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Post by simsi45 on Jan 13, 2019 21:48:58 GMT -5
Hi again, I'll keep this short. Basically I'm converting some sims 2 stuff and I've ran into a problem with a few them. The mesh's texture deforms/distorts when zooming out but looks perfect when zoomed in. I'm not sure if this is caused by the Lods or the Shadow meshes or maybe even something's wrong with the SSAO settings? I'm very confused as to what's causing this. Here is an an example as to what it looks like
Also here is the package fileAs always any help is always welcome and appreciated.
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Post by Metalfenix_Raf on Jan 14, 2019 1:37:07 GMT -5
I never made objects, but I suspect the principles are similar to the ones on CAS clothing (wich I have done). What you see when you zoom in, is LOD 0. Maybe you should open your LOD1 mesh (and LOD2 and 3), and check if the UV map is not very distorted? maybe it's the one causing this.
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Post by simsi45 on Jan 14, 2019 6:11:52 GMT -5
I'm actually using the exact mesh for both LODs. Plus it looks just fine in S4S :(
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Post by Zelrish on Jan 14, 2019 6:24:40 GMT -5
That could be a mipmap issue on the texture file. (I cannot open your file, my S4S crashes, probably an issue on my side).
You can try to re-import your texture after directly creating it in dds (dtx5) with mipmap format with your 2D editing program (in case you are using png atm).
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Post by simsi45 on Jan 17, 2019 11:10:38 GMT -5
I tried it but still no luck. I then decided to play around with the specular and bumpmap textures, and it seems like when I replace my custom bumpmap texture (from a bunch of my items) with a completely blank onethe problem goes away. So at least we know it has something to do with that....
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Post by bmso85 on Jan 17, 2019 18:22:22 GMT -5
The only object I've ever made is a soda can place holder but I would imagine it would essentially be the same with textures in CAS. Generally if you do not replace the bump and spec maps it can cause an issue with the texture underneath the uv maps can do the same if the are messed up during the unwrapping processes. If you want to make a new bump map you can always take the texture and make it yourself or you can use Cpetry to make the bump map. As for the spec you can always take the texture and lighten it's opacity in any 2 D editor that allows that type of manipulation. That's from my experience. Good luck. :3
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Post by kitkat on Jan 17, 2019 21:47:36 GMT -5
It's definitely the bump. When I replace it, the issue goes away. Replacing just the spec has no effect. Although I did notice that your specular has no alpha channel. The alpha channel is the one that controls specular strength, so I guess having no alpha is like having a blank specular.
I'm not sure what the issue is with your bump, but it doesn't seem to contain any height data, so replacing it with another blank one seems the best route to go. What steps were you using to create your bump?
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Post by simsi45 on Jan 18, 2019 6:02:27 GMT -5
I've been following the tutorial from SimsWiki. I used that when I first started making objects for TS3, but once I did it with TS4 these are the results.
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Post by kitkat on Jan 18, 2019 21:22:46 GMT -5
Pretty sure the normal maps for Sims 3 and Sims 4 are different. Here's a good tutorial for making one in Sims 4. There's an explanation at the beginning about normal maps in general, so you have to scroll down a bit to get to the actual instructions.
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Post by simsi45 on Jan 19, 2019 6:00:29 GMT -5
Ooh awesome thanks! I'll give it a go and see if there's any difference :D
EDIT: So I tried it with a couple of items but the issue re-appears once again...Not sure what's wrong.
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Post by jwofles on Jan 19, 2019 10:06:21 GMT -5
Ooh awesome thanks! I'll give it a go and see if there's any difference :D EDIT: So I tried it with a couple of items but the issue re-appears once again...Not sure what's wrong. It definitely looks like a mip map issue with normals or specular. Maybe try making them blank with this? Although I feel like you already tried doing something like that, so I'm not 100% sure what's the issue.
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Post by kitkat on Jan 19, 2019 10:14:33 GMT -5
Ooh awesome thanks! I'll give it a go and see if there's any difference :D EDIT: So I tried it with a couple of items but the issue re-appears once again...Not sure what's wrong. Can you post one of the images you're using to create your normal so that someone here can try to recreate your steps? But really, if you're not trying to add height details with the normal like a seam, button, rivet, etc. there's no reason not to use a blank normal like the one jwofles linked above.
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Post by simsi45 on Jan 19, 2019 11:19:07 GMT -5
Well, in order to make my bump I import the original texture of the item and go from that. In this case, I used this image hereI'm guessing in this particular item, there wouldn't be much of a difference if I imported a blank bump, but I also tried it with a sofa, and a painting and they both have the same issue.
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Post by simsi45 on Jan 22, 2019 20:05:42 GMT -5
For anyone experiencing the same issue I found a workaround!!! Apparently when creating your .DDS normal textures, you need to uncheck the option "Generate MipMaps" After doing that BOOM my textures look just fine. Except when I'm zooming out which then the textures have some funky lines but other than that they work.
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Post by inabadromance on Jan 22, 2019 23:36:34 GMT -5
ummmmm that's strange, because your texture should have mipmaps. that's why it's suggested on all guides to have that checked. mipmaps are different versions of the same texture saved into the dds file. so when you are far from the mesh you'll see a lower quality version of the texture. if you don't have mipmaps then your mesh is displaying the same quality texture even if you're far. I'm not sure if that particular item is having issues, but you should always tick mipmaps.
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