or warnings during exportI may have no clue what I'm doing, but I got a model out of an ETS 2 mod!
|
|
Smarty
Gold Certificate Member
PTTM Hardcore
Cooookie!
Posts: 564
|
Post by Smarty on Jun 24, 2015 4:35:13 GMT -6
SCS Blender Tools now support full export of trucks! Their next priority is for prefabs. Full Story!
|
|
eclipse
Gold Certificate Member
Posts: 320
|
Post by eclipse on Jun 24, 2015 7:18:16 GMT -6
SCS Blender Tools now support full export of trucks! Their next priority is for prefabs. Full Story!hell yes! That looks awesome. I've played with the tools some just enough to get a truck model in game but not very far and I really like the idea of a new truck template!
|
|
RBR-DUK
Frequent Flyer
You ever seen a duck that couldn’t swim? Quack, quack!
Posts: 685
|
Post by RBR-DUK on Jun 24, 2015 9:54:31 GMT -6
|
|
Quentin
Frequent Flyer
Aussie Master Modder
Posts: 821
|
Post by Quentin on Jun 24, 2015 21:13:51 GMT -6
I got the updated tools last night. Looks pretty good i need to find a tutorial for setting up the base and assigning materials and stuff though, even just so i can do replacement trailer conversions. my blender knowledge is about 2.3%
|
|
eclipse
Gold Certificate Member
Posts: 320
|
Post by eclipse on Jun 25, 2015 5:11:08 GMT -6
Look on n youtube I think scs blender tools has a video tutorial series or someone does cause that's how I figured it out.
|
|
Mr. D
Diesel Jockey
Fuckery, Fuckery Everywhere
Posts: 1,597
|
Post by Mr. D on Jun 25, 2015 16:46:59 GMT -6
I got the updated tools last night. Looks pretty good i need to find a tutorial for setting up the base and assigning materials and stuff though, even just so i can do replacement trailer conversions. my blender knowledge is about 2.3% IM sitting at about 25% myself lol. Only been able to make a grand total of two things in blender. Need to get back into it if things are of getting real now
|
|
|
Post by Chris on Jun 26, 2015 2:28:34 GMT -6
So wait... they want to incorporate user created content into their core game that COSTS MONEY?? are they going to pay these modders for such a thing? Are they on crack? this really sounds like they're trying to use modding as a selling point for their game now. I'm glad they made tools for modding, but it almost sounds like they only did it because they want to use modding as part of an advertisement for selling their games. And not only that, they want to use content WE'VE made for official DLC packs? I can see this being really bad not only for those reasons, but how about all the stolen mods people have released for ETS2? I may be way off here, but this just sounds nuts to me. That would make me extremely angry to have SCS release stuff I've made, with someone else getting credit for it. I don't even want my shit on steam workshop.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jun 26, 2015 13:14:21 GMT -6
I tried scs tools. I think my blender runs fine with my own tools in it, not theirs. **edit: tried it again. got the mack in blender after exporting as a .obj. now none of the materials are there... help me RBR-DUK ! lol you may have your thread back now
|
|
Smarty
Gold Certificate Member
PTTM Hardcore
Cooookie!
