|
Post by lenalechou on Apr 7, 2022 9:18:21 GMT -5
Hello again menaceman44 and mauvemorn. Menaceman44 I tried many times to import the shadowmap as png, but I have problems with blacklines in CAS. When I adjust the shadowmaps I didn't have problems in CAS but in game they appeared these black lines. When I converted the shadowmap from png to dds online and imported in game the lines stops appearing. Now I'll try to make and the rest of shadowmaps (top, hat, bottoms, gloves and belt). If I have any problem again I'll answer here.
Thank you both for all the help.
But why some meshes has these problems in game with shadows and others not?
I don't understand...
|
|
|
Post by mauvemorn on Apr 7, 2022 11:53:11 GMT -5
To see what exactly happens, do the following: - clone any hair, export its shadow map in png; - import it back right away without editing anything; - now export it again in dds and open in photoshop. You will see that those black lines were created. They were created because of how s4s converts png to dds: 1). In photoshop, when you put a black and white image over another and change blending mode to Multiply, for example, the white disappears, only the black stays. An example from the internet: 2). This is how shadow maps work in ts4; 3). So you create a shadow map with the transparent background; 4). You import this image in s4s and it is converted to dds; 5). In the process of conversion, the transparency is turned into the alpha layer: where there was a transparent background, the alpha layer has black, where it was opaque, the alpha has white; 6). But what about rgb? Where there was transparency in rgb, there needs to be something now. So s4s floods it with color. And as it does it, it creates black pixelation between the area that was transparent and the area that was opaque; 7). And how does the game treats black? It thinks it is a shadow, hence you’re seeing these black lines.
|
|
|
Post by menaceman44 on Apr 7, 2022 15:30:05 GMT -5
I've honestly never had any problems using the method I linked to. I've actually fixed black line problems on my own earlier CC by using the method of a png with solid white background so I'm not sure what the difference is but so long as you have found a method that is working for you.
|
|
|
Post by mauvemorn on Apr 8, 2022 1:57:53 GMT -5
Solid white background would work but it is not the way maxis makes shadow maps, so I don’t know how good of an idea that is. There has to be a reason why shadow maps not only have alpha channel in the first place but the white color is only present where the shadow exists. For example, with alpha the shadow map weights 2.66 mb, without - 1,33 mb. Makes no sense for ts4 developers to double the size for no reason 🤔
|
|
|
Post by lenalechou on Apr 9, 2022 0:52:41 GMT -5
Hello again mauvemorn and menacemann44. I noticed a problem I have in game. The sim is making weird hand moves when eating, hugging, reading a book: I don't know what I did wrong... I think it is the gloves because without them the sim movements look normal. I see these weird moves when the sims is hugging another sim or eating, or reading a book. Is there any way to fix this? Here is the package file: files.fm/u/6tt2ge3sp#/view/kfms4ddan and blender file: files.fm/u/6tt2ge3sp#/view/qxz4z5p3c
|
|
|
Post by mauvemorn on Apr 9, 2022 11:09:05 GMT -5
did you import the same blend in all lods? I've honestly never had any problems using the method I linked to. I've actually fixed black line problems on my own earlier CC by using the method of a png with solid white background so I'm not sure what the difference is but so long as you have found a method that is working for you. Funny enough, just as we were talking about it, a person came with the example of what can happen if the whole background is white, lol sims4studio.com/thread/27960/tops-texture-quality-paired-items
|
|
|
Post by lenalechou on Apr 9, 2022 14:48:43 GMT -5
|
|
|
Post by mauvemorn on Apr 10, 2022 8:43:03 GMT -5
there seems to be a conflict between the the gloves and any top. Re-starting the gloves package from nails seems to fix it. There is also a problem with lower lods of the pants. You need to check lods on the lowest settings - open lod1, select the first meshgroup, in edit mode select everything with A, Mesh - Clean up - Delete loose. Repeat on all meshgroups; - select the first meshgroup, remove unused vertex groups. do for all; - select the meshgroup with cut number 0001, delete b__L_Thigh__ and b__R_Thigh__ from the list; - repeat all of the above on the lod2 and lod3
|
|
|
Post by lenalechou on Apr 11, 2022 14:09:04 GMT -5
Thank you so much for the help mauvemorn. You were right. Now It seems that the mods are working. I upload the corrected files. But I notice in game that in top when the sim is eating and stands up the marked area is alters. Is something that I must correct and in Top? Here are the new files Gloves: package blender lod 1 and lod 2 (nails don't appear the lod 3) Top: package blender lod 1 , lod 2 and lod 3Bottoms: package blender lod 1 , lod 2 and lod 3I noticed and some mistakes I made in previous packages. In game is altering when the camera gets away the mods looks like this: Please can you help me and with that? Maybe it is the dress but I'm not sure. I upload all files in case there are more mistakes... Here are the package files: cape crown dress earrings hairstyle necklace skythe veilAnd I also have a question. Is there a possibility to replace Grim Reaper's skythe with another one?
