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Post by menaceman44 on May 15, 2021 11:38:00 GMT -5
The picture link isn't working but I'm guessing you might be referring to the Princess Bubblegum outfit?
If it is that CC then afair it was done by creating a copy of the main body and scaling it up slightly and then flipping the normals and mapping it to a small section of the texture that is pure black. So the "inside" of the mesh is only seen around the edges and it makes it look like toon shading. It doesn't alter the shaders at all.
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Post by menaceman44 on May 15, 2021 5:05:53 GMT -5
I took another look after I left my previous reply and I think it is an issue with the game lighting and not my mesh. The shape of the fireplace just exaggerates the issue. I took a selection of EA items with curved edges, including the RoM fireplace, and placed them in the same unlit room. They all had one corner rendered darker than the rest as if there was a diagonal light source in the room. So problem sort of solved since it doesn't appear to be anything I actually have any real control over.
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Post by menaceman44 on May 14, 2021 15:59:51 GMT -5
I appreciate you taking a look and offering your knowledge. Sadly, I'm still no further forward. I'm about ready to scrap the whole project. I've thought about just recreating the fireplace from scratch but then there is the potential that the issue is just going to come back again because of the actual shape or something.
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Post by menaceman44 on May 13, 2021 11:12:53 GMT -5
You need to use right-click to select items with the versions of blender that work with Studio.
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Post by menaceman44 on May 13, 2021 6:46:49 GMT -5
I just tried following your steps freeasabird and that actually made the issue worse by adding the same problem on the back face of the fireplace where it previously wasn't an issue. This fireplace is a partial conversion and partial frankenmesh from TS2 Bon Voyage and I'm starting to wonder if it might just be less complicated to recreate it from scratch instead of importing the original TS2 mesh to start from because I don't know at what point along the workflow this problem is being introduced. As for the boneshape, that may be a leftover from the original TS2 mesh. I deleted that as well though and it made no difference.
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Post by menaceman44 on May 12, 2021 7:09:16 GMT -5
Hello.
This is my first time working with a fireplace and I appear to have done something not quite right.
Everything looks great outdoors or in a fully lit room but in a room with no lights there is a dark shadow that appears down one edge of my fireplace. It will change side depending on which way it is facing.
Here is a link to a zip that contains the package file and all of the blend files involved.
Any help is much appreciated, thanks.
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Post by menaceman44 on May 12, 2021 6:31:16 GMT -5
Like networks says, you will need to Edge Split the mesh on the end of the top post. If you look at your mesh in blender and switch the viewport shading from Texture to Solid you will see that the ends do not shade as if they are flat. There is what looks like a dark triangle in the middle. You need to select the corner, top front, and top end edges then go to Mesh> Edges> Edge Split. (Or press Ctrl E and then select Edge Split) You will then have to repeat this for the back part of the arch as well.
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Post by menaceman44 on May 12, 2021 6:16:58 GMT -5
Would it be possible to delete the VFX slot for the fire or would that cause errors when the game can't find a slot to play the effect in?
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Post by menaceman44 on May 10, 2021 6:47:39 GMT -5
You don't have to resize the bump/normal texture if it is blank. It could be 4x4 pixels and it would still work.
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Post by menaceman44 on May 9, 2021 12:32:21 GMT -5
You will need to either import a blank one or create a new one. There should be tutorials for both here on the forum in the tutorial section.
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Post by menaceman44 on May 5, 2021 17:27:45 GMT -5
It would appear in this case, that the ice rink is using the same alphamap texture as the regular rollerskate rink. It is in fact identical to the third swatch of the rollerskate rink.
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Post by menaceman44 on Apr 27, 2021 11:44:06 GMT -5
The alphamap texture is purely used by the game to know where transparent parts of the object should be. It will usually be the same texture as the first swatch of an object. If you haven't got the first swatch in your package or you have created your own swatch textures then they won't be the same as each other.
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Post by menaceman44 on Apr 25, 2021 12:32:32 GMT -5
Do you have a nvidia graphics card? If so then this isn't a problem with your mesh but is the fault of nvidia and how it handles antialiasing.
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Post by menaceman44 on Apr 24, 2021 8:12:17 GMT -5
Wow, thank you very much. I have a lot to try out there. Where do I insert the mipap? Or is that together with the texture? You don't have to manually do anything with mipmaps. They are contained as extra data inside the DDS file format. So when you import a texture with mipmaps enabled they will be imported as well automatically.
When working with PNG files I believe that Studio converts them into DDS textures on import and automatically creates any required mipmaps at that point.
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Post by menaceman44 on Apr 23, 2021 15:45:08 GMT -5
Oh Wow! I just looked at your mesh in blender. It still has the entire engine inside the bonnet! You can delete that to begin with right away since you will never ever see the inside of the bonnet in the game. That should bring your poly count down a bit. There are SOOO many details meshed onto the car that if it were an EA item would all be done via the bump map or diffuse map instead.
My only advice mesh wise, if you really do want to get this car in your game, would be to remove everything that will never be seen in the game. There really is no need for the floor mat to have individually meshed grip ridges, for example. And you certainly don't need the internal workings of the door hinge and locking mechanism to exist at all.
I can't see what is causing the other problems though so can't help any further I'm afraid.
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