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Materials are not exported if the texture path is relative to the blend file #27
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Forgot to mention, the addon does work on the latest Blender version, the issue was not related to that. |
I think thats my problem?! |
Also, how do you generate a texture file like u did above? |
Reading about what happened, there is a way to make paths used for Blender files absolute or relative. @AmyLillya @awab1433 Perhaps it may help if you can send me some relevant files I can look through that can help in my investigation? |
only 1 wheel is exported, and in the xml file, the same wheel (rear right)
is used for all 4 wheels. only happens when i get models on sketchfab.
…On Tue, Sep 3, 2024 at 12:09 PM Richard Qian ***@***.***> wrote:
Reading about what happened, there is a way to make paths used for Blender
files absolute or relative.
In File -> External Data -> Make Paths Absolute or Make Paths Relative,
these options can be used as a temporary workaround.
However, the issue here seems to be elsewhere, either a change made since
Blender 4.0 or the bundled Python version. I haven't been making any
add-ons recently since the Blender 2.93 LTS version, I'm going to need to
catch up with the latest changes. Although I did make a commit this week,
the changes are for the SPM importer, so I have to do more investigation
unless someone else steps up.
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Is it okay if I can see your .blend file that you're working on, to see if I can reproduce the issue you're having? I'm using Blender 4.2.1 LTS, so I may not always be on the latest version. |
this issue is with every model i make
im using blender 2.83, so it might not be compatible with yours. I can send
you the textures if you want!
…On Tue, Sep 3, 2024 at 1:55 PM Richard Qian ***@***.***> wrote:
only 1 wheel is exported, and in the xml file, the same wheel (rear right)
is used for all 4 wheels. only happens when i get models on sketchfab.
Is it okay if I can see your .blend file that you're working on, to see if
I can reproduce the issue you're having? I'm using Blender 4.2.1 LTS, so I
may not always be on the latest version.
Have you also set up your model centered at the origin? The wheel
positions are based on the 4 quads, and a kart should be facing north when
you view it from the top. The wheels determined are based on which quad
they are in during export time.
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I suggest that you upgrade to a more recent Blender version, unless something is holding you back from doing so. They have LTS versions especially for those who can't upgrade as fast for whatever reason. I made the initial port of these scripts using 2.83 LTS, but other people have been working on them for long enough that more recent Blender versions are the target (the 3.x and 4.x series). Blender is apparently of one many faster-moving free/open-source projects, so I fell behind on some of the changes until this month. |
Perfect! I'll upgrade and check if it works, although I was advised to stay
on 2.8 due to issues with the exporter? Thank ypu for reaching out and
helping the community!
…On Tue, Sep 3, 2024 at 2:15 PM Richard Qian ***@***.***> wrote:
this issue is with every model i make im using blender 2.83, so it might
not be compatible with yours. I can send you the textures if you want!
I suggest that you upgrade to a more recent Blender version, unless
something is holding you back from doing so. They have LTS versions
especially for those who can't upgrade as fast for whatever reason. I made
the initial port of these scripts using 2.83 LTS, but other people have
been working on them for long enough that more recent Blender versions are
the target (the 3.x and 4.x series). Blender is apparently of one many
faster-moving free/open-source projects, so I fell behind on some of the
changes until this month.
If that still doesn't work out, you can attach your files here.
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You're welcome! The readme has actually been changed so that the minimum Blender version is now >= 3.0. My intuition was right that you should upgrade your Blender version to something more recent. |
4.2 is ok?
…On Tue, Sep 3, 2024 at 2:25 PM Richard Qian ***@***.***> wrote:
Perfect! I'll upgrade and check if it works, although I was advised to
stay on 2.8 due to issues with the exporter? Thank ypu for reaching out and
helping the community!
You're welcome! The readme has actually been changed so that the minimum
Blender version is now >= 3.0. My intuition was right that you should
upgrade your Blender version to something more recent.
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or should i stick to 3.xx
…On Wed, Sep 4, 2024 at 10:15 AM Awab ***@***.***> wrote:
4.2 is ok?
On Tue, Sep 3, 2024 at 2:25 PM Richard Qian ***@***.***>
wrote:
> Perfect! I'll upgrade and check if it works, although I was advised to
> stay on 2.8 due to issues with the exporter? Thank ypu for reaching out and
> helping the community!
>
> You're welcome! The readme has actually been changed so that the minimum
> Blender version is now >= 3.0. My intuition was right that you should
> upgrade your Blender version to something more recent.
>
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> Reply to this email directly, view it on GitHub
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Made things worse.. issue not resolved[image: image.png]now i have a white
car!!
…On Wed, Sep 4, 2024 at 10:16 AM Awab ***@***.***> wrote:
or should i stick to 3.xx
On Wed, Sep 4, 2024 at 10:15 AM Awab ***@***.***> wrote:
> 4.2 is ok?
