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Post by simadream on Feb 23, 2020 1:26:39 GMT -5
Hello, I have made these showers from a basegame single tile shower. The door part of the shower I changed in blender to the curtain. I also changed the material properties of that cut from phongalpha to phong and increased the alpha threshold from 0 to 128. Everything works well and I'm not having any transparency issues, however, I am getting a very intense flat shine on the showers. I know it's not the normal or specular maps as I have checked those with other showers that were made from another base object and they look fine. I suspect the shine comes from something in the material definitions but I don't know what to look for and everything looks alright when I compare the material entries with those from the other showers. Package: simfileshare.net/download/1633661/ps, I need testers for some of the tuning in this set. If you're interested, please see this thread:http://sims4studio.com/thread/19831/testers-needed-basegame-bathroom-stall?page=1&scrollTo=137550
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Post by simadream on Feb 23, 2020 21:30:50 GMT -5
So I kinda fixed it but made another problem. I kept staring at the material definition entries and realized that my dst instances for normal/specular did not match the material definitions instances for the normal and specular maps. I went through each swatch and changed the instance for the one of my spec/normal maps, and while this DID remove the intense shine in game -- not the shower does not seem to have any specular or normal reflief. It just looks flat and matte when compared to other showers I have with the exact same normal/specular maps.
Any ideas?
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Post by lavsm on Feb 23, 2020 21:58:25 GMT -5
There is a different normal/specular used for the two parts of the shower. The one that the curtain part uses (BF4617955223790E) was the type used for glass and was too shiny. I made a fixed specular for you to try here. Edit: All the material definitions for the curtain and fixtures should link to the larger normal. (F3D263BE10AE3450)
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Post by simadream on Feb 24, 2020 14:11:20 GMT -5
There is a different normal/specular used for the two parts of the shower. The one that the curtain part uses (BF4617955223790E) was the type used for glass and was too shiny. I made a fixed specular for you to try here. Edit: All the material definitions for the curtain and fixtures should link to the larger normal. (F3D263BE10AE3450) Oh, I didn't know that. Does it have it's own normal map as well? -- is that what the 2 tiny squares dst are?
Thanks for your help!
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Post by lavsm on Feb 25, 2020 3:27:38 GMT -5
Yes, the 4x4 gray square (C6CB50FC5089D8DC) is the normal for the glass part, and according to the Material Definition the other 4x4 black square is a snow map (I'm not really sure what it does.)
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Post by simadream on Feb 25, 2020 19:05:39 GMT -5
I've tested the version you gave me and also replaced the small normap map for the glass and it works!! It's so pretty now, thank you!!!!!!! <3
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Post by lavsm on Feb 26, 2020 7:11:10 GMT -5
That's good! I forgot to say that your shower looked really cute.
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Post by menaceman44 on Mar 1, 2020 12:45:09 GMT -5
I assume the little black snow map texture is a way of getting the game to use the autogenerated snow map instead of one designed specifically for the object. I find it always best to load a snowy save file and place items outdoors just to check how they will behave. Not always required though if the item is never intended to be seen outside during snow.
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