*Attention to those having issues:* Is your imported scbp file just showing up as a bunch of black lines in Blender? The solution to this is to enable the check box *'Convert models to Collada'* in Starfab before exporting. You should now be able to successfully import the new scbp file into Blender. This method works as of May 2023 with the following software versions: Starfab 0.4.8 Star Citizen 3.19.0 - LIVE 8478820 Blender 3.5.1 x64
@@UlasJ-jj4dc Looks like 3.20 is causing issues with Starfab. The developer left a comment on their Gitlab issues page saying they're working on a patch to get it working again, so fingers crossed it all works out!
This series is super helpful. Without it I never would give StarFab a try. Next parts about geometry or materials would be so nice. Thanks a lot for the videos!
Im still running into issues with exporting assets and the blueprint file just creates an item in blender but no 3d object of any kind? trying to find a model of the Anvil Carrack to bring into blender with no luck, could use some help if you wouldn't mind? thanks for your time
@@ventorvargaming Hello, I also got this issue but when I check the verbose log during expor tit doesn't mention any net issue. Is there a way to check that compatible .net files are installed?
@@ventorvargaming i installed the .Net this fixed same problem however it still only pulling the lights. i get a (WARNING: non-skipped soc EntityClass doesnt have geometry: RenderToTextureView) (WARNING: non-skipped soc EntityClass doesnt have geometry: Default_LandingSystem) (WARNING: non-skipped soc EntityClass doesnt have geometry: HolographicVolume) it did have the .Net error but i reinstalled that and this error went away. but did not fix the only lights probes problem to blender and this is every item i have tried so far same errors when i follow the path to find the Geo my self like you did in the video it shows that it is in fact there. so i have no idea whats the problem could be it still does not help find or install or what ever it is, to find Geo...
Hmm, yes I tried a few ships and all I ended up with in blender was the light sources. No errors in the logs other than some missing entities in the pk4 file.
I have the problem that I always get an error message: MISC_Prospector: ERROR: model conversion failed And Blender only shows me dashes and dots does anyone have an idea?
Found a solution! The logs during import to Blender showed that it simply wasn't seeing the model files created by Starfab. I re-exported the ship with the checkbox for 'Convert models to Collada' enabled. Worked perfectly after that. If that doesn't work, there's a comment further down that talks about installing some more dependencies that the installer might not have done properly. All the best!
To the developer.... I can't add the blender 4.1 in to the lates 0.4.9 version.... not recognise the Blender even in default installation... with the 3.6 ver of blender works but i can't see the Ship or Vehicle in Blender just a cube
I am looking forward of using this, in any way if possible, to implement in UnrealEngine, so one can read 3D models directly from SC files instead of exporting... Is it possible to export whole planet with corresponding assets of.buildings, caves, interiors, plants etc?
So, I'm having a weird issue, and I cannot seem to find any help on it. I did all the steps asked for extracting files, but for some reason or another, any time I try to export a file, it doesn't work, giving the error: There was an error rendering C:\Users\mathi\OneDrive\Desktop\aa\Starfab\outlaw_legacy_armor_light_helmet_01_01_01\Data\Objects\Characters\Human\male_v7\armor\shared\visor\m_fp_visor_16x9.skin The given key '2' was not present in the dictionary. it does that with any item I try to export, whether it be a piece of armor (like above) or a ship, or anything. It gives a bunch of that error for each part of the asset, and then if I try to open the blueprint in Blender, nothing appears. I have the name for it, but that's it.
Great tool, however in blender it creates two scenes, if I try to export the scene that has objects in the correct position I get an empty fbx. How do I fix this?
It creates two scenes to more efficiently instance all the individual components while hiding away the sources of those components from renders. If you need to export, you can first use the "Make heirarchy real" tool to convert the instanced geomemtry to duplicated geometry. Join us in the discord if you need more help!
Once you have imported a blueprint, use the "SC Modding" tab and select "import" then "SC Materials". Go through the files and select all the materials you want and the blueprint will automatically apply them.
@@connorjensen9699 This doesn't seem to occur for me; I imported all the relevant materials, and the model is still monochromatic. Is there some other tools I'm missing?
Really hope to see the next part in this series. I'm trying to convert a few ships atm to use in a project. I am also trying to find the files for locations/buildings from the major city locations and the prefabs but have no clue what I'm looking for!
hello, nice program. I'm getting an error no clue what is it: -> The given key '2' was not present in the dictionary. there was an error rendering...is it normal?. Thank you!
