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Post by Renorasims on Jul 10, 2017 13:28:19 GMT -5
Hi Everyone! There's probably an easy fix for this, that's what my gut it saying or maybe hoping. I've been sizing the closets that came with GT down to a normal size instead of gigantor mode . It's the Squaring it Square closet and I've replaced the insides of it with the insides of the 'perfect size' closet. I had to remap some parts of the UV0 so I used the new diffuse i've made as reference to move around the parts (open image in left window). When I saved and loaded it back into S4S this is what it looked like. So I thought; I must have been forgotten to delete an image, so I deleted the reference image from all the meshes (where I loaded it to see if I had to make enhancements). Unfortunately it still looks like this. I also noticed a big seam which wasn't there before ... i checked all UV0's again and the mapping of it but everything is in place... The inside and top of the closet don't have the texture distortion. Now; before I added the inside of the other closet i removed doubles the remove strays and noticed a weird shine appearing which did not show in game so I did not think anything of it. I have no idea if this removing doubles has anything to do with this but this is the second time that a mesh starts to look different from what it should be after removing doubles... Does anyone know how this happened? how I can solve this? I'm a bit lost here! Any help is highly appreciated! HERE are the blend file and package file.
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Post by orangemittens on Jul 11, 2017 14:56:45 GMT -5
Hi Renorasims, your mesh group 0 has a part of it that has mapping outside the grid square in the UV/Image Editor. Try moving that back into the central mapping area to see if this will fix the problem. You will have to scroll back in the UV/Image Editor to see it. It's off to the right.
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Post by Renorasims on Jul 11, 2017 16:04:14 GMT -5
Hi Renorasims, your mesh group 0 has a part of it that has mapping outside the grid square in the UV/Image Editor. Try moving that back into the central mapping area to see if this will fix the problem. You will have to scroll back in the UV/Image Editor to see it. It's off to the right. Hi orangemittens , As I am reading you answer I indeed remember seeing a box type thingy being outside of the grid . Since that was already there before I started moving things around I thought it needed to be there or something Thank you for helping me with this!!! I was still breaking my head over it Now i'm gonna try to find which piece that it
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Post by Renorasims on Jul 12, 2017 11:48:55 GMT -5
Hi Renorasims, your mesh group 0 has a part of it that has mapping outside the grid square in the UV/Image Editor. Try moving that back into the central mapping area to see if this will fix the problem. You will have to scroll back in the UV/Image Editor to see it. It's off to the right. Hi orangemittens ! I moved the parts that were off the grid on the UV0 onto the grid in the right place, in studio it looked fine (see below) but unfortunately I still get a dislocated texture. (re-did the original mesh; HERE are they if you need them) I just walked through the UV0's of all mesh-parts but then thought of the UV1... and saw this on the s4studio_mesh_0 (see below). That big part on the bottom part off the grid: I extracted the insides of the perfect size closet and appended that to the Squaring it Square closet mesh, that the only thing I could come up with . Looking through the tuts/forum I have not encountered anything about a UV1 for objects To be honest I thought the UV1 was used for the CAS items to make them behave correctly with the sliders. Is Studio it looks fine But in game...
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Post by Renorasims on Jul 17, 2017 13:14:43 GMT -5
FIXAfter remapping the part of the OV0 that were located outside the rig onto the rig I still had a severe case of dislocated texture (see pics on top of this thread). I appended the insides of the other closet (Perfect Size Closet, GT) that, for some reason, has a UV (See pic below)1... I have no clue why but when I looked in the reference file (un-altered exported mesh from S4S of the perfect size closet) it also had this UV1 in the same sub-part of the mesh (s4studio_mesh_1). Since I only used this mesh as reference for my smaller squaring it square closet I have not tested it in game to see if this causes the same distortion as with my new mesh. If it does, which would make sense, there must be something going wrong when exporting this mesh from S4S. Anyway that besides the point for now. To fix this: BEFORE YOU DO ANYTHING; Save your blend-file with a different name to create a back-up! if you're familiar with Blender then this is something you already know ! You've been warned!
