Hey Oleg, the devs did this...
Any easy fix? Or every single model will have to be re-exported with new mat settings?
1.47 Broken materials
Moderator: Oleg
Re: 1.47 Broken materials
this error means "file not found".
Re: 1.47 Broken materials
you should check whether mentioned files are actually there or not. An error related to bad material file is different. the error you see is "file not found".
Re: 1.47 Broken materials
Alright I'll check that. Hope simple copy-paste will do the trick if these mats are indeed missing somehow.
Is it possible that the devs have moved or altered the folder structure in some way so that the mod does not find it anymore?
Since these mods are based of off SCS models I did not change the material names, but kept them named as imported. Perhaps that should be avoided? I know Steam Uploader would not let me upload mod due to materials not renamed to unique name.
Is it possible that the devs have moved or altered the folder structure in some way so that the mod does not find it anymore?
Since these mods are based of off SCS models I did not change the material names, but kept them named as imported. Perhaps that should be avoided? I know Steam Uploader would not let me upload mod due to materials not renamed to unique name.
Re: 1.47 Broken materials
barely possible folder structure is related in any way. SCS have changed the structure of .mat files, but the game still handles old and new type of materials well, so this should not be a problem.
It might be the case, the mod resided on original game's material files (from original model) and the mod did not include them in a .scs package (considering original materials are in the game). However, new version 1.47 has different materials data in .mat files and this caused the same materials to get different hash-name. So, game's model now uses different material files located in different sub-folders of "automat" folder, while your addon mod expects old materials to be available.
I guess this is what has happened.
I strongly advise to include in a mod all the materials the mod requires. Even if some of them are original (in automat folder), it might be better to include them. You do not need to include common/shared materials from "materials/environment" folder or may be materials from "vehicle/truck/share" folder as these are likely to retain unchanged in game.
It might be the case, the mod resided on original game's material files (from original model) and the mod did not include them in a .scs package (considering original materials are in the game). However, new version 1.47 has different materials data in .mat files and this caused the same materials to get different hash-name. So, game's model now uses different material files located in different sub-folders of "automat" folder, while your addon mod expects old materials to be available.
I guess this is what has happened.
I strongly advise to include in a mod all the materials the mod requires. Even if some of them are original (in automat folder), it might be better to include them. You do not need to include common/shared materials from "materials/environment" folder or may be materials from "vehicle/truck/share" folder as these are likely to retain unchanged in game.
Re: 1.47 Broken materials
Thank Oleg, its exactly what you said it will be. Replacing the 1.47 mats with 1.46 works. Thanks.