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Cuts
Dec 15, 2016 19:01:33 GMT -5
Post by ciablue on Dec 15, 2016 19:01:33 GMT -5
Im looking for information on how to handle cut layers after joining two meshes. Found out mesh doesnt work with boots. Started over from scratched for the millionth time. The Veeback Jumper when merged with pants doesn't seem compatible with any other full body outfits. Im not sure how to work out the cuts. Wondering if its even doable at this point. DoOver
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Post by brujah on Dec 15, 2016 20:00:26 GMT -5
From THIS THREAD Feyona links to another thread. Read her response posted below then check the linked thread (which is another great answer and link). Hello mastertrapani ! Everything is in resource Region Map and depends on the item. If you want to make 2 game meshes work the way you want, you need to create an override and change numbers in region map resource. Some meshes divided in a few parts as ankle, calf, knee. If the number in particular region in jeans is higher than the number in the same region in the boots, than these jeans will cover boots in that area. You would need to clone both items and compare the numbers. Check this thread, it's about how to make necklace work with cowl neck sweater. I explained with pictures how to make it work.
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Cuts
Dec 16, 2016 11:00:20 GMT -5
Post by ciablue on Dec 16, 2016 11:00:20 GMT -5
Thank you! So Im having weirdly mixed results. Mesh works with lowboots But gets a but weird when I try to use it with higher boots. (discoloration as well as the return of that pesky square hole.:( ) Both of which as better than what was originally going on when I tried to use any type of boot. So Im close, but no cigar
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Post by brujah on Dec 16, 2016 11:17:31 GMT -5
You will most likely need to change the SORT LAYER
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Post by Feyona on Dec 16, 2016 17:53:21 GMT -5
I still think that something wrong either with cuts number or numbers in region map. Can you share your package, blend and say what EA's item you cloned?
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Cuts
Dec 17, 2016 8:05:43 GMT -5
Post by ciablue on Dec 17, 2016 8:05:43 GMT -5
Hiya! Guys Im sorry for pestering you all with so much. Thank you for hanging in there with me. Yeah, Im pretty sure I made a royal mess of the cut layers. The package I shared above is pretty much where I stopped in my latest attempt to fix it. I seem to have created a monster Dreamie PackageDreamie BlendI used the VeeBack Jumper from City Living as my base. And the Wide Pants from Dining out.
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Post by Feyona on Dec 17, 2016 9:36:00 GMT -5
ciablue I took a very quick look at your mesh and see that you do have all necessary parts in Region Map resource. But if you click on Calf -> Edit items write down numbers of groups and check your geometry sources you will see those numbers belong to pesky little squares. You will need to find calf part (all 4), write down numbers of groups and put them instead of incorrect one. I will be able to post more info later, have to run now. I'll check on this thread later today. See my message here where I explained how to edit Region Map, in your case it's the same method. I believe that should solve the problem.
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Cuts
Dec 17, 2016 14:04:15 GMT -5
Post by ciablue on Dec 17, 2016 14:04:15 GMT -5
Hiya Only the first entry in Calf seems to be connected to that little square bit. If I'm looking at things correctly 80356c17 needs to be changed to 80356c11. I tried to work through the steps outlined in the post you shared. Step 4 of your explanation shows an edit button that I don't seem to have. When clicking in there I did get the following window to open. But there doesn't seem to be any way to enter data from there. Im guessing the functions Im looking for are in a slightly different place in my version of S4S? (I have the latest version)
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Post by Feyona on Dec 17, 2016 19:22:19 GMT -5
ciablue you don't need to add new entry since you already have calf region. Just wanted to ask again, do you want pants to go over the boots? I use community tested version (Jackpot) for tutorials.
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Cuts
Dec 17, 2016 20:07:41 GMT -5
Post by ciablue on Dec 17, 2016 20:07:41 GMT -5
Hiya I do want the pant to go over the boots. (would I change the 1 to 400 for that?)
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Post by Feyona on Dec 17, 2016 20:39:49 GMT -5
ciablue yes. And also I highly suggest finding base game suit with the same cut number and parts in region map, and use that file as a base if you are planning to share with people your creation. This way everybody will be able to use it. For now it requires City living.
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Cuts
Dec 17, 2016 22:53:33 GMT -5
Post by ciablue on Dec 17, 2016 22:53:33 GMT -5
Thank you! I can now wear boots. But, that dang hole is back. And I still havent figured out why the lower pant legs are shiny. I will try to make this thing base game compatible. Hopefully I can correct this issue along the way. Just to be clear. I can use any mesh of a similar style and it has to have the same about of cut layers correct? (on my mesh I tried to merge the two upper shoulder squares, so that I could use a base with 7 parts instead of 8. Seemed like a good idea at the time XD) (quick EDIT) Are we allowed to use a mesh that has more cuts than we need and just ignore the ones we dont use?
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Post by Feyona on Dec 18, 2016 8:15:17 GMT -5
ciablue you can use any full body mesh that has 7 groups (because your mesh has 7 groups). So far I haven't found one among base game items. I'll keep searching tomorrow. You can use base game mesh with 8 groups (but you need to find the one that separated in the same way as your mesh) but then you will need to separate your mesh, make the 8th group and assign cut number. Basically the only thing that matters is the same amount of groups if you want to control the way your mesh works with boots, bracelets, necklaces etc. You can always re-assign specific part of the mesh by editing groups in Region Map. But it can be tricky if there is no base game mesh like this (but not impossible). You can avoid fiddling with Region Maps by assigning correct cut numbers to the mesh in Blender. When you write cut numbers in Blender, you tell the game how to treat that part of the mesh in Region Map. If calf part has 0002 in cut number in base game mesh, you need to enter 0002 for calf part in blender. This way you can avoid re-assigning parts in Region Map. So far I can't give you a simple answer how to fix it because your mesh in not a basic mesh, but I hope I explained a bit how it works. I'll check on this thread later today.
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Cuts
Dec 18, 2016 12:04:21 GMT -5
Post by ciablue on Dec 18, 2016 12:04:21 GMT -5
I appreciate your taking the time to explain things to me. Ive been trying to wrap my head around the concept. So this has been very helpful to me. I joined the two upper shoulder squares together to force my mesh to have 7 parts as opposed to 8. I seem to recall having found some base game meshes that have 8 cuts, but the grouping seemed so different that I didnt attempt to use them. Ill recheck and repost asap Again Thank you!
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Post by Feyona on Dec 18, 2016 22:51:00 GMT -5
ciablue glad that it helped a bit. If you find a mesh that you want to use as a base and prepare your mesh, I can help you with assigning correct meshes/groups/cuts if you get stuck on the way.
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