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Post by menaceman44 on Apr 23, 2021 15:23:13 GMT -5
I know how to fix your snow issue! The snow on an object is controlled by more than just the snowmap texture. Not every object in the game even has a snowmap texture but can still gather snow.
Go to your Model LOD and click Meshes. For each of the three entries do the following steps. Scroll down to the Material section and click Edit Items... For each entry in here click Edit Items... again. In here you should see a setting called SnowDisallowed. Set the value to 1. That will tell the game snow is not allowed to collect on your item. Save each open window after making the changes and then go and repeat all of these steps for the Model entry. Save your package and test it out in game.
(Not directly relevant to this issue but useful information to know. If you leave SnowDisallowed set to 0, you can alter how high up the object the ground frost effect shows by altering the SnowHeightParams setting. I'm not actually sure what those numbers represent though so it's a lot of trial and error.)
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Post by menaceman44 on Apr 23, 2021 15:09:38 GMT -5
Looking at the pictures you provided and going on threads that I have seen with similar issues in the past, I believe that your issue isn't being caused by the bump map texture at all. The issue is the model itself.
The car model is far too high poly for the game. Any time I have seen this issue in the past it was caused because the model used was above 10,000 polygons. When the people who were able to, reduced their models to lower than 10,000 polygons the shadow problems went away.
10,000 polygons seems to be some inbuilt limit for meshes in the game and anything above that breaks the way the game handles shadows.
Sorry to be the bearer of bad news.
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Post by menaceman44 on Apr 18, 2021 15:37:46 GMT -5
You will then have to update your textures so that they match the new location of your mapping.
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Post by menaceman44 on Mar 26, 2021 14:13:21 GMT -5
The Export Tuning option will only look for and find official EA tuning from the game files. When you open your package, if you followed the tutorial as you say, you should have an Object Tuning entry in the Warehouse View along with all the other resources. It is missing from your package so your bottle is looking for tuning that is not there. Are you sure you didn't delete it by mistake? Custom tunings can only exist in packages that you have created.
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Post by menaceman44 on Mar 25, 2021 7:34:02 GMT -5
Your modified package doesn't include your custom tuning.
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Post by menaceman44 on Mar 24, 2021 14:04:25 GMT -5
The problem here is that you didn't use dimensions that the game allows. You could in reality make your texture as big as you like but the dimensions must be to a power of 2 which is why 3000 x 3000 would not work correctly. You could use either 2048 or 4096 for your sizes but the bigger you make your textures the more strain it puts on the game to render them.
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Post by menaceman44 on Mar 24, 2021 11:53:48 GMT -5
Have you got the package for us to look at?
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Post by menaceman44 on Mar 15, 2021 13:21:45 GMT -5
Thank you Fwecka (Lolabellesims) ! I kept trying and I *think* it has something to do with the DoubleSided modificator. I set it to 0, then back to 1, cleared thumb cache and now appears correctly. Pretty weird indeed! I have another lamp with the same issue so I'll try this and if there's no luck I'll create a custom thumbnail. Thanks again for your help! I have no clue what the DoubleSided modificator is. If you told me it involved woohooing squirrels I would believe you, lol. Usually, I make a custom thumbnail. You can have a lot of fun making creative thumbnails, actually. And I don't know about you, but I always appreciate a custom thumbnail that shows the creator's name. Makes it easier to find a file in the 10 million gigs of stuff I've got. The doubleSided flag tells the game that a single plane of a mesh should have the texture applied to both sides and not just one which is the default behaviour. Good for use on plant leaves to keep the poly count low.
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Post by menaceman44 on Mar 15, 2021 13:09:24 GMT -5
The shadow around the wrist will also be left over from the bracelet you originally cloned. You would need to edit the shadow texture and make it blank in order to get rid of the wrist shadows.
For sharing packages you will need to upload them somewhere like onedrive and then link to them. This forum doesn't host files.
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Post by menaceman44 on Mar 9, 2021 10:51:17 GMT -5
If you desperately have to recolour a fence or make a new one you can use TSR Workshop. Don't expect to get any help here though as TSRW is not supported here. There is a tutorial floating around on tumblr if you need it.
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Post by menaceman44 on Mar 9, 2021 10:47:52 GMT -5
You need to use the "Create 3D Mesh" option instead of "Create CAS Standalone". Create CAS Standalone is just for recolouirng an item so that it has its own catalogue entry instead of being an extra swatch.
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Post by menaceman44 on Feb 28, 2021 10:48:28 GMT -5
Yeah. Start again with a fresh recolour package. Hopefully it was just a glitch that won't happen again.
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Post by menaceman44 on Feb 27, 2021 16:30:16 GMT -5
Do you have the package file for somebody to look at?
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Post by menaceman44 on Feb 27, 2021 16:29:26 GMT -5
Are you going to tell us what you cloned as a base or share your packages at all? Just giving us two screenshots isn't much to go on.
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Post by menaceman44 on Feb 19, 2021 12:52:34 GMT -5
I can't see the halo you are referring to. Do you have any better/other pictures? It would be helpful to share your files as well.
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