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Post by amoebae on Jan 29, 2018 0:47:23 GMT -5
I tried doing that but I get problems. If I edit the shadow mesh it won't let me re-import it (it says it must have a UV map). If I edit the standard mesh to turn it into a shadow mesh, when I import it back there are crazy bits of mesh shooting all over the place. This is my main mesh: lod 0, and lod 1. I don't know if you'll have any more luck than me. I'm quite new to blender, but I followed the instructions in a tutorial on here on how to create a shadow mesh from the main mesh, and it was very easy to follow. But even just doing that and not attempting to size the mesh down got me weird bits of mesh sticking out all over the place in S4S. Scaling the mesh down so it's near invisible does the same, albeit in different ways each time.
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Post by vero on Jan 29, 2018 0:52:35 GMT -5
I found a solution, I tried and it works, but I don't know if it's a good way for the game. Just remove the shadows's lods in model.
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Post by amoebae on Jan 29, 2018 11:41:22 GMT -5
I found a solution, I tried and it works, but I don't know if it's a good way for the game. Just remove the shadows's lods in model. I'll try that, thank you. I'll send it out to a few testers to see if they spot any problems with that approach, and if not hopefully that will do for now at least. I assume you mean clicking on Model in the warehouse, clicking Edit Items under Lods, and removing the 3 shadow lod records on the left?
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Post by vero on Jan 29, 2018 12:54:50 GMT -5
Yes amoebae Warehouse --> Model-->Data --> Lods --> Edit Items --> ShadowHighDetail,Medium ... --> Remove
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Post by inabadromance on Jan 29, 2018 14:03:57 GMT -5
I HIGHLY suggest avoiding deleting anything from the warehouse manually to prevent any errors. I'm not sure how the blend with the deleted shadow is like. The lods you shared are untouched..? Maybe you're deleting too much, that's why you get the no UV map error. This is what i did. UNCHECK the little square button next face selection. Select a corner triangle: either right clicking and shift right clicking the two other or by using B and squaring all 3 vertices. Press CTRL+i to invert selection. Press SUPR and Vertices. Move the remaining triangle to the middle and make it very tiny.
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Post by amoebae on Jan 29, 2018 23:47:24 GMT -5
Okay, I've done that, but here's what I get in S4S when I import the mesh: You can see there's nothing there at all except a very long, thin line of something or another (the pale grey line shooting off to the right). To be clear, I took my main mesh, I left the shelf as it is, and I edited the white, flat part of the mesh. I deleted it down to a triangle as you explained, I moved it into the shelf, and I scaled it down to 0.01. I don't know what effect that line of whatever will have in the game, I haven't had time to check it yet tonight. This happens no matter how I edit the mesh, sometimes with more weird and crazy spikes of pale grey shooting off all over the place, and sometimes just with one. It happened when I followed another tutorial which said to delete the whole of that white part of the mesh. Is there something I'm fundamentally getting wrong somewhere in the way I'm using blender? -- Incidentally, the method suggested by vero seems to have worked in the meantime. I sent the package out to testers and they've said the shadow is gone, and haven't noted any errors or unexpected behaviour in their game. If I can't get the mesh thing to work I'll likely just release vero's method, and warn people to be on the lookout in case there are issues, but hopefully there won't be any. Edit: I just tried it again and now it's importing without a grey line, so I'm going to give it a shot. Fingers crossed.
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