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Post by AleNikSimmer on Jun 15, 2019 4:19:27 GMT -5
Hi! Yesterday I was making a CC using as base the skeleton from Jungle Adventure. I maintened the original top and changed the legs/pelvis area. Then I uploaded the mesh/textures in a BG outfit, put the ExcludePartFlags needed and put in the Mods folder.
The game launches normally but when I'm in CAS and it's trying to load the thumbnail the game crashes. So I uploaded a random thumbnail and restarted the game, this time it doesn't crash but when I try to put the outfit on it crashes. I reduced the polycount from 18k to 12-13k (I have another CC I made in the hat category that's 13k and never caused problems), but still the game crashes. I removed the ExcludePartFlags (put it to 0) but still the same result. I decided to subdivide the skeleton in top and bottom (the top is the original one), tried both high poly and reduced (4-6k each), both with EPF and without, the game still crashes. I tried to upload the original JA skeleton (10k) on the yeti outfit and the game doesn't crash.
Any idea why this is happening?
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Post by Feyona on Jun 15, 2019 4:37:16 GMT -5
No idea without seeing the files. Both files: .blend and .package.
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Post by AleNikSimmer on Jun 15, 2019 4:42:05 GMT -5
Feyona which version? High poly, low poly, top and bottom?
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Post by Feyona on Jun 15, 2019 4:45:26 GMT -5
Whatever version is not working. One .blend and corresponding .package. One version is enough.
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Post by AleNikSimmer on Jun 15, 2019 5:01:09 GMT -5
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Post by Feyona on Jun 15, 2019 5:35:20 GMT -5
Okay. I think that the main issue that original mesh didn't have most of the bones that you have in new mesh, like b__CAS_L_Nostril__ and all other bones from head mesh. When you add or delete just 2 skirt bones in a dress mesh that didn't have these bones originally, mesh will act out. But when you introduce 10 bones that pretty much never present in full body meshes (unless it's a bear suit, but I think that even bear suit doesn't have nostril bones) most likely it will not work. In a mesh like this one I would suggest a different approach. Since none of full body meshe contain the bones that you need for your mesh, separate a head to a helmet accessory, remove all extra bones from your mesh that aren't present in original mesh. Do this for each group, and pay attention to number of the bones in 2 additional groups. It matters too.
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Post by AleNikSimmer on Jun 15, 2019 7:53:41 GMT -5
Feyona it works! Thank you a lot :D
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