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Post by j on Aug 24, 2015 16:50:25 GMT -5
Giving this a nudge.
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Post by j on Aug 24, 2015 16:41:33 GMT -5
Whoops, sorry I just noticed the replies here. It's definitely not the uv/texture because it's mapped way into the coloured parts. Example (the back part with the little slit): I'm aware that the female and male bodies/sizes are different, however, I imported the same exact mesh onto the male. So there were no edits to the "male" mesh since well, it's the same exact mesh. I didn't use any seams because I literally combined two existing EA hairs and they were already perfectly mapped. I just spliced the UV/texture together. Also, while I'm at it, I've got a weird thing happening with the male hat chops. The mesh splits in two places in the back. I kind of know why they split where they split, but I don't know WHY they split - the original bottom mesh came with a ponytail which I removed myself. It splits exactly on the edges of that new part I replaced the old ponytail with. However, it does not do that on the normal male hair, and none of the female meshes (hat chops and normal). Oh, and there are these weird shadowy triangles around the male scalp too. I did kind of mess up the mesh by deleting some vertices from the scalp to the center of the head (inside the head) in the early stages of creating that mesh (many many months ago). Is there a way to fix them without having to redo the whole mesh from scratch? I'm so sick of this hair. I started it in June, retired it for over a month, resurrected it with a different bottom half and am still struggling. I haven't even started on the LODs.
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Post by j on Aug 24, 2015 5:39:16 GMT -5
Glad you got it working.
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Post by j on Aug 23, 2015 4:43:01 GMT -5
Texture/diffuse map is your primary texture image. Bumpmask/map/normal map is what's causing flat graphics to have an appearance of depth, or "bumps". Specular is what is responsible for highlighting certain elements which makes them reflect light in a particular way. To edit those, you'd need to "Export" and open them in your editor of choice (for ex. Photoshop). The simplest way is to make the whole thing grey as the background. But if you want to keep the folds/shine on the torso, you can only edit the sleeves part on the spec/bump. Be sure to edit the alpha on them too, because a lot of people forget about the alpha.
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Post by j on Aug 22, 2015 17:41:16 GMT -5
It will be bumpmask, specular, or both. Have a look here.
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Post by j on Aug 22, 2015 4:24:52 GMT -5
I've edited an old mesh of mine on request and while it looks and works fine, I noticed that it does this weird thing when MOO is off, and it's placed somewhere it doesn't go, like over another object, or inside a wall, etc. The graphic flattens and warps. Does anyone have any idea why?
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Post by j on Aug 17, 2015 14:16:05 GMT -5
That was one of my initial thoughts but it's definitely not the texture. :-/ For starters, it would have been the same on males then since it's an identical mesh, but it's not.
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Post by j on Aug 17, 2015 8:50:35 GMT -5
For some reason my mesh, which as far as I can see is decently made and spliced together, is showing tiny slits around the bun area, and in one place in the back. It's not a texture issue. I thought maybe it's just Blender/S4S accentuating the seam lines but nope, it looks exactly the same in the game, and the slits become even more apparent the more zoomed out you are. Now for the weird part - same exact mesh on men doesn't have this problem.
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Post by j on Aug 2, 2015 13:28:57 GMT -5
I don't have much time at the moment but I had a look at your .package, and while it indeed shows a random pair of shorts in S4S, they're not actually part of your mesh in the game. I'm tagging orangemittens in case she knows why the shorts decided to make an appearance in the S4S preview. Your jacket works but it's currently getting overlapped by bottoms (You may need to change the "sort layer". This is done through the warehouse on each "CAS part". See brujah's thread for layer numbers) and also there's a minor mesh seam issue.
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Post by j on Aug 2, 2015 13:05:50 GMT -5
At first glance I thought it's the jacket map bleeding onto the legs, but then that wouldn't explain the white seam on the shorts. Post your .package so someone can have a look at it.
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Post by j on Aug 2, 2015 9:55:47 GMT -5
Build/Buy Problems:1. Object is too shiny [Example]- Specular is normally responsible for the shine.
- See this S4S tutorial on how to reduce the shine on your object
- It can also be due to the removal of normals in Blender. You can split edges manually, or use the Split Edge modifier to de-smooth your mesh.
2. New object displaying remnants of old object [Example]- You might be seeing the original bump map/specular over the new texture
- See this S4S post
- Important - Make sure you smooth out the alpha channel as well!
