|
Post by OceanRAZR on May 20, 2018 17:45:48 GMT -5
After I imported my finished blender mesh into S4S, It got broken, The rim color got black instead of grey, the rim badges are completly destroyed textures, the interior textures looking spongy (exactly the radio and speedometer + the steeringwheel, the inside of the front bumper got deleted (WTF S4S just deleted polys from my mesh), the rear XLS badge is spongy too and the front top grille is inside of the bodyshell....
I don't understand what make this issue appear but it's totally annoying. Please help me... :(
-
BROKEN FILE HERE FOR HELPERS
|
|
|
Post by OceanRAZR on May 21, 2018 14:56:50 GMT -5
Ok i tried to repair the from S4S exportet (BROKEN) Mesh. I imported it in S4S again after I repaired it and after the import it got broken again. Someone have any ideas? PLEASE HELP ME :(
|
|
|
Post by Mathcope on May 21, 2018 18:33:14 GMT -5
How much is the polycount of the original mesh? Keep in mind that Studio is not meant to work with extremely high poly objects. Which are not suitable for the game either. Also, your Blend file has the wrong cut numbers. The original clone you used has 4 groups. 2 for shadows, 1 for the structure of the car and 1 for glass. Yours only have the glass and structure. Despite you want to have shadows or not your need to include the group of the shadow (at least 1 triangle hidden inside the mesh) for Studio to read the import properly.
|
|
|
Post by OceanRAZR on May 22, 2018 12:05:38 GMT -5
How much is the polycount of the original mesh? Keep in mind that Studio is not meant to work with extremely high poly objects. Which are not suitable for the game either. Also, your Blend file has the wrong cut numbers. The original clone you used has 4 groups. 2 for shadows, 1 for the structure of the car and 1 for glass. Yours only have the glass and structure. Despite you want to have shadows or not your need to include the group of the shadow (at least 1 triangle hidden inside the mesh) for Studio to read the import properly. I exclude the cut number things for shadows and structure because I found out that s4s use the things again from old mesh when I do not have them in my new meshes. I do that only by cars because cut 1 and 2 are not important for me because I make them as tiny as possible to not see them ingame. The poly count of my mesh is nearly 85.000 but I made other meshes with polycounts of 130.000 and they worked fine without any problems... it just needs time to import. (They are working ingame too) To the shadow again... as I said the old cut 1 and 2 are two very tiny poly fields of I think 2 and 8 polys.
|
|
|
Post by OceanRAZR on May 22, 2018 12:07:41 GMT -5
I never have had this issue before. Before I made the XLS I created another car, just one day before, with similar polycount and it worked without any issues like this.
(As extra information)
|
|
|
Post by Mathcope on May 22, 2018 19:26:34 GMT -5
The way I described is the correct way of importing the mesh into Studio, if you want to ignore it then it's up to you if things are not working. It doesn't matter if you do not need the shadow groups, as I told you before, just make them a triangle, make the groups and assign the correct cut number. Then hide it inside your mesh. The polycount can even be smaller than 8 verts if you don't need to see it.
I did try to import them again in my end in case something went wrong in your computer. The problem is that as you said it takes a LONG time to load due to the extremely insane polycount. I do not have the time unfortunately to wait until it's done. What I recommend you to do is:
1. Clone another object. 2. Export the object's mesh you just cloned to a .blend file. 3. In the .blend file delete the object you cloned and append (File>Append) the mesh of your car that is located in the original .blend file you shared. 4.Make the PROPER cut numbers and the 4 groups that need to be. Proceed with the shadows as directed above. 5. Save your .blend and try to import back to Studio.
You also have a lot of normals backwards that you should fix recalculating them. About the problem with the mesh, I think Studio is getting confused with the triangulation of the mesh, although it is triangulated the amount of polycout might be hard to handle.