>
> On Tue, Sep 3, 2024 at 2:25 PM Richard Qian ***@***.***>
> wrote:
>
>> Perfect! I'll upgrade and check if it works, although I was advised to
>> stay on 2.8 due to issues with the exporter? Thank ypu for reaching out and
>> helping the community!
>>
>> You're welcome! The readme has actually been changed so that the minimum
>> Blender version is now >= 3.0. My intuition was right that you should
>> upgrade your Blender version to something more recent.
>>
>> —
>> Reply to this email directly, view it on GitHub
>> <#27 (comment)>,
>> or unsubscribe
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>> .
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>>
>
>
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[image: image.png]
…On Wed, Sep 4, 2024 at 11:04 AM Awab ***@***.***> wrote:
Made things worse.. issue not resolved[image: image.png]now i have a
white car!!
On Wed, Sep 4, 2024 at 10:16 AM Awab ***@***.***> wrote:
> or should i stick to 3.xx
>
> On Wed, Sep 4, 2024 at 10:15 AM Awab ***@***.***> wrote:
>
>> 4.2 is ok?
>>
>> On Tue, Sep 3, 2024 at 2:25 PM Richard Qian ***@***.***>
>> wrote:
>>
>>> Perfect! I'll upgrade and check if it works, although I was advised to
>>> stay on 2.8 due to issues with the exporter? Thank ypu for reaching out and
>>> helping the community!
>>>
>>> You're welcome! The readme has actually been changed so that the
>>> minimum Blender version is now >= 3.0. My intuition was right that you
>>> should upgrade your Blender version to something more recent.
>>>
>>> —
>>> Reply to this email directly, view it on GitHub
>>> <#27 (comment)>,
>>> or unsubscribe
>>> <https://github.com/notifications/unsubscribe-auth/AXKHBADTYEEMJ7UAB3PHM5LZUYSLVAVCNFSM6AAAAABHWUTXL2VHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDGMRXGQ3DINJWHA>
>>> .
>>> You are receiving this because you were mentioned.Message ID:
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>>
>>
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>> *Awab O.M *
>> *VLACS Full-Time K-9 Program*
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>
>
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> *Awab O.M *
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@awab1433 Maybe it would help if you sent your files over. It's okay to be on Blender 4.2.x actually. I'm also not able to see any images you send since you respond via email. |
https://drive.google.com/drive/folders/1S7QNdQRX3PsKgZJDBJi9eNmci9-QZxMq?usp=sharing the folder nitro blade is what is exported, while the bled file is the blender file |
@awab1433 I downloaded the Blender file you sent me, and there is something peculiar I noticed: your whole vehicle has almost everything set up to be parented to an empty object. I think this empty object may be causing issues - I'm gong to try exporting without using this empty object, and I will also center your vehicle more closely to the origin. You could also consider putting several objects into collections to make them easier to manage. Upon looking at your vehicle more, I noticed some more errors that can be fixed:
|
Honestly, im the noob of the noob, and i dont understand wat you are
saying. Feel free to do whatever you want. Thanks again!
…On Thu, Sep 5, 2024 at 12:54 PM Richard Qian ***@***.***> wrote:
@awab1433 <https://github.com/awab1433> I downloaded the Blender file you
sent me, and there is something peculiar I noticed: your whole vehicle has
almost everything set up to be parented to an empty object. I think this
empty object may be causing issues - I'm gong to try exporting without
using this empty object, and I will also center your vehicle more closely
to the origin.
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The way I texture the car is set an image texture and make an image for each color. Very inefficient way. Is there an easier way of doing it? If so, please tell me how. Thanks again for your dedication! |
@AmyLillya I think i found the issue! If you use 3.x, you will have the relative file path error. However, using 2.8 solved the issue for me. Lmk if that works. |
@awab1433 I mentioned that you can use vertex painting to use vertex colors. I think the STK website mentions about this; this is the only other way that you can 'texture' objects besides using image files. |
Yes please! Thanks a bunch!
…On Thu, Sep 5, 2024 at 5:33 PM Richard Qian ***@***.***> wrote:
@awab1433 <https://github.com/awab1433> I mentioned that you can use
vertex painting to use vertex colors. I think the STK website mentions
about this; this is the only other way that you can 'texture' objects
besides using image files.
You should also know that if you don't set any properties for your
materials, then nothing will be set and everything you use will use 'PBR
Solid' by default.
I can send my modified version so you have a better idea of how to do your
kart better.
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Hello, can you please send me the updated version? Thanks!
…On Thu, Sep 5, 2024 at 5:33 PM Richard Qian ***@***.***> wrote:
@awab1433 <https://github.com/awab1433> I mentioned that you can use
vertex painting to use vertex colors. I think the STK website mentions
about this; this is the only other way that you can 'texture' objects
besides using image files.
You should also know that if you don't set any properties for your
materials, then nothing will be set and everything you use will use 'PBR
Solid' by default.
