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Post by quiddity on Jul 15, 2017 0:48:06 GMT -5
Flush with success from getting the debug EA wineglasses working as a buy-able object and keeping the liquid in them, I decided to try to convert them into an accessory. I've assigned the geometry, vertex painted it, etc, etc...and it looked perfect in the S4S preview, but when I got it into game it went a bit like this: I know the item isn't simglass either, but I was going to try to fix this one step at a time. Anything I need to do to fix this? Where would I begin to troubleshoot the mesh? Any help would be greatly appreciated.
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Post by inabadromance on Jul 15, 2017 2:59:23 GMT -5
hihi! this is a weight issue. hand items don't require vertex paint nor uv_1.
you have to select all the mesh and assign only one bone to it, either the hand or one finger. and do the same with the glass group.
check the uv groups as well, the mesh might have an uv_1 already so you should delete it.
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Post by quiddity on Jul 15, 2017 9:29:01 GMT -5
Hmmm. The mesh has only one cut and that's all assigned to one bone. I'll try deleting the UV_1 and see what that does! Thanks!
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Post by quiddity on Jul 15, 2017 9:39:45 GMT -5
YES! Thank you! That's fixed the mesh issue! Now to make it simglass! I've found the tutorial for that in here, I think. Thank you so much! Meshing issues resolved.
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Post by quiddity on Jul 15, 2017 10:44:08 GMT -5
Actually that tutorial seems to be for objects only. Is there one out there for CAS items with sim glass?
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Post by quiddity on Jul 15, 2017 10:55:41 GMT -5
On second thought, never-mind. I might have worked it out for myself. I pulled the textures and meshes of some pairs of glasses...I'm going to try playing with shading the alpha and see about tweaking the specular map. That will probably cover it.
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Post by quiddity on Jul 15, 2017 12:40:32 GMT -5
Almost there! Just need to fix the specular, I think...
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Post by inabadromance on Jul 15, 2017 13:00:51 GMT -5
Looking good! glad you're fixing it up bit by bit :D
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Post by quiddity on Jul 15, 2017 13:09:45 GMT -5
I've been working on this for two weeks already between the object and the accessory. I'm not about to give up now. ;D It's not exactly the same as the EA one yet, but I'm getting closer.
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Post by inabadromance on Jul 15, 2017 13:43:47 GMT -5
oh you mean you want it to "shine" like the other one does? it might not look exactly exactly like the object since cas items are sort of rendered differently... but just copy the colors used in the specular of the glass and transferred it to the specular in cas.
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Post by quiddity on Jul 15, 2017 14:02:56 GMT -5
Yes, I'm tweaking those; but I've got a pretty weird problem now. The specular mask is changing itself. I created one mask and then it somehow changes itself when the game opens it and goes all stripey adding shiny bits everywhere. Here's what I mean: Here's the spec mask I made - This is what it looks like in the package after I've opened it in the game - I have no idea what's causing this. There's no hidden dark grey bits in the alpha mask...it's just weird.
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Post by inabadromance on Jul 15, 2017 14:12:08 GMT -5
Hands down, top 5 on weirdest thing i've heard/seen here haha.
Opening the package in game shouldn't edit the file in any shape or form.
Can you share the package and specular files ?
Remember to save them accordingly. One has an alpha channel, should be saved as dxt5 the other one doesnt, dxt1 no alpha.
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Post by quiddity on Jul 15, 2017 14:46:49 GMT -5
Hang on. I think I saved the mask as a DXT5, but yanked out the alpha and just saved wrong format. I'm resaving the spec and trying again.
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Post by quiddity on Jul 15, 2017 15:04:26 GMT -5
Nope, it's still doing it... It does give Archimedes a lovely crimped look to his hair though. :D I've stuck the package > here< for you to have a look at.
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Post by inabadromance on Jul 15, 2017 15:36:36 GMT -5
Can you please share both of the specular files as well please?
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