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Post by j on Nov 3, 2016 7:10:32 GMT -5
I know I already PM'ed you back but yes, feel free to use my tuning.
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Post by j on Oct 1, 2016 6:21:51 GMT -5
It looks like you're viewing the mesh from behind in the 1st image. So how is the object UVmapped, is the front and the back of the frame mapped in the same place? That would explain why you're seeing the picture on both sides.
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Post by j on Sept 30, 2016 7:06:01 GMT -5
Please post your .package or at the very least the mesh. It's hard to tell what's wrong from picture alone.
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Post by j on Sept 19, 2016 4:12:42 GMT -5
You'll need to be more specific, what exactly are you converting? If you clone off of an object that does not have the required vertex groups that your mesh does, you'll always get that message. You'd need to clone off of something else that has those vertex groups, or redo it yourself somehow. It's hard for me to give more details since I don't really know what you're trying to make.
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Post by j on Sept 17, 2016 10:14:31 GMT -5
there's a weird arrow on some clothing? This is the top Jasmine Holiday is wearing for the 3x Skills/Career boost promotional event thingy.
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Post by j on Sept 17, 2016 10:09:20 GMT -5
MisterS is right, normally when you remove existing slots, the object breaks in that it disappears as soon as you release the mouse and "place" it in-game.
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Post by j on Aug 31, 2016 16:49:45 GMT -5
Fisherman's Nook✓ Basegame compatibleFollower gift for my tumblr friends. 35 (38) objects in various amount of swatches. Custom thumbnails. I suggest you watch the showcase video where I explain effects and slots of the objects in this set.You can also check out this post for names, prices and poly counts. You can also download the room used in the preview image, or find it in my Gallery (ID: ju1ka). #Buy #Furniture #Set
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Post by j on Aug 31, 2016 15:41:06 GMT -5
To enable hair on a hat, you need to find Region Map in Warehouse, click Entries, then change whatever it's set in RegionType (ex. "HairHatB") to "Base".
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Post by j on Aug 31, 2016 13:56:14 GMT -5
Yes, all you need is a table that has 2 meshgroups. There are two types of "glass" shaders for TS4 objects - phongalpha and glassforobjects and those objects tend to come with 2 sets of speculars (one for the object itself and one for the glass part). There is a basegame end table object that already comes with glass that you can clone off of, it's called Embark Nightstand. You'd work with it like any other project, just split glass and everything else into 2 meshgroups.
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Post by j on Aug 30, 2016 5:08:45 GMT -5
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Post by j on Aug 30, 2016 5:08:21 GMT -5
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Post by j on Aug 30, 2016 5:04:11 GMT -5
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Post by j on Aug 30, 2016 5:03:41 GMT -5
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Post by j on Aug 29, 2016 12:32:28 GMT -5
simmer400 Please be patient, someone who knows how to assist you should help you when they have a moment. Do not spam other people's threads.
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Post by j on Aug 27, 2016 14:05:40 GMT -5
You import diffuse (actual texture) in the Studio window, and bump (normal) map and specular in Warehouse tab.
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