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Post by fearforge on Aug 28, 2017 23:29:42 GMT -5
Hello lads and lassies! The Snapdragon is my favorite flower and main focus of my sims' lives and story. I decided to convert the snapdragon bouquet myself. It seems okay! Until I get it in game..this happens. - S4S Harmony - Gimp 2.8 - SimPE (to get file) This is my conversion: In S4S prntscr.com/geay2zIn Game: prntscr.com/geawllThis is my UV map: prntscr.com/geax1zI am not sure what I have done incorrectly, but I will share everything here. Package: simfil.es/303235/Blend: simfil.es/303235/I plan to share several conversions and even new content very soon! But I am not sure what I have done incorrectly here. The Sims 2 is my absolute favorite in the series and I hope I will be able to bring everything over to The Sims 4 as I experience it! In the mean time, I'll try to explore the issue. :\ * Attempted the "alphalpha" code in S4S I read in another thread and it did not help. ** Attempted to color in a darker shade on the PNG in some spots and ended up with: prntscr.com/gebc9sSo maybe I just need to fill in the texture more? But I still can't get the transparency to pop up for me. :\ *** Followed another tutorial again for transparency and edited the alphablend stuff under warehouse. Different package: simfil.es/303275/But this one gives me the same issue. Think I'll work on something else awhile in the meantime.. lol.
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Post by inabadromance on Aug 29, 2017 5:02:16 GMT -5
Hi! Thanks for all the pictures and files. That really helps!
I suggest you cloning an item that already has glass enabled by default. The definitive candle (sculpt) or the table scroll have that and both are base game. Pick one, export its mesh and check that they match your blend. Usually, the glass part is divided into another group mesh.
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Post by fearforge on Aug 29, 2017 7:53:07 GMT -5
Wow, thank you so much! I didn't know the item mattered, but it made all the difference! I went along with another plant originally. It helped! Well, it looks like this in S4S: prntscr.com/geggtzIn game, now it looks like: prntscr.com/geghwtThe random glass in the petals might be my fault, I'm not sure. They touch a little in my UV texture: prntscr.com/gegirzThe scrolls are somewhat there? Still I don't know. I have to run out for awhile but I'll be back online later. Thank you SO much. simfil.es/303316/
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Post by inabadromance on Aug 29, 2017 8:03:17 GMT -5
The scrolls are there because that package (and most glass objects) are divided into two group meshes. Glass, and solid. You should do the same with your object. As i've said before, export the mesh and compare it to your blend.
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Post by fearforge on Aug 29, 2017 10:48:34 GMT -5
Sorry, this is my first time dealing with this. I know it was probably a very rookie question. Sometimes the terminology confuses me. Thank you again SO much for the help. Silly enough, I kept thinking if I merge the parts as one, it was somehow correct, but that's not the case with a mesh like this. That was my problem. I deeply appreciate the patience and helpful tips you have given me. I am learning slowly but I am getting there. (: Now my mesh looks proper! My texture needs a teeny tiny bit of work since small remnants of blue occur but the scroll(s) issue is gone. But I think that was all I needed. prntscr.com/gej6v6Thank you again! **Seems like when I zoom out, those colors pop into the petals. So I don't think my texture is the issue. Or maybe I need to remap again. I'd consider this mostly solved, though. Aside from that. Not sure what that's about.
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Post by inabadromance on Aug 29, 2017 11:18:00 GMT -5
No problem! I'm always learning new things, so don't worry about it. Looking awesome Remember to have extra texture around the edges of the UV. Having the texture end right where the uv ends will cause bleedings (like the pieces of blue showing). I always recommend at least 5 to 10 pixels of border to avoid this. So if you've cut the alpha channel to close, then extend it. Or edit the texture it self so that you have more to work with.
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