So, I am trying to data mine a 2014 version of Star Citizen so I can grab the OG 300I from it's files, which I see the data file for, but I can't seem to make the StarFab launcher identify that star citizen file directory because it can't see the p4k? Is there any way for StarFab to identify a Star Citizen folder without the .p4k?
Full read out is -> ERROR:root:Failed to import SCBP Traceback (most recent call last): File "C:\Users\craig\AppData\Local\Programs\StarFab\app\starfab\contrib\scdatatools\blender\blueprints\__init__.py", line 972, in execute importer = SCBlueprintImporter( File "C:\Users\craig\AppData\Local\Programs\StarFab\app\starfab\contrib\scdatatools\blender\blueprints\__init__.py", line 448, in __init__ self.tint_palette_node_group = tint_palette_node_group_for_entity( File "C:\Users\craig\AppData\Local\Programs\StarFab\app\starfab\contrib\scdatatools\blender\materials\utils.py", line 76, in tint_palette_node_group_for_entity tint_group.outputs.new(out_type, output) AttributeError: 'ShaderNodeTree' object has no attribute 'outputs'
Hey quick question, not sure if the next video is being worked on or something but I got everything imported and converted correctly, but the normals of the imported object look very off. and I have limited knowledge of the Blender shader graph system. I know how PBR works but I'm starting to think there might be something wrong here with how I have my project/scene setup.
Try inverting the G channel on your normal map. Between the image texture and the normal map, add a separate RGB node, and then a combine RGB node, but also add an invert node and plug the G channel in it. That might fix it.
is Starfab still supported at all? I am unable to export from it and submitted an issue on gitlab a couple weeks ago but have not hear anything. when I export I get errors, and when I import it into blender following the videos instructions, only the lights are imported.
I have previously 3d printed some models using Umodel, this program is so much better and easier to use. never have i thought that Star Citizen would have so polished data mining tool
Question: how to convert the imported model so some modificators can be applied e.g. decimation for lowering polygons? make instance real seems not to work for me...
There is an additional "Make heirarchy real" tool (if you right-click in the top-level created collection) that will iteratevely make the instances real. That being said, you could also switch to the "StarFab" scene and edit the source geometry directly.
i normally dont sub after 1 video but im very interested in this and you didnt drone on and on. U had my full attention If CIG wont give me my Kraken then ill have to make my own lol
Hi there! Thanks for awesome guides! It really cool! And i have a question. Is there any way? for extract locations like ghost hollow for example? I cant find it. And i understand that probably i cant extract whole location. because it contains a lot of different parts. But maybe u have some ideai, to make thos procces more easier?
Love the video! Can't wait for the next part too! I would love to see how you went about getting that desktop of the 890j. I'm figuring this process is part of what you used to do that?
It worked perfectly, thanks a lot! Do you know, however, how to take the model out of Blender? I want to export it to 3dsmax (as I have 0 clue on using Blender), and I can't get the model + textures. Absolutely everything I've tried ends up in just the model.
Nice guide short simple and easy a chimpanzee could do it .. just listen to exact steps and you won't have any problems where was this 5 years 6 years ago lol makes life a lot easier
i have blender 3.4 and it seems to spawn in only the...bones or somthing, there is no mesh of the ship to be seen anywhere *edit* man of the hour, coming in with the modelers medal of honour: maadmaat found a solution to to my problem; here iz what he says in case you dont feel like looking through the replies maadmaat - install "dotnet-sdk-7.0.101-win-x64" and also "dotnet-runtime-5.0.17-win-x64" once again, thanks mate
@@maadmaat tried them both, none worked - *ISOLATE THAT ORDER* it DID work, i just had to extract the models AFTER installing the things you mentioned; thanks mate; your a lifesaver
@@benjaminmeyer6642 i did not, but this bloke maadmaat did find a solution, i tried it and it works! after downloading and installing the two thigns he mentions, you extract the models THEN - now it will show up in blender - NOICE!
*Attention to those having issues:*
Is your imported scbp file just showing up as a bunch of black lines in Blender? The solution to this is to enable the check box *'Convert models to Collada'* in Starfab before exporting. You should now be able to successfully import the new scbp file into Blender.
This method works as of May 2023 with the following software versions:
Starfab 0.4.8
Star Citizen 3.19.0 - LIVE 8478820
Blender 3.5.1 x64
You saved my ass. Thank you!!!
it doesnt seem to work anymore, any idea?
@@UlasJ-jj4dc Looks like 3.20 is causing issues with Starfab. The developer left a comment on their Gitlab issues page saying they're working on a patch to get it working again, so fingers crossed it all works out!
FINALLY! ^^^^ This is what got it working for me! Thanks!
