Is something similar to scs tools possible?

SCS Software ATS and ETS2 editing using ZModeler3 filter. Models, Materials, Animation.

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LeynerN31
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Is something similar to scs tools possible?

Post by LeynerN31 »

Hello oleg, I really like zmodeler.
Personally I think that blender in terms of mesh triangulation and conversion still lacks a lot, because it is not as stable as zmodeler in that aspect.
What I envy about blender is the way materials are created there.
With predefined options that make it look pretty good on the first try.
Something that is difficult to achieve in zmodeler at times.
Would something similar be possible for zmodeler?
As predefined options for materials and adapters.
Image

This is more intuitive as it allows you to place only the adapters available for scs.
In addition, it does not allow wrong combinations between them.
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Oleg
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Re: Is something similar to scs tools possible?

Post by Oleg »

what exactly do you like to be available on ZModeler materials editing workflow? which options on above screenshot you find easier to use?
LeynerN31
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Re: Is something similar to scs tools possible?

Post by LeynerN31 »

The way we configure the adapters, since sometimes I need different combinations of adapters and blender, for example, tells you how they can be combined and how they cannot, and another thing is that, blender already has some basic parameters for each material, on the contrary zmodeler one must modify each pars parameter that seems more similar to a material from the game, therefore this is usually tedious
LeynerN31
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Re: Is something similar to scs tools possible?

Post by LeynerN31 »

Any luck oleg?
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Oleg
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Re: Is something similar to scs tools possible?

Post by Oleg »

not quite sure on this yet. In general, it is possible to make an XML script for every shader configuration to pick from "Gears icon" in top-right corner of materials browser. However, it's hundreds of variants to implement and I don't like this idea much. On the other hand, users need a bit more of simplicity to configure materials to get exactly what they need.

For example, you do not need to explicitly assign .tsnmap, .tsnmapuv, .tsnmap16 and .tsnmapuv16 suffix, as ZModeler will automatically detect which of them have to be set (availability of BUMPMAP, usage of it's own UV channel for bump-map, 8-bit or 16-bit per U/V channel on texture) - all these settings are detected automatically and user should not be allowed to set them manually. The same goes for .tg0 and .tg1 suffixes - it depends on "World XY" UV source set on DETAIL and DETAIL2 texture slots - ZModeler will add these options automatically.

May be just add configuration for these suffixes, so ZModeler will set material options for them respectively? for example .a and .decal are a specific setup of alpha channel and blending options
luis_gustavo09
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Re: Is something similar to scs tools possible?

Post by luis_gustavo09 »

Oleg wrote: Tue Oct 18, 2022 9:43 pm not quite sure on this yet. In general, it is possible to make an XML script for every shader configuration to pick from "Gears icon" in top-right corner of materials browser. However, it's hundreds of variants to implement and I don't like this idea much. On the other hand, users need a bit more of simplicity to configure materials to get exactly what they need.

For example, you do not need to explicitly assign .tsnmap, .tsnmapuv, .tsnmap16 and .tsnmapuv16 suffix, as ZModeler will automatically detect which of them have to be set (availability of BUMPMAP, usage of it's own UV channel for bump-map, 8-bit or 16-bit per U/V channel on texture) - all these settings are detected automatically and user should not be allowed to set them manually. The same goes for .tg0 and .tg1 suffixes - it depends on "World XY" UV source set on DETAIL and DETAIL2 texture slots - ZModeler will add these options automatically.

May be just add configuration for these suffixes, so ZModeler will set material options for them respectively? for example .a and .decal are a specific setup of alpha channel and blending options
Is there any possibility to make the textures be automatically saved in the pmd export folder, as it happens in blender?
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Oleg
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Re: Is something similar to scs tools possible?

Post by Oleg »

if you assign no texture group for specific texture in Textures Browser (by drag&dropping this texture onto "All textures" branch), the texture will be given no pre-defined texture path on export. Exporter will consider this texture to be in the same folder as the exported model and will generate texture path identical to the file path. The associated .tobj file will be created in the same folder as .pmd.

However, it is still your responsibility to put the associated texture .dds file into the export folder.

Note, the texture group name starting without leading dash will be considered as a path starting from export folder. For example, if any texture was given a texture group named "textures/main", then the .tobj file will be in a folder /vehicle/truck/mytruck/textures/main/ (where "/vehicle/truck/mytruck" is your export folder as an example). So, you can make a folder structure to have, say, "materials" and "textures" inside your export folder to be a destination for .mat and .tobj/.dds files. This rule applies to materials group names too for .mat files folder selection.
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