3. Getting rid of the seam line [Example]- This may appear as a high contrast in light between two adjoining parts of your mesh. See THIS POST to fix it.
- At first glance it might look like the texture isn’t lined up correctly but often times it’s because you have overlapping vertices. All you need to do is remove doubles
- See this picture for reference (Make sure you’re in edit mode and have your object selected)
- See this blender tutorial (I leave the “merged distance” alone)
4. CC looks different when zoomed out and/or original shadow visible when object is outside- You need to make sure that ALL of the LODs under the "Mesh" tab in S4S have been replaced.
- See this photo for reference (All 6 of these slots need to be replaced)
- If your LODs are correct, it can also be an incorrect texture size, or an unneeded alpha. You need to stick to sizes 128, 256, 512 and so on, and should not include an alpha if your object does not use transparency. Make sure your texture is .png or as a .dds DXT1
5. CC is career locked6. Unwanted texture around object (transparency issue) [Example]- When working on an object that has a transparent element to it, you need to make sure that the cloned object also has some transparency. Plants will always have this but any object with some transparency can be cloned.
- You can tell if an object is going to have or need transparency by opening it up in S4S and taking a peek at the texture [example].
- The more detailed the object, the more likely it will have some transparency to it.
7. Editing old shadows [Example]- See this S4S tutorial.
- If not, check out this video (from this S4S post) - I use this as a last resort because it will remove the shadow completely
8. Need to recategorize my object.- You can move things around under S4S’s “tag” tab
- See this photo for reference. Doesn't get any easier than that!
9. How do I recolour CC without including the mesh as per original creator's wishes?- "Standalone Recolor" option does not copy mesh data, therefore your recolour would require the original mesh to work in the game. See this S4S tutorial (it uses a CAS item as an example, but the process is the same)
10. My recolours are overwriting the original item- You need to clone the item you want to create standalone recolours for, including existing CC.
- If you open up the item through "My Projects", you will be editing the original. See this S4S tutorial.
11. Rainbow/question mark texture on my object [Example] - The game doesn't recognize the texture.
- This can be caused by a missing spec/bump, wrong texture size, or an unwanted alpha.
- This problem can be fixed by resizing your diffuse image (the main texture image) so that it has sides that are 64, 128, 256, 512, or 1024. The image can be rectangular or square, but each side needs to be one of those numbers. If your diffuse image is already sized correctly, make sure you have not removed a necessary image or included an alpha image where an alpha is not needed.
12. Imported a new thumbnail but the game is still showing the old/default- Clear the thumb cache (localthumbcache located in the TS4 folder)
13. Object has a gloss/faint yellow-ish glow about it and I'm certain it's not the specular/bump map- When "Remove Doubles" action is taken, parts of your mesh may become extra "glossy". You can fix this by splitting edges on the affected area(s). See this S4S tutorial
14. Object casts an unwanted shadow on the wall when placed- The shadow is caused by the occluders in the Light resource. Click into the Warehouse, click the Light resource line, click the Edit Items button in the Occluders section, and when the Edit Occluders box pops up click the Clear button in the lower part of the left side box. Then save the .package.
15. I cloned off of a Debug object, it's not showing up in the Buy Menu16. My object mesh looks odd in Blender (see picture)- The picture shows a table whose legs have the faces facing inward instead of outward. To fix this select all the vertices of the legs in Edit Mode, click the space bar on your keyboard, type Flip Normals into the selection popup box, click Flip Normals on the list. Example picture of flipped normals:
GLHF!
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Post by j on Aug 2, 2015 9:55:35 GMT -5
CAS Problems:1. Object is too shiny [Example]- Specular is normally responsible for the shine. Even if the specular was done correctly, the creator may have attached an incorrect specular mask.
- See this S4S tutorial to familiarize yourself with speculars
- If your shine has a yellow/blue/green hue, it may also be a bump map problem (missing alpha or incorrect size), see this S4S tutorial to familiarize yourself with bump maps
2. New object displaying remnants of old object [Example]- You might be seeing the original bump map/specular over the new texture
- See this S4S post
- Important - Make sure you smooth out the alpha channel as well!
3. Getting rid of the seam line [Example]- At first glance it might look like the texture isn’t lined up correctly but often times it’s because you have overlapping vertices. All you need to do is remove doubles
- See this picture for reference (Make sure you’re in edit mode and have your object selected)
- See this blender tutorial (I leave the “merged distance” alone)
4. CC looks different/distorted when zoomed out- You need to make sure that ALL of the LODs under the "Mesh" tab in S4S have been replaced
- See this photo for reference (All 6 of these slots need to be replaced).