This series is super helpful. Without it I never would give StarFab a try. Next parts about geometry or materials would be so nice.
Thanks a lot for the videos!
Great! Does it still work for you with the current version of Star Citizen and newer Blender?
@@raiderofthelostark Atm I am using blender 3.3 and the PU of 3.17.4 and it works perfect
@@mo1zart wow, amazing. I will give it a try, thank you!
Did i just find the holy grail of 3d printing?
how do you get rid of the interior for 3d printing?
if you are just finding this as I am, version 0.49 of starfab does not support the blender versions mentioned in this video. 3.1+ is required
were you able to find the SC Modding addon in 3.1 ? I can't seem to be able to get it to come up.
Just got this whole thing working...my lord, what an awesome system, thankyou.
Im still running into issues with exporting assets and the blueprint file just creates an item in blender but no 3d object of any kind? trying to find a model of the Anvil Carrack to bring into blender with no luck, could use some help if you wouldn't mind? thanks for your time
Just getting into Star Citizen as well as playing around with these models on blender. Thanks for the help navigating through this data labyrinth XD
My blender just import the lights. How can I solve this?
Okay, this is next level. You don't know how much this helped me.
Can't wait for the next one!!! (Cough, cough... 8 months?)
You wish
Couldn't find information on currently supported blender versions
I have a problem. I only exported the model and it was all black. The blueprints were not properly mapped
Hey, the export worked but when i open the file i cant see it in blender
try to update .NET: dotnet.microsoft.com/en-us/download/dotnet/5.0/runtime?cid=getdotnetcore
when I open the blueprint in blender i dont get any textures just a plain black hull
Did you fix this issue?
Actual legend. Thank you so much for doing this.
Only importing lights in star citizen 3.23 and blender ver 3.6
Does anybody have a blender file with ship model to share?
For now, the described method doesn't work.
Can wait for the next Blender part!, I am interested in seeing how did you achieve that shading. Keep up the good work mate.
I'm having issues where the textures won't import properly into blender, any ideas how to fix it?
I gotta be doing something wrong....when I load into blender the assets are just a bunch of lines :-(
SC modding addons seem to be missing from blender now is there a way to find them?
Well done! Nice GUI and excellent work and tutorials!
doesnt work anymore since net framework 5.0 is outdated so everytime i try to export it ask to install .net or update it but i do have latest version
when i export the drake cutlass black blueprint it always imports without top turrent and rear door. am i doing something wrong?
Ive tried multiple blender versions and the SC Modding addon never shows up when I search for it. Anyone got the fix to this?
I have the same problem. Did you find a fix yet?
sadly does not work as intended anymore , only imports the lights and mesh is nowhere to be found , is there any workaround?
Almost 13 months later and still no followup video ;_;
I cant find the Blender add-ons in Blender 4.1... Am i missing something?
export doesn't seem to like things like weapons. I keep just getting nothing when importing to blender
I think i'm missing a step, but every time I try to import the model into Blender all I get are the light sets. No geometry at all. What am I missing?
Double check the export log - it's probably mentioning that you don't have a compatible version of .NET installed.
Ah, thanks I'll check that
@@ventorvargaming Hello, I also got this issue but when I check the verbose log during expor tit doesn't mention any net issue. Is there a way to check that compatible .net files are installed?
@@ventorvargaming i installed the .Net this fixed same problem however it still only pulling the lights. i get a
(WARNING: non-skipped soc EntityClass doesnt have geometry: RenderToTextureView)
(WARNING: non-skipped soc EntityClass doesnt have geometry: Default_LandingSystem)
(WARNING: non-skipped soc EntityClass doesnt have geometry: HolographicVolume)
it did have the .Net error but i reinstalled that and this error went away. but did not fix the only lights probes problem to blender
and this is every item i have tried so far same errors when i follow the path to find the Geo my self like you did in the video it shows that it is in fact there. so i have no idea whats the problem could be
it still does not help find or install or what ever it is, to find Geo...
Hmm, yes I tried a few ships and all I ended up with in blender was the light sources. No errors in the logs other than some missing entities in the pk4 file.
I have the problem that I always get an error message: MISC_Prospector: ERROR: model conversion failed
And Blender only shows me dashes and dots does anyone have an idea?
Found a solution! The logs during import to Blender showed that it simply wasn't seeing the model files created by Starfab. I re-exported the ship with the checkbox for 'Convert models to Collada' enabled. Worked perfectly after that. If that doesn't work, there's a comment further down that talks about installing some more dependencies that the installer might not have done properly. All the best!