I can send my modified version so you have a better idea of how to do your
kart better.
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@awab1433 Sorry I forgot about this, but here's what I worked on so far: |
the file doesnt open? It will not launch.. Anyway, what did you do and
how?! Cause i have a lucid air sapphire coming soon and i wanna make it
work?
…On Sun, Sep 8, 2024 at 12:38 PM Richard Qian ***@***.***> wrote:
@awab1433 <https://github.com/awab1433> Sorry I forgot about this, but
here's what I worked on so far:
NitroBlade.zip
<https://github.com/user-attachments/files/16923442/NitroBlade.zip>
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You need at least Blender 4.2 LTS to open the file, I should've mentioned that, but I was on my phone typing this. I made the following changes, but this isn't all of them:
|
you said that some were empty objects? how did you fix that? |
In Parent -> Clear parent and keep transformation, that's how it can be done, from the object or right click menu. Your empty objects were represented by axises. I kept the one for the car body. The exporter will handle mesh objects better than empty objects unless they are a hat placer or nitro emitter. |
@RQWorldblender |
I just looked at this model, but I fixed up this model by deleting most of the empty objects as well as deleting the problematic front right wheel and replacing it with a duplicate of the front left wheel. You can look at what I did in this archive. |
@RQWorldblender |
@RQWorldblender Have you had a chance to look at the car? Thanks!! |
@awab1433 Sorry, I was too focused on other real life things that I lost track of it. Though I did download your most recent kart files, I haven't seen much wrong with it, but that's only within Blender, since I haven't actually opened up STK in several months now. I didn't make any changes to what you sent me yet as of this post. |
Looks good in blender, but not in stk. Happening recently with ALL karts.
Idk how to thank you brother! Just gimme a note when you are able to take a
look at it
…On Mon, Sep 23, 2024 at 11:16 AM Richard Qian ***@***.***> wrote:
@awab1433 <https://github.com/awab1433> Sorry, I was too focused on other
real life things that I lost track of it. Though I did download your most
recent kart files, I haven't seen much wrong with it, but that's only
within Blender, since I haven't actually opened up STK in several months
now. I didn't make any changes to what you sent me yet as of this post.
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@RQWorldblender have you got a chance to look at it. This is how it looks in stk: |
@awab1433 I just looked at the screenshots you sent me. The vertex colors are showing up, although the lighting may affect their exact appearance. What are you expecting to appear that isn't showing up in-game? |
@RQWorldblender The rims are not shwing up properly, the glass as well. and also the light bar they are supposed to show up just like how they were in blender |
@awab1433 Well, this is getting tougher than I thought. Do the problematic meshes show up if you change the colors to something other than what they are now on both the glass and tire rims? You might also consider checking any game logs to see if any errors pertaining to loading your custom karts appear, or run it from a console / terminal program. |
idk nothing shows. part of some meshes dont show up properly, like only a
small whole is cut out? I vertex painted the car, and when i exported the
car into the glb, the glass showed, but the rims are still not. Ive been
noticing such thing with all my recent cars.
…On Wed, Oct 2, 2024 at 1:54 PM Richard Qian ***@***.***> wrote:
@awab1433 <https://github.com/awab1433> Well, this is getting tougher
than I thought. Do the problematic meshes show up if you change the colors
to something other than what they are now on both the glass and tire rims?
You might also consider checking any game logs to see if any errors
pertaining to loading your custom karts appear, or run it from a console /
terminal program.
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@RQWorldblender maybe it would help you: When I reassign new materials, it works. Its just really messed up. Is there something in particular you noticed? I've been stuck on this model for over a month. Exports take 5+ mins! |
@RQWorldblender. I have a question for you. I was just making a new car and the colors for the car look dull. Is there a way to make the colors glossy? Thank you so much for your support with my issues! |
@awab1433 There is a way to make materials in STK look glossy, that being a gloss map. I haven't used gloss maps myself, so I'm not of much help here, but the STK website has documentation on how to make gloss maps. You can configure materials in Blender to look more shiny, but it won't carry over to STK in-game. |
@RQWorldblender I referred to the tutorial, with no avail. I couldn't at all understand a word said. Do you know a yt tutorial that explains that, because gloss maps go black and white, not rgb? |
@awab1433 I won't be of much help with your specific issue about making your car models look glossy, since I never used gloss maps myself. You'll have to find someone else who can help you in the meantime. |
@RQWorldblender I was able to make a gloss map using one of the add-ons. But my puzzle is, how to add a decal to a car in blender. I tried to use images as planes, but it is a black square, so, that didnt help. I have a .png that I want to add. Thank you for your time |
When exporting the .spm model from blender, the model has no materials in game, it defaults to a white shader. The kart folder has all the textures there.
The materials.xml file is exported with no parameters. I tried to manually set them in the same way as other custom karts but that didn't work.
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