5. Editing old shadows [Example]6. Need to recategorize my object- You can move things around under S4S’s “tag” tab
- See this photo for reference. Doesn't get any easier than that!
7. Parts of my sim's body are white/black [Example]- Incorrect alpha or missing alpha
- Correct compression format is dxt5 argb 8bpp | interpolated alpha
8. Texture is showing up nude in the game [Example]- Make sure your .dds is the correct size and have mip-maps checked
- Your textures must retain the multiple of 2 ratio, so this means your textures can be 256 x 512, 512 x 1024, etc.
9. Object/parts of object not showing up in the game [Example]- Could be a variety of things. Check the cut number, or make sure you have assigned bones correctly
10. How do I recolour CC without including the mesh as per original creator's wishes?
- "Create CAS Standalone" option does not copy mesh data, therefore your recolour would require the original mesh to work in the game. See this S4S tutorial.
11. I recoloured someone else's CC but in the game there is no thumbnail and the item is invisible/sim is missing body parts
- You need to have the original mesh in the game for the recolours to work because S4S does not carry over mesh data when you recolour a piece of CC
12. My recolours are overwriting the original item- You need to clone the item you want to create standalone recolours for, including existing CC
- If you open up the item through "My Projects", you will be editing the original. See this S4S tutorial
13. Rainbow/question mark texture on my object [Example]- The game doesn't recognize the texture
- This can be caused by a missing spec/bump, wrong texture size, or an unwanted alpha
14. Why am I seeing default brows/bra straps/underwear in S4S under my mesh?- That is the default texture on the model, they will be gone in the game (brujah created a set of replacement skins here)
15. Why am I seeing clothing in the nude state?- The original creator carelessly/accidentally enabled the garment for Nude
- You could ask them to fix it, or you could fix it for your personal use with the help of recategorization. See question 6
- If you have correctly tagged the item and it is still showing up as a default garment or when the Sim is supposed to be nude make sure that all swatches have the DefaultForBodyType box in the CASPart unchecked:
16. Unwanted CC showing up for aliens17. Bottom of my garment is covered by a shadow [Example]- When "Remove Doubles" action is taken, parts of your mesh may become extra "glossy". You can fix this by splitting edges on the affected area(s). See this S4S tutorial
18. Texture of the bottom garment is overriding the top [Example]- You may need to change the "sort layer". This is done through the warehouse on each "CAS part". See this S4S thread
19. Imported a new thumbnail but the game is still showing the old/default- Clear the thumb cache (localthumbcache located in the TS4 folder)
20. Need help with alpha hair21. Adding transparency to clothing
- Can't import the second meshgroup - add new geometry to LODs in CAS Part first, then re-import the blend file ( step 5 );
- Rendering issue in-game ( triangles ) - need to layer the mesh;
- The transparent meshgroup displays skin texture instead of being see-through - move the meshgroup's UVs in the extra space in the bottom-right corner, away from the body UVs. Use this template as a guide.
GLHF!
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Post by j on Jul 31, 2015 7:43:45 GMT -5
Ticking the ceiling in Warehouse did the trick, thank you. I actually tried appending a proper rig into Blender from a ceiling lamp but I must have screwed up somewhere because it broke the object, the footprint was there but thumbnail was showing nothing and the object was invisible. And I couldn't import a rig in Warehouse because the object doesn't have a "Rig" in the list. I know I could manually add one but it needed some values and IDs and I had no clue what I was doing.
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Post by j on Jul 31, 2015 7:35:42 GMT -5
Holy cow, that was easy. Thank you OMfi!
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Post by j on Jul 31, 2015 7:22:30 GMT -5
Right now I'm in the process of updating some of my old CC, and I released some hanging baskets a while ago that I extracted from the depths of unused world decor and added some recolours.
Thing is, they flop on the ground and for a person to raise them to the ceiling they need to use MOO, which isn't optimal. I'd like to add a rig that automatically snaps the basket to the ceiling, kind of like ceiling lamps. But with this object, there is no "Rig" in the Warehouse.
I could clone off of a ceiling lamp or the mobile and append my mesh of course, but I specifically need 2 mesh groups AND transparency, and as far as I know there isn't a finished object in the game that comes with both.
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