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[ti]SCP[/ti]SMS model importer; Shift1&2, CARS, TDFRL
Topic Started: May 26 2011, 05:56:58 PM (8,119 Views)
Chipicao
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Fish swim, I fly

Some time ago, vagos21 made 2 scripts for importing Shift2 cars and tracks in 3ds Max. Since then, I've been constantly updating and fine-tuning them to fix issues or add functionality.
The latest script was almost completely re-written, works with all games released by Slightly Mad Studios so far and it can import both cars and tracks.

SMS model import 3.1c - Updated... sometime this year

Many thanks to aluigi for creating QuickBMS and the BFF archives script.

[tabs]
[tab=Instructions]
Instructions
Select which LOD and bodykit you want to import (1 or more), set the texture paths if required (these are saved automatically) and other settings. You can import whole cars/tracks or individual mesh files with the "Import model" button.

"Load materials" will only import the model's materials into slot 1 of your material editor - useful if you want to switch material types without re-importing the whole model.

"Rename files" will rename all know filetypes from a selected folder - useful for C.A.R.S. and TDFRL. You can also do this while importing the model, by ticking the "Rename files" checkbox.
Posted Image

[/tab]

[tab=Installation]
1. Drag and drop the mzp file anywhere in Max. This will initialize the script and copy necessary files - you only need to do it once
2. Click on Customize -> "Customize User Interface" and switch over to the Toolbars tab; select "Game file import" in Category, and then simply drag&drop the script on your toolbar

[/tab]

[tab=Changelog]
17.04.2013
  • DirectX shader updated to work with 3ds max 2014 in Direct3D, Nitrous DX9 and Nitrous DX11
  • loading times have been reduced significantly from ~2 minutes per car to just 16 seconds in max 2012 and 58 seconds in max 2013 and 2014
  • hiding the command panel is no longer needed
  • new (more efficient) method of storing import settings
  • other stuff I don't remember

18.03.2013
  • fixed livery UV channel selector
  • fixed standalone material import mismatch

28.02.2013
  • Switched lighting calculations from tangent to world vector space to avoid broken normals in max 2012
  • rendered a new cubemap without a sun disc
  • small fixes and improvements

20.02.2013
  • huge bugfix for inverted normal maps
  • material assignment fix for "external" track props
  • glass materials are automatically moved to the end of the ID list when using DirectX materials
  • added options to load materials only and rename files only
  • placeholder materials are now used if any materials are missing

16.02.2013
  • custom DirectX shader for viewport
  • duplicate textures are now instanced
  • fixed a bug with rotation of instanced objects
  • correct UV applied on track materials with composite maps
  • fixed UV bug for track opacity maps

03.02.2013
  • proper track import functionality
  • support for composite maps
  • texture paths are now set and saved before importing
  • added function to rename known file types (usefull for CARS and TDFRL)
  • applying normals can be disabled to import faster !!!use only for previewing models
  • ability to choose material type (Standard, Arch&Design and Octane)
  • added progress bars
  • prevent Window ghosting, to ensure the progress bars don't freeze
  • general code clean-up and optimization

20.08.2012
  • support for NFS Shift, Shift 2: Unleashed and Project C.A.R.S.
  • the script now works "out of the box", no need to evaluate every time
  • the script can now import .bml .vhf or .meb files
  • you are no longer required to keep game files in their original folder structure
  • normals are now properly applied! no more broken verts, or rather broken normals :p
  • vertex colors and all UVW sets are also loaded - UV2 is used for liveries
  • emissive textures are now loaded - you have to manually set the self-illumination level
  • glosiness maps are loaded but disabled because the effect they produce in max is not the one intended
  • general code optimization

[/tab]

[tab=Known bugs]
  • [Tracks] Some textures are applied on the wrong UV channel (very rare, usually happens to skidmark opacity maps)
  • [Tracks] Some objects may be in the wrong positions (very rare)
  • [CARS] Missing interior parts - this is not a script bug, it only happens on vehicles from Project CARS because they are still beta
  • Missing/wrong materials - this can happen on models from CARS or TDFRL when material files are improperly renamed

