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Post by jurisprudence on Apr 17, 2019 5:41:48 GMT -5
Meee again ... Sorry about all the questions, but really, it's as if 50% of my .package files have issues, even though I think I try everything I need to, or at least what I know to try. I've worked with a mirror before just to try to get the reflective surface on another object, but this is the first time I try to make an actual mirror, and I don't know why, but I thought it would be easy. So far, I have tried with two different base game mirrors, both with different cuts (3 and 4) and I cannot get the actual mirror part to reflect. The funny / odd thing is that a part of the mirror that doesn't technically exist (the inside edge of the frame) is what is reflective in-game. I cannot understand why, as the cuts are correct (original mirror cut 2 to new mirror cut 2; original mirror frame cut 3 to new mirror frame cut 3). In looking through the site for help, I came across this thread: Mirror Problem Solved and this is the same issue I seem to be having, but I have just little planes, so not sure what is happening. Any help would be appreciated. Blend File
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Post by minimonster on Apr 17, 2019 7:44:59 GMT -5
Hi there, jurisprudence ! I took a look at your .blend, and the first thing that I noticed right away is that the s4studio_mesh_1 & s4studio_mesh_2 do not have an Armature assigned, and if you were wanting to use the Decimate tool, you have to make sure it is at the top of the modifier stack and hit 'Apply' before saving the file, otherwise the mesh stays the original resolution (poly count)... Maybe? (Keeping fingers crossed...) Cheers! edit: Upon looking closer at the UV layout for cut 2 (the mirror), I see multiple instances of 'stray', overlapping tri's, which *may* be a factor in the game engine's ability to render it correctly... Might want to 'Smart Unwrap' and Save As a Copy to check if it plays nicer with a fresh UV.
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Post by jurisprudence on Apr 17, 2019 12:24:08 GMT -5
minimonster Thank you for taking the time to reply, Minimonster! <3 I normally do apply decimate correctly, or at least I think I do. When I go back to decimate some more though, I see that the decimate is still open as an option (although it has no amount set). Not sure what that is about or if I should have worried about it until now that you mention it. Normally I just click the little 'x' to close it out then apply it again through modifiers. I will keep an eye out to see if it closes out correctly from here on in after I click apply. As for the uv unwrapping, I have unwrapped it several ways, and still, no reflection. I've also triangulated the mesh and I'm not sure if on this one, but on one of them, I used Edge Split just to see if that did anything. I have flipped the normals too, and still, nothing. On one of them, I even added a back, and that just made the entire mirror gold (I had used a gold texture). As for armature, I am almost embarrassed to say that I don't know what that is. I will look for threads or tutorials on it.
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Post by minimonster on Apr 17, 2019 21:14:05 GMT -5
Hi Again, jurisprudence! Your reply has made me start to question my workflow, inadvertently. Myself, I had never made Maxis CC before 4 came out, and have had the Great Pleasure of having my knowledge expand along with the many, many Amazing improvements that the Studio team has made to their one-of-a-kind program (I seriously cannot think of any other game that has such an easy to use yet advanced tool to make alterations to the game files). I have the bad habit of developing hard-coded habits of workflow as I learn them, even if said workflow could be improved by certain means... I *know* that you make CC. I have been making Sims 4 CC since the release of Studio (have never used TSRW for anything other than 3 to 4 extraction). Your not knowing immediately about Armature, yet having made successful CC has made me wonder if it is necessary, however I am not going to abandon using the modifier wither way (as I said, hard-coded into me). The Armature modifier can be seen on the s4studio_mesh_0, it is found on the same tab as the Decimate modifier. One chooses to add the Armature modifier, then changes the Armature name in the box to s4studio_skin (or like that, cannot recall without looking, as I always copy/paste the name), and binds it to the rig. As a last-ditch effort to make the mirror, I was going to suggest that you clone the round mirror from Spa Day, if only for the actual mirror surface, which is a round item (even knowing that your frame wants to look as if it has a 'cracked' edge. Normal flipping is also a suggestion that I would have made, however you have already thought of that yourself and tried it, to no avail. One way or another I am sure you will succeed! Cheers!
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Post by jurisprudence on Apr 17, 2019 23:49:31 GMT -5
Thank you, Mini. I honestly am so appreciative of the amount of KNOWLEDGE - one of the richest assets anyone has, but meaningless if not shared - each of the people who help others on this website is so open to share with us. You especially, along with a couple of others, kindly take the time to actually LOOK at our files, our issues, and to provide in-depth responses which help immensely. Again, thank you for that. I kind of set the mirror aside, but as I am working on an entire Boca do Lobo set, would love to have it, so I will definitely try both other mirrors and adding an armature to the one I was working on.
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