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Post by minimonster on Jul 9, 2019 15:25:00 GMT -5
Hi Everybody. I recently discovered a 'magic-golden-has-a-ton-of-amazing-meshes' site, where about 75 gigabytes of downloaded archives later, I chose these meshes to convert into Sims 4. The original files were .stl files, and ranged in polycount from ~350,000 to ~1,500,500 polys each, which I imagine is Fantastic for 3D printing, but terrible for game object conversion. These end results are from ~7,500 to ~20,000 max polys. On top of which, .stl files do not have a UV, so I was dependent upon the graces of Blender's Smart Unwrap feature to be able to texture them anywhere close to usable. (If I only had a digital pen, then I would be confident enough to texture them properly, but whatever...). Anyhoo, my issue with the conversions is this: Having used the BG Bob the Butler statue as a clone for the conversions, the models display the highlighted shadowing when outdoors and only at the Evening time of day. The three that I highlighted are the ones displaying the behaviour most prominently in the screenshots. I have checked off the list of possible culprits - I removed the occluders, they all have 'blank' specular and bump maps (another nightmare that I tried and 'Noped' out of for these). Checking random swatches in each of the files, all indicators point to them pulling the correct textures, so I am at a complete loss as to why this is happening. I have been following the post by halxton about the problem with converted Sims 3 meshes that are displaying a similar behaviour, but instead of hijacking their thread, I am making my own. The files for the 15 statues are located on SFS HEREPlease help, if there is any hope! Cheers.
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Post by menaceman44 on Jul 26, 2019 11:58:09 GMT -5
I know that this reply is extremely late but I saw your tumblr post about these recently and that reminded me to come back and take a look. After looking at your objects in game I thought of this post> sims4studio.com/post/119077 by peacemaker because of the black lines that were showing up all over them in my game. (Plus, unrelated, this one has the inside of the hood missing.) I tried that solution though on one of your files and all it did was prevent the sunshadow from showing up at all and the ambient shadows from other objects still showed up through them.
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Post by minimonster on Jul 26, 2019 13:35:49 GMT -5
Hi menaceman44! Late is so much better than Never! Thank You for taking the time to respond! I always apply the GraphicRules.sgr fix manually after any patch, so what I am seeing in your screenshots is making me scream inside. I would NEVER have released the statues if they looked at all like that in my game - Yikes... o_0 (The hood on the one statue was a 'design' choice of mine that I made to not mirror and flip the normals to make it filled in, I was definitely aware of that, but thought it a somewhat minor issue with the one statue myself). Just so that I know what you did try and its effectiveness (or not) and to compare it to the settings that I run my game at - it appears that you as well run (most if not all) settings on High, as I do (with the exception of maybe shadows, which I think that I run at less-than-high as I only have an old 760 GTX video card), and you did try the PosScale 'fix' mentioned by peacemaker to no avail with the streaks? I just opened one of the set at random, and see that the values are indeed (well the first three of the four) those crazy "E-0x" out-of-range numbers that Studio seems to like to make at many various places (I have seen them created myself in exported tunings as well as other places within the .package format, and know that Studio is involved somehow in the cloning/export process as I have opened the game .packages themselves in S4PE to look at the native items, and the native ones do not display any such truncation or extended numbers). And, after you made the PosScale fix you still did have the streaks? Just double-checking, so that I can maybe cross that off of my list of possible solutions. Again, Thank You for taking the time to look into this!
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Post by menaceman44 on Jul 26, 2019 14:13:23 GMT -5
When I applied the fix of altering all of the values from what they were to zeros in EVERY mesh in a single package all that did was prevent the mesh or shadow from showing up at all. I'm thinking the mesh was techincally still in the game because there was some weird stuff going on with the sky when I turned the camera certain ways. It would get really dark and block out distant objects as if I was inside a giant version of the mesh. When I tried it on JUST the shadow mesh groups the object showed up but still had the weird lines. The only difference was the floor shadows had gone. I tried creating a brand new package and importing your meshes and the weird lines only came back once I imported the shadow mesh so I figure the issue is based within the shadow mesh. Perhaps it is due to how high poly it is? The only thing I can think of which has just come to me would be to set the SSAO intensity to zero within the packages following peacemaker's tutorial. peacemaker-ic.tumblr.com/post/167695381459/stopping-shadows-from-showing-through-a-meshThis wouldn't fix the odd lighting you initially posted about but should remove the strange lines.
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Post by minimonster on Jul 26, 2019 14:28:19 GMT -5
Again, menaceman44, Thank You for looking further into this, and for responding! I sincerely Appreciate it! So, a question: Did you set the PosScale values to 0 or to 1? It may be possible that it all comes down to them being high-poly in the first place, which is why I wrote the warning (I cannot imagine how the laptop mode would handle them...). My initial shock from seeing your screenshots id due to the streaks showing up. Those are something that I never saw on my end, and like I responded, if I had, I would not ever have considered releasing them at all. With the exception of the areas that I delineated in the original posting showing the strange shadowing, I was overall satisfied with the set and how they look in my screenshots. I guess that I should maybe consider trying different graphics settings in my game before I produce & release any meshes like these again (if I ever do...). On my end, I will try applying BOTH the mesh declaration SSAO=0 fix as well as the PosScale one, and see if that makes any difference. I am Grateful to you for at least turning my head in some direction! I am at a loss as to how I could replicate the streaks on my end, though. Those are definitely a shocker to me to see (and quite embarrassing, to say the least)! Cheers!
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Post by menaceman44 on Jul 26, 2019 14:48:33 GMT -5
Surely to replicate the issue on your end all you would need to do is re-enable the SSAO in your graphicsrules.sgr and then set your graphics to high?
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