STEPS (See screenshot below for reference!) 1. As far as i'm aware UV1 has to be the same as UV0 (in my case) so I duplicated (SHIFT D) then separated (P) s4studio_mesh_1. Now it's a separate mesh so I can use it as a source for the Data Transfer i'm going to do. 2. Go to Object mode (TAB) and click on the wrench icon. 3. Click on 'Add Modifier' and search for the 'Data Transfer'. 4. For Source Object --> choose your newly created duplicate of the sub part of the mesh (in my case s4studio_mesh_1.001). 5. Flag 'Face Corner Data' and leave don't change the option, it's selected by default and that OK for this fix. 6. Click on UV's it gets blue --> select the UV that is correct, in this case UV0. This one will replace the faulty UV1 of the closet. 7. Flag 'Face Data' don't change the default setting; 'Nearest Face' is OK for this. 8. Make sure that mix-mode is on 'Replace' this is be default i think but just to be sure, check it! 9. When you've done all previous steps; make sure you're in Object Mode (TAB) otherwise the modifier won't be applied --> Hit 'Apply'. FINISH: Now when you go to the UV screen at your left and click on UV1 You'll see that it's been replaced with the correct working UV0. If both UV0 and 1 are the same now your date transfer was successful. Andddd in-game it's no longer distorted .
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Post by brujah on Jul 17, 2017 18:48:35 GMT -5
Objects generally won't have a UV_1 and it is not needed. To give you a definitive answer: delete the UV_1. Also there is no need to transfer any weights as all the closets use the same bone structure. Doing so will cause unwanted results. To answer your other question about removing doubles: any vertex that shares space in 3d will be collapsed into one vertex. By doing this you will no longer have hard edges and possibly animation issues (notice the red spot on the right door)
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Post by Renorasims on Jul 18, 2017 6:22:07 GMT -5
Objects generally won't have a UV_1 and it is not needed. To give you a definitive answer: delete the UV_1. Also there is no need to transfer any weights as all the closets use the same bone structure. Doing so will cause unwanted results. To answer your other question about removing doubles: any vertex that shares space in 3d will be collapsed into one vertex. By doing this you will no longer have hard edges and possibly animation issues (notice the red spot on the right door) Hi brujah , Thank you so much for your reply and yes you just described the troubles I ran into next (animations not working properly after Removing Doubles and also that UV1 causing some troubles). I deleted the UV1 from a version a few days back (the one before i removed doubles) and noticed the sliding doors were working properly only the insides starting moving when Woohooing in the closet. Back in Blender I saw that the appended insides of the Perfect Size Closet weren't correctly weighted with the transformBone. They were actually completely blue :S so I removed them from the whole* sub-mesh and re-assigned them and now it works!!!! Yayyy!!! Anyway thanks for letting me know!!! I was searching in the wrong direction (rig) to why it wasn't animating well. Unfortunately I'm not out of the woods yet with this mesh; It has a footprint struggle which is a intirely different subject so i'm gonna try the tuts section first (the one covering the auto footprint tool). So that if anyone else runs into the same issue/struggle they can look for it at the end of the tuts, in the reply section . Might tag you, if you don't mind? As the tuts section is not something that's regularly checked (i think) or does it get checks? Last time I posted there I didn't got a response which also can indicate no-one knew the fix but looking back it wasn't a very hard question given the fact that it got solved very fast once I posted it in the Creator's help section. This is not meant as criticism btw!!! Just a observation I made. I fully(!) understand that you guys can't looking be everywhere!!! I posted at this particular tut because I thought it might help someone else if they ran into the same issue when doing the tut . * Being the genius that i am (not) I did the whole sub-mesh, including the sliding door... Not good. Sooo... Only the interior, sides and back of the closet (With TransformBone) to avoid gigantic doors
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Post by orangemittens on Jul 18, 2017 13:04:02 GMT -5
EA will occasionally use the UV_1 for objects if the item has a bump that is mapped differently than the diffuse. Most times, the UV_1 and UV_0 are the same though. I'm glad you got this working ETA: re-reading this I guess it isn't all the way fixed. Also, I think one reason why some questions go unanswered for awhile in the tut thread section is that people are hesitant to answer questions in someone else's tutorial thread. It's completely fine for people to jump in and answer whether it's their tut or not but a lot of people don't feel comfortable doing that. Since a lot of the tuts are mine, when I'm busy in RL questions there may sit a bit until I have time to check there.
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