To the developer.... I can't add the blender 4.1 in to the lates 0.4.9 version.... not recognise the Blender even in default installation... with the 3.6 ver of blender works but i can't see the Ship or Vehicle in Blender just a cube
I am looking forward of using this, in any way if possible, to implement in UnrealEngine, so one can read 3D models directly from SC files instead of exporting...
Is it possible to export whole planet with corresponding assets of.buildings, caves, interiors, plants etc?
So, I'm having a weird issue, and I cannot seem to find any help on it.
I did all the steps asked for extracting files, but for some reason or another, any time I try to export a file, it doesn't work, giving the error:
There was an error rendering C:\Users\mathi\OneDrive\Desktop\aa\Starfab\outlaw_legacy_armor_light_helmet_01_01_01\Data\Objects\Characters\Human\male_v7\armor\shared\visor\m_fp_visor_16x9.skin
The given key '2' was not present in the dictionary.
it does that with any item I try to export, whether it be a piece of armor (like above) or a ship, or anything. It gives a bunch of that error for each part of the asset, and then if I try to open the blueprint in Blender, nothing appears. I have the name for it, but that's it.
Wow, what a great tool. Any news on part 4 and Blender workflow with the assets?
Great tool, however in blender it creates two scenes, if I try to export the scene that has objects in the correct position I get an empty fbx. How do I fix this?
It creates two scenes to more efficiently instance all the individual components while hiding away the sources of those components from renders. If you need to export, you can first use the "Make heirarchy real" tool to convert the instanced geomemtry to duplicated geometry. Join us in the discord if you need more help!
Would you consider a tutorial on how to convert these files to STL I'm unsure how all files come out at 1kb size
can you make a tutorial on how to get the textures in?
Once you have imported a blueprint, use the "SC Modding" tab and select "import" then "SC Materials". Go through the files and select all the materials you want and the blueprint will automatically apply them.
@@connorjensen9699 This doesn't seem to occur for me; I imported all the relevant materials, and the model is still monochromatic. Is there some other tools I'm missing?
sorry, no clue. I played with this for like a day then forgot about it for the next 9 months @@averkoswolf6519
mine gets stuck on processing datacore, any ideas?
why is there a Crypto folder in the App? Are you using the hosts computer to mine ?
Any follow up to this? Do you still use star fab?
Really hope to see the next part in this series. I'm trying to convert a few ships atm to use in a project. I am also trying to find the files for locations/buildings from the major city locations and the prefabs but have no clue what I'm looking for!
any luck figuring out how to convert the ships?
@@Vohanbutternuts no attempts have worked when I last tried. I haven't had much time the last few months but plan to get back to it soon.
hello, nice program. I'm getting an error no clue what is it: -> The given key '2' was not present in the dictionary. there was an error rendering...is it normal?. Thank you!
nvm blender link was the problem using 3.6 linked again and working prefectly. TY!!
So, I am trying to data mine a 2014 version of Star Citizen so I can grab the OG 300I from it's files, which I see the data file for, but I can't seem to make the StarFab launcher identify that star citizen file directory because it can't see the p4k? Is there any way for StarFab to identify a Star Citizen folder without the .p4k?
how do I import textures? like the way the ship looks
How can the landing gear of a model be retracted either in blender or directly via starfab?
Getting an issue when I try to import to blender -> 'ShaderNodeTree' object has no attribute 'outputs'
Any idea what this means ?
Full read out is ->
ERROR:root:Failed to import SCBP
Traceback (most recent call last):
File "C:\Users\craig\AppData\Local\Programs\StarFab\app\starfab\contrib\scdatatools\blender\blueprints\__init__.py", line 972, in execute
importer = SCBlueprintImporter(
File "C:\Users\craig\AppData\Local\Programs\StarFab\app\starfab\contrib\scdatatools\blender\blueprints\__init__.py", line 448, in __init__
self.tint_palette_node_group = tint_palette_node_group_for_entity(
File "C:\Users\craig\AppData\Local\Programs\StarFab\app\starfab\contrib\scdatatools\blender\materials\utils.py", line 76, in tint_palette_node_group_for_entity
tint_group.outputs.new(out_type, output)
AttributeError: 'ShaderNodeTree' object has no attribute 'outputs'
Seems like this is pulling in the lower definition versions wrapped into the model. How do you make just the high-quality stuff visible?
Hey quick question, not sure if the next video is being worked on or something but I got everything imported and converted correctly, but the normals of the imported object look very off. and I have limited knowledge of the Blender shader graph system. I know how PBR works but I'm starting to think there might be something wrong here with how I have my project/scene setup.
