v0.3.0 Custom normals, FS22 Merge Groups, FS22 Materials
v0.3.0 — FS22 compatibility, vehicle colors, merge-group robustness
Fixed
- Normals are now imported as custom split normals so meshes look smooth right after import. No manual Shade Smooth needed, hard edges preserved. (#1, normals part of #7)
- FS22 merge-group part positions were wrong because FS22 stores the verts in root space, not bone-local space like FS25. The importer now detects this via the
noBindPoseflag on the shape (Shape options high bit0x80000000) and remaps to bone-local after axis correction. Covers FS22 v7 files and v10 files produced by the Giants Blender exporter. (#2, import side of #8) - FS22 vehicle paint debug materials are no longer white. The vehicleShader
colorMaskUDIM model is now built out:uv.y < 0regions use thecolorMat[floor(uv.x)]palette;uv.y >= 0regions sample the Giants material-library tile from a decodeddetailArray_diffuse.ddsatlas. (#12) - PBR debug material no longer crashes with
UnboundLocalError: dirt_norm_texon materials without a base color source (FS22 vehicle materials).
New exporter patch
- Patch 03 (
mergeGroupnoBindPose + member-local verts) inblender_i3d_importer/patches/. The Giants Blender exporter writes merge groups in root space (FS22 style) and never setsnoBindPose, which causes child positions to shift on re-import (cumulatively per round-trip) andGE → dissolve merge groupto corrupt mesh/normals/UVs. The patch flips the behavior to FS25 style. (Export side of #8)
Install
Drag-and-drop the attached blender_i3d_importer.zip onto your Blender window (5.1+) and confirm the install. If you already have an older version, replace it via Edit → Preferences → Add-ons → Install from Disk.
Big thanks to @modelleicher for the noBindPose lead in #8 and for the detailed test files.