[/tab]

[tab=File types]
  • MEB/IMB - 3D model files used on both cars and tracks
  • VHF - Vehicle Hierarchy File (wild guess :lol: ), this contains a list of objects and nodes with positions and orientation +some other stuff, all in XML format
  • BML - same as .vhf but in binary format so it's loaded a bit faster
  • SGB/SGX - hierarchy list for tracks in binary/XML format

[/tab]
[/tabs]

Posted Image Posted Image Posted Image
Edited by Chipicao, Nov 10 2014, 03:53:34 AM.
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wired
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Thanks,this will be usefull.
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TAR-TON
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thx for putting it here Chip will be really useful
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Kotton
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★SoCal CrackHead★

indeed, now I don't have to travel forth and back (Zm>obj>Max>obj>Zm) when I want to do a S2 vehicle.. so many thanks for the perma-link brother, it's appreciated for sure :toast:
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emontero
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great thx for sharing!
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Chipicao
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Fish swim, I fly

Quote:
 
-- known bugs: tires missing some faces, also need UV mapping manually

FIXED! Re-download from my permalink, not available anywhere else atm :D
I also added a separate script for car interiors.
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Kotton
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★SoCal CrackHead★

nice, thanks Chip :toast:
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noelgamo


yo Chip.. can you remove the spoiler for the installation or Pm me it.. cuz for some reason my PC dosent open the spoiler thingy..
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Kotton
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★SoCal CrackHead★

Chip
 
1. extract the scripts in a permanent location on your hard drive
2. Run Max, click the MAXScript menu, then Open Script and load the scripts
3. Right-click on the toolbar and select Customize; in the Category drop-down list select myscripts, then drag&drop the script on the toolbar
A new button will be created which you can use from now on to run the script.
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noelgamo


thanks kot :D
Edited by noelgamo, May 30 2011, 01:36:31 AM.
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Threepwood
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CLEOticCHAOtic

Great tool, now we just need a "Export to WFT" Button :P
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noelgamo


Though I keep getting this error..
I evaluated the script 4 or more times
imported a car
-- Unknown property: "count" in undefine
Spoiler: click to toggle
( I know i cant open spoiler i just put the rest of it in it so the page dosent stretch)
Could you send me the .bms your using or something.. its just I keep getting this error.. only in SHIFT 2 models.. but shift 1 imports ok.
Edited by noelgamo, May 30 2011, 03:02:47 AM.
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Chipicao
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Fish swim, I fly

It looks like this file is missing from your car folder: toy_sup_kit02_steeringwheel_loda.meb
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VladyF
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Mr.NubzZ
May 30 2011, 01:02:52 AM
yo Chip.. can you remove the spoiler for the installation or Pm me it.. cuz for some reason my PC dosent open the spoiler thingy..
clear your cookies, probably will fix your spoilers
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vinetuxx
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HI, can you help me with Shift2 script for MAX? When i am trying to import any car i get error (Unknown property: "count" in undefine) what i have to do to fix it? I did everything like Chip wrote.
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Chipicao
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Fish swim, I fly

Show me the log in MAXScript Listener. don't post it here! Upload it somewhere :D
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vinetuxx
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now i have --no "skipToNextLine" function for undefined error. ;/ http://www.mediafire.com/?nbhn6kp0j24xc7p
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Chipicao
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Fish swim, I fly

No, that's the script itself. :) You need to open the Listener with F11, not the Editor.
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vinetuxx
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this? http://www.mediafire.com/?z1ebmbria69kjdj
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Chipicao
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Fish swim, I fly

Yes, that's the one.
Quote:
 
"Importing car: C:\Users\Paulius\Desktop\New folder"
"New folder" ain't no Shift 2 car I ever heard of :lol:

Chipicao
May 26 2011, 05:56:58 PM
Game files (models and textures) need to be in their original folder structure:
\vehicles\carname
\vehicles\textures
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