|
Post by tyirannoss on Apr 29, 2020 13:07:52 GMT -5
Okay so I'm very confused with this one. I'm trying to change the slotting behaviour of TVs so they can slot to the wall signs that came with Dine Out (and later Cats & Dogs). Also trying to add those wall sign slots to other objects (specifically fireplaces). This was going absolutely fine, and I was able to get a picture of what I'd been doing with action here, showing everything to be completely normal looking: Since then, though, it looks like those TV overrides now cause most surfaces to get a plastic-y shine. I tried to recreate the above screenshot today which hopefully demonstrates the difference (shine texture on TV screens, signs and even the dormer windows in the background): Here is another screenshot showing this same shine on various other surfaces (cabinets, table, staircase, washer/dryer etc): In all of these pictures, the package files are the same and nothing has changed between them. I had tried removing things one by one but the shine stayed until all of my overrides (fireplace and TVs) were removed, now I can put the fireplace override in without causing the shine, but the TVs are still causing issues. I have tried replacing the slot type set IDs for the TVs from 8FB46C1254A1A04C to B102F9605A81DFB7 but have had no luck. I can't for the life of me figure out what is causing this shine, and why it wasn't happening originally, so any help would be very much appreciated. On a separate but similar issue (same project, problem is still shine, I guess), I've been trying to remove the mirror from the other Cats & Dogs fireplace. On S4S everything looks fine, but in game it has a weird shine/shadow where the mirror used to be. I think I've removed everything I need to so I'm not sure what would cause this problem. I think this is probably a much more obvious error so fingers crossed someone can point me in the right direction with this one at least! Pics to demonstrate: All of the relevant package files are here in case anyone wants to take a look.
|
|
|
Post by MizoreYukii on Apr 30, 2020 9:06:48 GMT -5
Second issue might be the shadow and specular?
For the first issue, normally I'd say it's the specular but it's happening to everything? That's so bizarre. Are you only changing the slots? You can delete everything else in the files to reduce file size as well if that is all you are changing/overriding (if it was made to be an override, I mean).
|
|
|
Post by tyirannoss on Apr 30, 2020 11:18:49 GMT -5
Second issue might be the shadow and specular? For the first issue, normally I'd say it's the specular but it's happening to everything? That's so bizarre. Are you only changing the slots? You can delete everything else in the files to reduce file size as well if that is all you are changing/overriding (if it was made to be an override, I mean). So with the first issue, I took your advice and deleted all the resources that I hadn't touched and it seems to have solved it! Thank you so much! The all encompassing shine is gone and TVs can now slot to the wall sign slots. I can only guess that some change I had made was overriding a resource for everything else which caused everything to get that plastic-y sheen. No idea why it didn't cause an issue the first time I tested it, but I've loaded and reloaded the game a few times now so, touch wood, the problem won't come back. With the second - the mirrorless fireplace - I've tried making all non-diffuse textures blank (using the blank bump/spec resources on this site) but it didn't seem to affect anything. I also tried selecting the new faces in blender and both smoothing them and flattening them, both times it didn't change the weird shadow/shine where the mirror used to be. I am wondering if maybe there are more references to the mirror texture than I thought in the package but I'm not sure what else to remove. I deleted all the references I could see to the flatmirror mesh but it looks like something is still coming through. Would it be easier to redo it and keep the flatmirror mesh but change its material and remap it so it isn't a flat texture? Not sure how I'd do that but I assume it's possible!
|
|
|
Post by MizoreYukii on Apr 30, 2020 11:37:24 GMT -5
Second issue might be the shadow and specular? For the first issue, normally I'd say it's the specular but it's happening to everything? That's so bizarre. Are you only changing the slots? You can delete everything else in the files to reduce file size as well if that is all you are changing/overriding (if it was made to be an override, I mean). So with the first issue, I took your advice and deleted all the resources that I hadn't touched and it seems to have solved it! Thank you so much! The all encompassing shine is gone and TVs can now slot to the wall sign slots. I can only guess that some change I had made was overriding a resource for everything else which caused everything to get that plastic-y sheen. No idea why it didn't cause an issue the first time I tested it, but I've loaded and reloaded the game a few times now so, touch wood, the problem won't come back. With the second - the mirrorless fireplace - I've tried making all non-diffuse textures blank (using the blank bump/spec resources on this site) but it didn't seem to affect anything. I also tried selecting the new faces in blender and both smoothing them and flattening them, both times it didn't change the weird shadow/shine where the mirror used to be. I am wondering if maybe there are more references to the mirror texture than I thought in the package but I'm not sure what else to remove. I deleted all the references I could see to the flatmirror mesh but it looks like something is still coming through. Would it be easier to redo it and keep the flatmirror mesh but change its material and remap it so it isn't a flat texture? Not sure how I'd do that but I assume it's possible! Oh, glad my idea worked even though it was about reducing file size, lol! Gotta love this game and it's weirdness sometimes. Is the fireplace you are editing an override, or a clone? If it's a clone and meant to be standalone then don't delete any resources in the warehouse as the object needs it (unless you found the actual reference location and removed it that way, which is then fine). Overrides can have files in the package deleted because the files still exist in the game. Um....I'm not as familiar with the object meshes and maps themselves yet, just basics, so I'm stumped as well. I'm not sure how you'd do that either. I was going to suggest that, if not a texture leftover, maybe the materals/shader(?) needs to be changed to something else. Maybe clone a different fireplace and import the mesh, etc. there, see if it still does it?
|
|
|
Post by tyirannoss on Apr 30, 2020 13:41:29 GMT -5
So with the first issue, I took your advice and deleted all the resources that I hadn't touched and it seems to have solved it! Thank you so much! The all encompassing shine is gone and TVs can now slot to the wall sign slots. I can only guess that some change I had made was overriding a resource for everything else which caused everything to get that plastic-y sheen. No idea why it didn't cause an issue the first time I tested it, but I've loaded and reloaded the game a few times now so, touch wood, the problem won't come back. With the second - the mirrorless fireplace - I've tried making all non-diffuse textures blank (using the blank bump/spec resources on this site) but it didn't seem to affect anything. I also tried selecting the new faces in blender and both smoothing them and flattening them, both times it didn't change the weird shadow/shine where the mirror used to be. I am wondering if maybe there are more references to the mirror texture than I thought in the package but I'm not sure what else to remove. I deleted all the references I could see to the flatmirror mesh but it looks like something is still coming through. Would it be easier to redo it and keep the flatmirror mesh but change its material and remap it so it isn't a flat texture? Not sure how I'd do that but I assume it's possible! Oh, glad my idea worked even though it was about reducing file size, lol! Gotta love this game and it's weirdness sometimes. Is the fireplace you are editing an override, or a clone? If it's a clone and meant to be standalone then don't delete any resources in the warehouse as the object needs it (unless you found the actual reference location and removed it that way, which is then fine). Overrides can have files in the package deleted because the files still exist in the game. Um....I'm not as familiar with the object meshes and maps themselves yet, just basics, so I'm stumped as well. I'm not sure how you'd do that either. I was going to suggest that, if not a texture leftover, maybe the materals/shader(?) needs to be changed to something else. Maybe clone a different fireplace and import the mesh, etc. there, see if it still does it? I managed to figure out what it was in the end! I hadn't split the edges of the new faces I'd made. The fireplace was a clone so I hadn't deleted any resources there. I guess everything I'd mentioned here is solved! Thank you so much again for your help, without your advice of reducing the file size I'd still be looking at my reflection on all of the games surfaces lol. No idea why it worked but definitely not complaining!
|
|