If there is something wrong with your original .blend file this should hopefully fix it. Almost every time is better to use the .blend that you export of your cloned object as a base to the one created in the import of your mesh. You should append or import the mesh into this file to save it.
|
|
|
Post by orangemittens on May 23, 2018 7:57:43 GMT -5
Hi OceanRAZR, it looks like your mesh has some faces that are not triangulated. Before importing the mesh, Studio sends Blender a command to triangulate all faces before it adds the mesh to the package. It does this because the game requires all mesh faces to be triangulated. When Blender performs this triangulation, it is quite possible that this process is resulting in the distortion you're seeing in the way the map is sitting on the image because triangulation changes the mesh. Before looking into it further, I recommend triangulating all faces manually in Blender before trying to import it. If that leads to distortion, fix it with the faces triangulated.
If you exclude a cut number, Studio will simply not replace the mesh that corresponds to that cut number with a new mesh. If the item you have cloned has a mesh corresponding to that cut number that you want to keep anyway, you don't have to bother replacing it.
The car mesh has a very high poly count and some of the polys are not necessary to its shape. The poly count of this mesh could be reduced without affecting the appearance of the item.
|
|
|
Post by OceanRAZR on May 23, 2018 14:09:20 GMT -5
Hi OceanRAZR, ... The poly count of this mesh could be reduced without affecting the appearance of the item. Hello, Thanks for your answer. Can you explain me how to? Decimate doesn't work for me because the mesh, exactly the "Car-Design-Lines" which are sharp and the other stuff always get ugly when i decimate, thats why i try do delete every poly thats not necessary. Greetings, Ocean
|
|
|
Post by OceanRAZR on May 23, 2018 14:31:23 GMT -5
If you exclude a cut number, Studio will simply not replace the mesh that corresponds to that cut number with a new mesh. If the item you have cloned has a mesh corresponding to that cut number that you want to keep anyway, you don't have to bother replacing it. That would have surprised me too, if it works in all things and then suddenly at 1 car not.
|
|
|
Post by OceanRAZR on May 23, 2018 14:50:04 GMT -5
Hi OceanRAZR, it looks like your mesh has some faces that are not triangulated. Before importing the mesh, Studio sends Blender a command to triangulate all faces before it adds the mesh to the package. It does this because the game requires all mesh faces to be triangulated. When Blender performs this triangulation, it is quite possible that this process is resulting in the distortion you're seeing in the way the map is sitting on the image because triangulation changes the mesh. Before looking into it further, I recommend triangulating all faces manually in Blender before trying to import it. If that leads to distortion, fix it with the faces triangulated. If you exclude a cut number, Studio will simply not replace the mesh that corresponds to that cut number with a new mesh. If the item you have cloned has a mesh corresponding to that cut number that you want to keep anyway, you don't have to bother replacing it. It didn't helped :( It's still the same....
|
|
|
Post by orangemittens on May 23, 2018 16:48:51 GMT -5
I recommend that you take the original mesh that you tried to import and look at it in Blender with its texture applied to it (not solid pink). Then click the space bar and type in "triangulate." What you will notice is that the metal bar on the front panel shortens as Blender turns the en-gon lying in that vicinity into triangles. This one: Click ctrl z to reverse that change and try triangulating with "clip" instead of the default "beauty" setting. That seems to triangulate that face without causing the map to sit incorrectly on the texture. I did not check the other issue, but before I look at it more, the entire mesh needs to be triangulated. If you don't have a triangulated mesh any distortion you see in Studio on import is considered due to that until proven otherwise by having a triangulated mesh that looks how it should in Blender (and this one does not meet that specification). A quick way to tell if this issue could be affecting your mesh is to compare the number of faces, tris, and vertices of the mesh before import with the same numbers in the mesh you imported and then exported from Studio. In this case, the number of vertices and tris went up, indicating that some triangulation had occurred in the process of importing.
|
|
|
Post by OceanRAZR on May 25, 2018 15:43:51 GMT -5
I recommend that you take the original mesh that you tried to import and look at it in Blender with its texture applied to it (not solid pink). Then click the space bar and type in "triangulate." What you will notice is that the metal bar on the front panel shortens as Blender turns the en-gon lying in that vicinity into triangles. This one: ....... O M G ..... It finally worked T H A N K Y O U S O M U C H ! ! !
|
|
|
Post by orangemittens on May 26, 2018 17:49:47 GMT -5
You're welcome I'm glad it's working now!
|
|