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Post by fursims on Oct 26, 2016 11:15:35 GMT -5
Is there a fireplace made by EA that has transparency in it already? So i can clone it. I am making a fireplace that has a frame in front of it, so it needs to be transparant, so you can still see the fire and wood through it. If theres no fireplace mesh from EA, then what would be the best mesh to use? What would i need to edit in the mesh in s4s studio warehouse/rig/slots? Only adding a slot '_FX_fireSmoke', place it correctly and change the tags for a fireplace or am i thinking to easy now? I just created something simple as an example to show you guys for now. So the part where the frame is needs to be transparent, so you can actually see through the fence. Now its just a white plane board. Would love some help on that, thanks!
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Post by inabadromance on Oct 26, 2016 12:41:14 GMT -5
i know ohmysims did an updated version on the "add transparency" matter. you can check it out here.
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Post by fursims on Oct 26, 2016 13:11:13 GMT -5
The tutorial only isnt really helping me with this object. I dont have alphablend for example. Only: Alphamaskthreshold. I dont just want to try things out, cause all the options and numbers are overwhelming and I am not familiar with it. I need some help here.
Also does this way even make only the specific part of the fireplace transparent?
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Post by inabadromance on Oct 26, 2016 13:42:14 GMT -5
Couldn't be the fact that you don't see an "alphablend" tittle the issue of you not having transparency? Follow the tutorial i linked, and if there's not a title, you add it with the "add" button and fill all the info that you see in the pictures.
It makes the group have transparency. Depends on how your mesh is composed, but transparency only is controlled by the alpha channel. If all the rest of the texture is white, then it's not going to be transparent. This only enables it.
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Post by fursims on Oct 26, 2016 14:02:08 GMT -5
Couldn't be the fact that you don't see an "alphablend" tittle the issue of you not having transparency? Follow the tutorial i linked, and if there's not a title, you add it with the "add" button and fill all the info that you see in the pictures. It makes the group have transparency. Depends on how your mesh is composed, but transparency only is controlled by the alpha channel. If all the rest of the texture is white, then it's not going to be transparent. This only enables it. if you arent familiar with these things, it is a far guess to know alphablend means that. Besides that, i had these and no burnt state as well. is that ok? I edited them all and add the missing aplhablend and alphamap in them. You mean i will need to add the correct texture in my UV (with transparent background) now so i can see the transparency on my mesh? I will do that now, hope i did it right thanks!
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Post by fursims on Oct 26, 2016 14:39:51 GMT -5
I think something went wrong in the proces of making the object transparent. My object looks like this. before the process it was looking fine, so something must have gone wrong there. In general it worked, so im happy with that. Just need to know why this problem occurred and what went wrong? Maybe its also smart to share that after selecting LOD 0 or LOD 1, my menu looks like this. I clicked further on the 'Phong' one, cause that seemed to look more like the one from the tutorial from what inside. But maybe the fault is somewhere in here..??
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Post by MisterS on Oct 26, 2016 16:28:20 GMT -5
Turn a plant (they already have an alpha) into a fire place is a lot easier.
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Post by inabadromance on Oct 26, 2016 19:01:37 GMT -5
hi! i'm not really sure what is the problem you're pointing out. You mean how behind the "transparent" plane there's the diagonal cut? that's just how alpha might display on the preview. Test it in game.
I was really close to suggesting the plant, but since i've never done it i couldn't put my foot on it :P wasn't sure which of the two options were more difficult to do.
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Post by MisterS on Oct 26, 2016 22:03:33 GMT -5
hi! i'm not really sure what is the problem you're pointing out. You mean how behind the "transparent" plane there's the diagonal cut? that's just how alpha might display on the preview. Test it in game. I was really close to suggesting the plant, but since i've never done it i couldn't put my foot on it :P wasn't sure which of the two options were more difficult to do. The plant option is easier (for me anyway), otherwise I wouldn't do it (Im old easy way or the highway :P)
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Post by fursims on Oct 27, 2016 10:40:26 GMT -5
for what reason would the plant be easier. Cause it has alpha already and you wouldnt have to edit the lods in the warehouse? Im actually ok with that now I have made another transparent table yesterday and the texture looks again weird when turning the camera around. Thats what i ment with the fireplace too. It has weird cuts and the texture isnt fully showing on some parts (wood for example). Is this normal?? I will test it in the game now as well. EDIT: in the game it does not have that weird texture failure. But, the table is not transparent. The fireplace seems to be transparent. I havent finished the fireplace with the frame in front of it yet, so i cant say for sure.
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Post by inabadromance on Oct 27, 2016 13:00:12 GMT -5
hi! Like i've mentioned it earlier, that's how alpha is view-able on the s4s' viewport. It doesn't mean it will look like that in game. BUT, if the glass is indeed jagged then you should follow peacemaker's glass tutorial, here. I suggest you doing this every time you work with glass. Glass, not transparency. What object did you use to do your new table? you should re-check the tutorial from ohmysims and see if all is correct.
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Post by fursims on Oct 27, 2016 13:17:37 GMT -5
Ok ofcourse. I forgot i should have made this table with the glass method. THANKS! Thats probably why it wasnt even showing when i zoomed out in the game. About the fireplace which was the subject in the first place :p I tested it out and it looks fine, except for one thing and im not sure where this went wrong. When my sim lits up the place, the fire seems to show on some wrong places as well. When the fire is out, the texture on those places where the fire shows are also something else then i made in the UV.
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Post by inabadromance on Oct 27, 2016 14:19:58 GMT -5
I've only worked with fireplaces once, and it was some time ago. You have to check the warehouse and look up for a texture image that controls how the texture is when lit. You'll see it right away, study it and apply how is composed to your own texture. As for the mesh itself, it looks like it has some shadow issues. Change to solid view, and reduce the view distance. Select the edges and press ctrl+e to edge split them. Here's a tutorial clothing, but it's exactly the same for any type of mesh.
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Post by fursims on Oct 28, 2016 12:20:29 GMT -5
Hi, i assume it has something to do with these 3 image files from the previous fireplace from EA. I wont need them anymore, so is it safe to delete them? And even if i wanted different texture when its lit up, i could just import my own in the lit up image file right? About the shadow, i didnt edit that one yet. Its still the original one from EA coming through. I will check the tutorial for that one later today. Thanks for the explanation about it
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Post by inabadromance on Oct 28, 2016 14:24:09 GMT -5
hi! You should never never delete anything! it will mess up stuff, you have to modify each image to your needs. Yes, by exporting, editing, or importing a new one.
As for shadows i meant on the actual mesh. Please check the links i shared to see what i was talking about.
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