Try inverting the G channel on your normal map. Between the image texture and the normal map, add a separate RGB node, and then a combine RGB node, but also add an invert node and plug the G channel in it. That might fix it.
is Starfab still supported at all? I am unable to export from it and submitted an issue on gitlab a couple weeks ago but have not hear anything. when I export I get errors, and when I import it into blender following the videos instructions, only the lights are imported.
pls, give us the next part
When will the texture section be updated?
I have previously 3d printed some models using Umodel, this program is so much better and easier to use. never have i thought that Star Citizen would have so polished data mining tool
have you figured out how to get it into a slicer? everytime i export and load it into a slicer it says its corrupted or something
@@Vohanbutternuts did you ever solve this?
Star fab cant find my net frame and ive installed netframe 10 different times
I can't get mods to install on Blender...
can this be used to make 3d printable models
Technically, but there is a _ton_ of more work that would go into making the models ready to print (cleaning up edges, removing holes, etc, etc.)
am i able to use these assets to makea simple solo space sim with the ships? with animation and all or do i need to work on that myself
Question: how to convert the imported model so some modificators can be applied e.g. decimation for lowering polygons? make instance real seems not to work for me...
There is an additional "Make heirarchy real" tool (if you right-click in the top-level created collection) that will iteratevely make the instances real. That being said, you could also switch to the "StarFab" scene and edit the source geometry directly.
Does this include environment assets?
i normally dont sub after 1 video but im very interested in this and you didnt drone on and on. U had my full attention If CIG wont give me my Kraken then ill have to make my own lol
Hi there! Thanks for awesome guides! It really cool! And i have a question. Is there any way? for extract locations like ghost hollow for example? I cant find it. And i understand that probably i cant extract whole location. because it contains a lot of different parts. But maybe u have some ideai, to make thos procces more easier?
looking for this exact thing -- writing a full guide, and this would be a great addition
super video mais sa ne fonctionne pas pour moi apres l extraction tout va bien mais a l ouverture dans blender rien de s affiche je ne comprend pas
Hi
at first: ist a awesome tutorial.
but i cant find the addons in the blender preferences? is there any way to fix that?
Same here, do u find how to find them ?
StarFab currently only works with 3.1, 3.0 no longer supported.
Of course when I try I end up importing a load of invisible nonsense and basic blank boxes, always the same with things like this
Love the video! Can't wait for the next part too! I would love to see how you went about getting that desktop of the 890j. I'm figuring this process is part of what you used to do that?
It worked perfectly, thanks a lot!
Do you know, however, how to take the model out of Blender? I want to export it to 3dsmax (as I have 0 clue on using Blender), and I can't get the model + textures. Absolutely everything I've tried ends up in just the model.
have you tried exporting out as an FBX file?
@@NovelTheCat FBX has the model working fine, however the textures do not seem to follow.
@@Sveken sometimes textures have to be exported separately. See if that works
@@NovelTheCat i am unsure how to export the textures, they do not show up in blender as textures (the object has no texture slots in blender)
@@Sveken I believe blender uses materials. You can make a material then take the textures and put them into the material
could you export it to unreal engine 5
Please do more!!! 😊😊
Cool!
thank you
I'm so excited 😀😀😀
Nice guide short simple and easy a chimpanzee could do it .. just listen to exact steps and you won't have any problems where was this 5 years 6 years ago lol makes life a lot easier
Si un Français passe par là pourrait t'il m'expliquait svp? Jai rien compris mdr
je peux parler francais un petit peu. si tu veux, se joins le discord pour sc modding community et on peut aider!
i have blender 3.4 and it seems to spawn in only the...bones or somthing, there is no mesh of the ship to be seen anywhere
*edit* man of the hour, coming in with the modelers medal of honour: maadmaat found a solution to to my problem; here iz what he says in case you dont feel like looking through the replies
maadmaat - install "dotnet-sdk-7.0.101-win-x64" and also "dotnet-runtime-5.0.17-win-x64"
once again, thanks mate
Same with me. Have you found a fix?
my fix was to install "dotnet-sdk-7.0.101-win-x64" and also "dotnet-runtime-5.0.17-win-x64"
@@maadmaat tried them both, none worked - *ISOLATE THAT ORDER* it DID work, i just had to extract the models AFTER installing the things you mentioned; thanks mate; your a lifesaver
@@benjaminmeyer6642 i did not, but this bloke maadmaat did find a solution, i tried it and it works!
after downloading and installing the two thigns he mentions, you extract the models THEN - now it will show up in blender - NOICE!