Changes

Jump to navigation Jump to search

Documentation/Tools/SCS Blender Tools/Conversion Helper

1,059 bytes added, 14:23, 8 March 2017
no edit summary
[[File:SCS_Tools_Conv_Hlpr.png]]
== Direct Header of the conversion helper also features '''Clean Converted Data''' operator. This operator will immediately clean content that you converted before or is left there from some other time. In general this makes sure your mod won't have any unused resources (leftover textures, old materials) in the converted result. Same action can also be achieved while using [[Documentation/Tools/Conversion Tools Operators ==#Mod Packing|Mod Packing]] with enabled '''Auto Clean''' option.
With BT version v1.7 conversion tools also support switchable '''CLEAN RSRCCustom Paths''' - operator which will immediately clean content that you converted before or is left there from some other time. In general this makes sure your mod won't have any unused resources (leftover textures, old materials) in the converted resultOnce they are enabled conversion helper panel gets extended as seen on image below.
'''CONVERT CURRENT [[File:SCS PROJECT''' - operator which will only convert resources in your currently set SCS Project Base Path. Use this operator if you want to pack your mod by handTools Conv Hlpr Custom Paths.png]]
== Custom Paths Usage ==
Custom Paths are holding list property for multiple custom paths that you want to convert at the same time. Use this custom paths if you want to merge resources from 2 or more different mods of yours. Example usage is shown in [[Documentation/Tools/SCS Blender Tools/Intended workflow#Usual mod combined with dependency mod (using custom paths)|Intended workflow#Usual mod combined with dependency mod (using custom paths)]]
On the side of the list you can find operators for managing your custom paths:
* '''[[File:SCS_Tools_Conv_Hlpr_Cstm_Path_Down.png]]''' - moves down currently selected custom path in the list. Ordering in the list doesn't have influence on converted result. It is only there so you can order paths however you like.
Under the custom paths list you will also find operator == Manual Conversion == While mod packing with '''Auto Convert''' already triggers automatic conversion before packing, one can still execute manual conversion. Currently there are three different variations:* '''CONVERT CUSTOM PATHSCURRENT SCS PROJECT''' - operator which will only convert resources in your currently set SCS Project Base Path.* '''CONVERT CUSTOM MAPS''' ''(seen and functional only if custom paths are enabled)'' - operator which converts resources only from the defined custom paths specified in .* '''CONVERT ALL''' ''(seen and functional only if custom paths are enabled)'' - operator which converts resources from custom paths list+ resources from currently set SCS Project Base Path. Use this operator if  Usage of manual conversion is recommended when you want to pack your mod later or by hand.
== Mod Packing ==
Last switch '''"No Archive | No Compression | Deflated | BZIP2"''' defines type of the compression you want to use for your mod package.
Using '''''No Archive''''' option creates folder inside selected mod destination and copies result of conversion tools to it, instead of creating a ZIP package. Created folder is named the same as ZIP package: by mod name property. === PACK MOD aka Magic Button === Final magic operator on complete found at the bottom of the panel is '''>>>> PACK CONVERTED DATAMOD <<<<'''. This operator which firstly does any selected executes enabled automated actions and on the end packs conversion tools result into the ZIP package and copies it to the selected mod destination.
When using So if you don'''''No Archive''''' compression option instead of ZIP package conversion helper creates t want to bother with manual exporting/converting, then for easy usage follow this few steps:# Set mod folder inside selected path to: "[[Documentation/Engine/Game_user_path|<Game User Path>]]/mod"# Fill-in mod destination and copies result of conversion tools to itname# Enable all auto options# Press PACK MOD. Created folder # Once packing is named done, run the same as ZIP package: by game and try your mod name property.out!

Navigation menu