Posts: 564
|
Post by Smarty on Jun 26, 2015 20:49:27 GMT -6
So wait... they want to incorporate user created content into their core game that COSTS MONEY?? are they going to pay these modders for such a thing? Are they on crack? this really sounds like they're trying to use modding as a selling point for their game now. I'm glad they made tools for modding, but it almost sounds like they only did it because they want to use modding as part of an advertisement for selling their games. And not only that, they want to use content WE'VE made for official DLC packs? I can see this being really bad not only for those reasons, but how about all the stolen mods people have released for ETS2? I may be way off here, but this just sounds nuts to me. That would make me extremely angry to have SCS release stuff I've made, with someone else getting credit for it. I don't even want my shit on steam workshop. Yeah, I'm not sure how they're going to try and work something like that into their licensing model unless they do something like what Giants does with Farming Simulator where they have a mod download section on the official site where they post mods that have been voluntarily submitted by the author and then subsequently vetted/endorsed by the dev team. It's nice from the user point of view because they have a source of mods that aren't going to leave their game gefickt. It's nice from the dev point of view because it adds free-ish value and keeps traffic coming back to the official site. It's potentially nice from the modder point of view because it's a way of establishing rapport with the dev team that may lead to employment/commission opportunities. At the very least, it's a good way to get widespread recognition. Otherwise, I doubt paid DLC will be an option because SCS would have to: - Obtain licensing from the OEMs
- Create a satisfactory royalty/commission model to compensate mod authors
- Offer it in such a way that people want to pay for it when there's presumably equivalent free content offered elsewhere
As far as 'credit where credit is due' I'll admit that I'm likewise concerned. I've found that the biggest offender tends to be a number of mod aggregator sites where at most, the only credit is attributed to the author listed on mod aggregator site #1 from which mod aggregator site #2 nabbed the posting/file from. The webmasters for these sites are just cramming whatever content they can from wherever they can as quickly as they can to drive traffic for ad revenue. I think that SCS has an opportunity to alleviate the situation somewhat if they can manage a mod repository that is:
- well-moderated
- version-controlled
- regularly-updated
- compatibility-vetted
These are things that the current slew of sites are not great at.
Just my CAD $0.02...
|
|
Quentin
Frequent Flyer
Aussie Master Modder
Posts: 821
|
Post by Quentin on Jun 27, 2015 3:35:25 GMT -6
I tried scs tools. I think my blender runs fine with my own tools in it, not theirs. **edit: tried it again. got the mack in blender after exporting as a .obj. now none of the materials are there... help me RBR-DUK ! lol you may have your thread back now yup ive just been searching for a tutorial to set up the base and materials. dont think ill ever make anything in blender but i want to know how to convert to ets2 via zmod2 obj.
|
|
RBR-DUK
Frequent Flyer
You ever seen a duck that couldn’t swim? Quack, quack!
Posts: 685
|
Post by RBR-DUK on Jun 27, 2015 9:23:12 GMT -6
Chris and RowboatMaybe You should create a Blender and SCS Tool only thread? Simple help, problems, basic info, questions, tutorials etc? Could be useful.
|
|
RBR-DUK
Frequent Flyer
You ever seen a duck that couldn’t swim? Quack, quack!
Posts: 685
|
Post by RBR-DUK on Jun 27, 2015 14:32:25 GMT -6
I tried scs tools. I think my blender runs fine with my own tools in it, not theirs. **edit: tried it again. got the mack in blender after exporting as a .obj. now none of the materials are there... help me RBR-DUK ! lol you may have your thread back now yup ive just been searching for a tutorial to set up the base and materials. dont think ill ever make anything in blender but i want to know how to convert to ets2 via zmod2 obj. Wrong SCS PROJECT BASE PATH guys. Set: BlenderTools-0.6\data\sample_truck_base\and import truck or interior from: BlenderTools-0.6\data\sample_truck_base\vehicle\truck\man_tgx_sampleAm I right?
|
|
Quentin
Frequent Flyer
Aussie Master Modder
Posts: 821
|
Post by Quentin on Jun 27, 2015 17:39:03 GMT -6
yup ive just been searching for a tutorial to set up the base and materials. dont think ill ever make anything in blender but i want to know how to convert to ets2 via zmod2 obj. Wrong SCS PROJECT BASE PATH guys. Set: BlenderTools-0.6\data\sample_truck_base\and import truck or interior from: BlenderTools-0.6\data\sample_truck_base\vehicle\truck\man_tgx_sampleAm I right? I can import them from the base or mods no worries.And yeh a blender tutorial / info / helpme section would be great.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jun 28, 2015 8:05:12 GMT -6
im thinking the same thing. nothing to fancy. just kind of a helper to fill in where the other tutorials left off. all i'll ever use this for is converting my personal trucks to ats.
|
|
J.O_Simtek
OTR Trucker
Simulation Builder
Willing to offer anybody As much help With sim hardware as they need!
Posts: 255
|
Post by J.O_Simtek on Nov 12, 2015 17:02:40 GMT -6
I Have a 50/45% blender zmod experience I might Make a tutorial for Xnormal And blender uv Ao bake
|
|