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Post by hideusex on Nov 30, 2021 19:29:31 GMT -5
Hello, so I'm trying to import some TF2 meshes into The Sims 4 (for personal use, I not wish to break Valve's video policy) and so far I've been mostly successful with CAS items (only issue I've run into is that they do not highlight when you mouse over them in CAS), however when I try to make Buy Mode items I keep running into the same issue: All of the items have these weird shadows on top of the texture, and are semi-transparent. I've looked up countless of posts from people having similar issues and followed the instructions they received to no avail. The last thing I tried was setting all the PosScale Values to 1 which seemed to get rid of the shadows however the mesh became even more transparent. Here are some .packages I remade from scratch without modifying random values that I have no idea what they mean, all I've done is import the meshes and textures including the blank ones for the other maps. I know the items have way too many polygons and all of the LODs are exactly the same but this is just a test import that I will only use for a specific set of screenshots and never again, I know how to use decimate on Blender so don't worry about that. Package 1: Package 2: Blend file:
Screenshots (cartoon violence warning I suppose): i.imgur.com/C4bhjjl.pngi.imgur.com/BwmrdzM.pngModerator’s edit: I hid them just in case bc this is a pg-13 forum
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Post by Fwecka (Lolabellesims) on Nov 30, 2021 20:21:31 GMT -5
Try not to use decimate if you can help it; it is death to your topology. Or just use it for the lowest LOD. The lowest LOD doesn't matter much since it's only displayed when you're very, very far away from your object so you don't see the errors. Instead, at least for LOD 1, dissolve edges. It helps to turn your tris to quads first. Press T to open the side panel, select your mesh, edit mode, press A, Alt + J, put a checkmark next to compare UVs. Sometimes, turning tris to quads messes up the UV map, and compare UVs fixes that. Press T to close the panel. Enter edge select and hold Alt and select an edge loop, X > dissolve edges. Or hold shift + alt to select multiple edge loops. Speaking of your uv_0, you've got one island that's not on the map at all and one that is located over a transparent area of your texture. Put the island that's off the map on top of the one that's over the transparent area and select both with B then S to scale them down. Put them somewhere on the map. They both are part of the an eye so just stick them somewhere where there's a dark color. Face select, select one face on each helmet. Press Ctrl + L and all connected faces will be automatically selected. Press H to hide what's selected. Delete the faces that are inside the helmet (X > faces). As a rule, you should always delete geometry that won't be seen. Alt + H to unhide. Don't clone a sink unless you want your mesh to behave like a sink. If it's just decor clone a decor item. Clone a statue if it's a floor item. Clone the stack of books if it's a tabletop item (you can use something other than the stack of books; it's just what I always choose). Re: the CAS item not lighting up when you mouse over it. Prolly, it's because of the uv_1 and/or the vertex paint. The uv_1 and vertex paint are both needed for your item to respond to the CAS sliders. I'd have to see the file to tell you for sure if the uv_1 or vertex paint is messed up. As for shadows, take a look at this thread.
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Post by hideusex on Nov 30, 2021 22:06:15 GMT -5
Thanks a lot for the reply and for going out of your way to give me tips on other issues. I did notice that the shadow thing only happens with very high poly meshes I've tried to import, the fence for example doesn't have this issue and it has 6832 polygons, the heads have 27277. The same seemed to happen when I had previously tried to import some tank models: i.imgur.com/tbXQbF8.png. The left tank has 7878 polygons while the one on the right has 13691. I always read that Sims 4 doesn't like high poly meshes but I guess I was just in denial. I'll be staying below 10,000 from now on. As I said this particular import is only for a set of screenshots and it's not like I'm going to be sharing it so I don't mind leaving in some mistakes for the moment. I'll most likely just try making a separate package for each head and see if that works. Also, just a random comment but there's no need for selecting faces and using Ctrl + L for the helmets as there's a material specifically for them in the materials section of Blender . Finally, the CAS highlight thing is most definitely a vertex paint issue which I've completely neglected until now. The hats always seemed to resize properly with the head so I never had a problem with that. Here's what it looks like:
I may investigate vertex paint in the future but it's not a priority at the moment. All in all thanks again for all the tips, also thanks to moderator mauvemorn for hiding the pictures in the OP since I didn't know how to at first.
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Post by Fwecka (Lolabellesims) on Dec 2, 2021 23:57:53 GMT -5
The reason I wrote what I did about selecting the helmets is so that you can hide those faces and get access to the heads inside and delete those parts. You can select faces via the materials? I didn't know that. How is that done, please?
As for vertex paint, the general rule is to mimic what EA does. The uv_1 is for the CAS sliders and vertex paint is a way to...refine, I guess you could say, the uv_1. It all works off of a deformation map in the game that's made up of different colors. The colors represent numbers. They represent values. I can't explain it more than that as it gets into coding technicalities that I'm not very knowledgeable about.
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Post by hideusex on Dec 4, 2021 18:51:47 GMT -5
Oh, it's not faces necessarily. It's just that some meshes, particularly when importing models from somewhere else, may come with for different textures. In that mesh's case it had one for the helmet's texture that you can select in edit mode. When I port models like these to Sims 4 I usually have to adjust all of the materials' UV into a single texture as you could see I had done there with the heads. I don't think Sims 4 meshes use materials that way, since they all use a single texture.
And thanks for the explanation, I could look into vertex paint in the future.
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Post by Fwecka (Lolabellesims) on Dec 5, 2021 5:15:13 GMT -5
I DID NOT KNOW YOU COULD DO THIS. Coolest thing ever. I'm working on two tutorials that are both conversions and this is the first time I've done anything involving a conversion. Selecting a mesh part via a material? Fantastic. I love it when I learn little tricks like that. Thank you so much for sharing that!
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Post by hideusex on Dec 5, 2021 15:40:59 GMT -5
You're welcome, it's also pretty useful for separating them into different meshes so you don't have to adjust every material into a single texture. For example, I had previously done just that with this tank which got the mesh to over 10,000 polygons: imgur.com/E52V0A4So I instead separated each material into a different mesh using only their respective texture: imgur.com/VXVtHb1It really depends on what you need to do, you can also make your own by creating a new material and using the assign button with whatever you have selected if that's any use. So long as they're all part of a single mesh it shouldn't matter if the UV is separated into different materials, at least as far as I can tell. I was thinking of doing a tutorial on ports myself when I have more time so I could get to that eventually.
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