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Post by menaceman44 on Jan 22, 2021 12:32:04 GMT -5
Hmm. I've had a look and nothing is jumping out at me as being wrong. I've not worked with objects that don't have shadow groups before though. I would assume, and this is a complete guess, that the issue is being caused by the game generating the shadow. All I can think to try at the moment is to import your meshes into a different package which does have a shadow group and see if the issue still occurs or not to try and pinpoint the cause. Hopefully somebody else here will know more than I do.
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Post by menaceman44 on Jan 22, 2021 12:05:17 GMT -5
All I can tell you is that the BG_Engagement worlds all belong to Newcrest and the GD_ files are for Willow Creek. Anything beyond that is purely guess work for me.
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Post by menaceman44 on Jan 22, 2021 11:02:35 GMT -5
Why do you need two textures? Just combine the two you have into a single rectangular texture and then update the model UVs to match.
The shadow glitch is caused because your mesh is over 10,000 polys. That appears to be some sort of in-built limit for the game. Every time I have seen someone post with this issue it is because their mesh os over 10,000 polys.
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Post by menaceman44 on Jan 22, 2021 9:13:43 GMT -5
Have you got your blend file and package file to share with us so that we can take a look?
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Post by menaceman44 on Jan 16, 2021 18:35:13 GMT -5
Have a look at the interaction tuning for flushing a toilet. You should find some code that looks similar to this, maybe the same, I'm not sure. It's been a very long time since I worked with it.
This says that after the Sim has completed the interaction this tuning is included in (flushing the toilet), they will also be forced to go and wash their hands afterwards unless they are slobs or have the bad manners trait.
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Post by menaceman44 on Jan 16, 2021 18:10:49 GMT -5
I don't know if this info will be of any use to you but these are the material settings for one of the step pieces from the GtW stairs. Both were using the Stairs shader. This first screen if from the Model resource; And this second screen is from the ModelLOD reource;
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Post by menaceman44 on Jan 11, 2021 13:25:24 GMT -5
Was it missing the alpha channel? Photoshop is known to occassionally drop the alpha when saving DDS. I've experienced it before. I find it is always best to try importing the image to your package file before closing photoshop, just in case you need to replace the alpha.
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Post by menaceman44 on Dec 13, 2020 18:21:12 GMT -5
I believe those prices are stored in the food recipe tuning.
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Post by menaceman44 on Dec 9, 2020 11:21:44 GMT -5
Why not use imgur? Both of your images are showing up as access denied symbols. Like "no entry" road signs.
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Post by menaceman44 on Dec 8, 2020 16:19:48 GMT -5
What is the object in question?
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Post by menaceman44 on Nov 30, 2020 18:30:18 GMT -5
Have you checked your weight paint? It looks like some vertices are painted wrong.
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Post by menaceman44 on Nov 30, 2020 18:28:24 GMT -5
If you create custom content and try it in game before you add custom thumbnails the game will make its own and save them in LocalThumbCache.package If you then add your own custom thumbnails to your package it is possible that the game will still read the ones it made the first time. To solve this just delete the LocalThumbCache.package file and the game will make a new one the next time you run the game and use your custom thumbnails.
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Post by menaceman44 on Nov 4, 2020 10:23:19 GMT -5
I'll need to check those in game as I swaer I have them and haven't noticed anything wrong with them. Plasticbox has been retired from modding for quite some time now. It looks like the glass is using the wrong texture.
EDIT: You need that for the glass to show up correctly.
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Post by menaceman44 on Oct 25, 2020 17:47:40 GMT -5
I don't think the game is programmed to look for different swatches on animation accessory items. You can override the original colour but the game won't look for extras since there weren't any to begin with.
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Post by menaceman44 on Oct 14, 2020 7:13:03 GMT -5
Here's what the UVs look like for me when I extract the mesh from your package. > imgur.com/a/3LkMzVLOnly the first one fits on the texture.
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