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Post by j on Mar 27, 2015 8:54:20 GMT -5
Kitkat, oh really? I know most plants have transparency, but it seems to be an "all or nothing" type of transparency. So either it's completely see-through, or it's completely solid. At least that was my experience. I did clone off of the Succulent at one point in an attempt to make my object semi see-through, but it went from 100% visible to 100% invisible, with nothing in between, no matter the strength of the alpha channel. Thanks OM. I was trying to create a small see-through sculpture. Funnily enough I ended up figuring SOMETHING out that worked! Felt like a blind person walking in a dark room groping things, but hey, it seemed to do the trick. I was looking at various objects in the game and noticed that the large ice llama sculpture that is a reward for something, a party I think, was see-through. So I went to look at it in S4S to see what's so different about it compared to most other objects. I noticed its Shader was set to "GlassSomethingSomething", whereas my original object's shader was "Phong" (whatever that means). So I thought it wouldn't hurt to try changing all shaders I can find in my object to "GlassSomethingSomething", and that's what I did. It ended up working perfectly! I did have to add a sliiiiiiightly grey alpha channel to the textures because without it the object wasn't as see-through as I wanted, but overall I'm really happy.
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Post by j on Mar 26, 2015 9:43:12 GMT -5
This is one tutorial I'm having a really hard time following. Maybe it's because I'm trying to make an object see-through that isn't a curtain or the fact some options have different names in newer versions of S4S?
Step 8 - my object has 2 ModelMesh items. Which one do I click?
Step 10 - my object also doesn't have an existing "AlphaBlended" Shader, does that mean I need to make one myself?
Step 11 - don't understand at all. So do I need to do anything or can I just leave it as it is? Does changing or not changing the burn/dirty states impact on the object, and if yes, then in what way? If I choose to skip, does it mean I can ignore steps 12-15?
Step 16 - my object has 26 MaterialSetEntries. Do I really need to do something 26 times?
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Post by j on Mar 20, 2015 8:39:28 GMT -5
paika, I love your balloons, such a cool idea. In terms of the wall/ceiling height, all Sims games (as far as I remember) had that "issue". It's not really an issue since the floor tiles above (that make up the ceiling on the floor below) are a couple pixels in width, hence you lose some height on the floor below.
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Post by j on Mar 20, 2015 8:35:37 GMT -5
I've seen people use my hairs to showcase their own CC, and they do not give me credit. Personally, it doesn't bother me at all, people who like the hair will undoubtedly submit a WCIF for the hair, if they liked it. The thing that does irritate me is when people ask one simmer a WCIF for my CC, and instead of giving them the proper link, they just link to my homepage. That's all sorts of lazy.
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Post by j on Mar 15, 2015 17:57:07 GMT -5
The purpose of the Shadow LODs is to cast a shadow when the item is outdoors in sunlight. I will add an illustration to the tutorial demonstrating this so it's more clear. There may be some items that are exceptions to this rule although I have not run into one yet. Which item was it that gave you this unusual result?
Penelope, if you're sure you have your item mapped correctly can you post it so I can take a look and see what's going wrong? Terra Cota plant. I don't think it has a Shadow mesh, so I'm surprised the shadow was assigned (correctly) automatically. If it's for shadows, how do we create shadow meshes for items with transparency? In blender we have cubes/planes/solid shapes where transparent layers lie, so I'm guessing with a shadow mesh, the shadow will cast a cube/plane/solid shape in place of the transparent detail, and that obviously doesn't look very good.
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Post by j on Mar 15, 2015 12:31:26 GMT -5
Thank for the tut. May I ask what is the purpose of the shadow mesh? I was under the impression it's the thing that casts the object shadow in sunlight. However, while playing around with some stuff, I had cloned off of a plant and turned it into a lamp post, but only the highest LOD (and the texture). I haven't changed the shadow mesh or anything else. When I went to look at it in the game, I was fully expecting it to look like a lamp but casting a plant shadow. Instead, it was casting the lamp post shadow. Someone told it me it's responsible for how light affects the object, but I always thought that's specular's job?
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Post by j on Mar 11, 2015 6:30:23 GMT -5
Thank you for being so helpful! I hope the next part covers shadow meshes because that's the part I am completely lost at.
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Post by j on Mar 9, 2015 14:21:19 GMT -5
This worked a treat, thank you OM!
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Post by j on Mar 8, 2015 14:23:23 GMT -5
Could anyone point me to a direction of a decent tutorial discussing LODs and how to create low-poly LODs in Blender?
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Post by j on Mar 3, 2015 11:23:29 GMT -5
I see the YT channel has been taken down, but that blog... Wow, gross. I mean they've done NOTHING but are making money off of other people's creations. It's even lazier than those who rehost content with Adfly. This person takes the cake for laziness since they're adding adfly onto links to people's tumblrs.
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Post by j on Mar 1, 2015 15:07:17 GMT -5
Sadly it's not skin-tight. I was thinking of creating a beach skirt using the maxi skirt we have in the game, and chopping some of it off, and then make the skirt slightly see-through and an accessory (using your "how to change a body outfit into a top" tutorial) so it can be worn over swimwear. I think I bit off way more than I can chew since I don't even know if shortening a maxi skirt (for someone who isn't a Blender expert) is possible at the moment (I asked MisterS about it today in his "how to shorten a skirt" tutorial thread), the transparency thing ended up not being as easy as I thought it would AND when I made the skirt an accessory it had quite a few issues in the mesh. :-/
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Post by j on Mar 1, 2015 13:34:21 GMT -5
Ooh, my bad, I thought this was a tut on how to make an object transparent in the game. I am interested in making some parts of clothing see-through, OM.
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Post by j on Mar 1, 2015 7:33:57 GMT -5
This doesn't work for me. :-( I tried it with a skirt and a full-body outfit.
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Post by j on Mar 1, 2015 6:58:51 GMT -5
MisterS, would it be possible for you to make a tutorial on how to do the same with maxi skirts? For ex. this skirt (which is my favourite). One of the meshes is this shortened version on the right. That's exactly what I'm looking for. I've decided to be a smartass and just deleted all the other meshes in Blender but of course in S4S and in the game the skirt is still floor-length.
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Post by j on Oct 13, 2014 15:01:27 GMT -5
Hey brujah, thanks for the tut.
I can follow the first 4 steps without issues but become stumped beginning with 5. For starters, how do I get the Dimensions window up? And I know it says "choose method type", so which type does one choose? "Nearest Vertex"?
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