|
|
|
Post by menaceman44 on Apr 11, 2022 14:48:11 GMT -5
When the mesh stretches across the screen like that it usually means your mesh has bones assigned to it that the original item you cloned from did not. I'll let mauvemorn go into detail about that as it appears to be their area of expertise whereas I know comparatively little about CAS creation.
|
|
|
Post by mauvemorn on Apr 11, 2022 14:48:23 GMT -5
It's the same as with pants. It means there is a bone the original does not have. If you see it from afar, it means the problem occurs on the lowest lod. Export lod3 from the dresspanels, then open your lod3. Compare the bones in the skirt area.
|
|
|
Post by lenalechou on Apr 12, 2022 10:20:50 GMT -5
Hello again menacemann44 and thank you for the help. Thank you again mauvemorn I did as you say. Before the change the dress altered at bottom: I change the R thigh and L thigh bone,(they were different in dresspanels and dress mesh) but the problem still remains. It seems that it is something and with sim's arms: Which bones I must change or delete now? Here is the dress package blender lod 1 , lod 2 and lod 3
|
|
|
Post by mauvemorn on Apr 13, 2022 14:12:22 GMT -5
you were meant to remove the thightwist bones from the skirt Thought process: 1). when you zoom out, the problem appears; 2). zoom out to the max to see if the problem remains; 3). if the problem remains, it is present in the lowest lod; 4). clone dresspanels again, export the lowest lod (lod3), open it; 5). check which vertex group(s) of the skirt are absent: pelvis, thightwist, skirt, thigh, calf, foot. In this case its both thightwist, skirt, foot; 6). open your lod3, check which one of those absent vertex groups ( thightwist, skirt, foot ) is present. In your case its thightwist vertex groups, remove them and normalize weights 7). export lod2 from dresspanels, check if thightwist vertex groups are present. thightwist are present.
|
|
|
Post by lenalechou on Apr 16, 2022 15:58:43 GMT -5
Hello again mauvemorn. I tried to redone the dress as you said, but I meet some other problems in CAS: a) in dress a blue area appears: b) at arms there are weight problems: c) and the dress look cutted: I also tried to make and the specular map. I didn't test it in game but you'll see that I changed lod 2 and lod 3 as you said me. Please can you help me fix these mistakes? Here is the last package file files.fm/u/r34hwhj8t#/view/ae7t5qq57 and blender file files.fm/u/r34hwhj8t#/view/75f8m9vdr
|
|
|
Post by mauvemorn on Apr 17, 2022 14:11:36 GMT -5
the rgb channel of the first file in the specular must be flat. The alpha should look like a desaturated diffuse. Clone any dress that is shines the way you want and compare your specular to it.
open your lod0, select everything, select - select boundary loop. The mesh is split all over the place
|
|