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Post by menaceman44 on Aug 16, 2020 6:05:45 GMT -5
You could try adding the refraction settings and values from the original PlumbBob shader to the phong one and see if that works. It might not though depending on if the phong shader will recognise them or not. You won't know without trying though.
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Post by menaceman44 on Aug 15, 2020 17:51:00 GMT -5
Okay so it appears that the plumbob is setup slightly differently to other objects but you did find the section I was attempting to explain to get to. Looking at the info that's in there the rotation info must be stored elsewhere.
You could always try changing the shader from PlumbBob to Phong and see what that does.
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Post by menaceman44 on Aug 14, 2020 5:00:41 GMT -5
I can't help with changing which part of the body the plumbob is assigned to but I might have a rough idea about the spinning. I believe that the spinning is controlled by the shader that the plumbob uses. I've not looked at how the plumbob is setup before but assuming it is basically setup the same as any other object then here's how to change that. Go to the Model LOD entries in the Warehouse tab. You're looking for the ones that have a chequered black and white pattern on them in the 3D view. The solid grey ones are shadow meshes and should be left alone. Switch to the Data tab above the 3D view. Click on Edit Items... In the new window click on the shader for the plumbob in the list on the left. Scroll down on the right until you find the Material section and then click Edit Items... next to Entries. I'm guessing there might only be one entry in here. Regular objects have multiple entries because of object recolours and different object states such as being burnt. If there are multiple entries you'll probably have to make the same edits for them all. Click the Edit Items... button on the right. You're now in the location needed to change the shader settings. I don't know the setting's specific name but you will be looking for something in the list on the left relating to rotation speed or direction. Change the settings to 0 and that should disable any spinning. Keep pressing save until you get back to the main Studio window again. You may also need to do this for the Model resource as well. Click on Edit Items... next to Lods. Select the lowest detail entry on the left that isn't a shadow. Click Edit Items... next to Meshes and continue as before.
I hope you can follow all that and that I'm actually correct in assuming the plumbob works similarly to all other game objects.
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Post by menaceman44 on Aug 5, 2020 10:42:25 GMT -5
The order you select items to join DOES make a difference. Usually you select the part you want to retain the details or settings from LAST.
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Post by menaceman44 on Aug 4, 2020 10:04:32 GMT -5
Are you actually checking it in game though? Glass doesn't display correctly in studio and will hide any other mesh items behind it. You could try zooming in really close in studio so that you clip through the glass to see if the baby is there.
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Post by menaceman44 on Aug 4, 2020 9:37:54 GMT -5
Ah okay. I'm not sure that's possible. I don't know how the game decides which object missing items should be replaced with. A lot of the CC I use gets removed completely and doesn't even get replaced if I take it out of my game. Perhaps somebody else has more information.
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Post by menaceman44 on Aug 4, 2020 9:33:25 GMT -5
Could you not just export your posed baby back into blender, then save as an OBJ file instead of a BLEND, and then import the OBJ into your jar BLEND? Wouldn't that keep the pose? You'll want to remove doubles on the baby at some point before final import as it is covered in sharp seams right now.
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Post by menaceman44 on Aug 4, 2020 7:01:54 GMT -5
Just to make sure I am understanding correctly, you want to change the colours that the chair has for different ones, and if a player removes the mod the game will go back to showing the old colours?
It appears that you have added an additional colour swatch instead of replacing one in your package and it is this one that changes to a different chair when removed. You dont ever need to press the Add Swatch button if you are only replacing textures.
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Post by menaceman44 on Aug 3, 2020 18:32:27 GMT -5
I'll get back to you once I've tested it in my game.
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Post by menaceman44 on Aug 3, 2020 6:11:21 GMT -5
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Post by menaceman44 on Aug 3, 2020 6:00:00 GMT -5
Well all I can think of now is that it must be something to do with the UV mapping of the shirts. Because you were never intended to see naked breasts through the tops, they might not neccessarily be mapped where you would expect them to be but I can't check that since I use the default EA skin.
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Post by menaceman44 on Aug 2, 2020 19:09:30 GMT -5
Could you share your package, if you didn't delete it? What you did sounds like it should have worked and I don't know why the game would replace it with a different chair when removed.
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Post by menaceman44 on Aug 2, 2020 19:08:09 GMT -5
So as to the second issue then. Are you using a custom skin in your game that includes nipples and they don't show when you use this top?
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Post by menaceman44 on Aug 1, 2020 17:02:24 GMT -5
Ah, maybe that is because the OP has used deviantART as a location to save the files (which is kind of questionable) and I can see them because I have a deviantART account. The links are still live for me.
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Post by menaceman44 on Aug 1, 2020 17:00:26 GMT -5
This isn't currently possible with eyes since the Eco Lifestyle patch. The development team changed some of the texture formats when they added the MAC makeup so that CC eyes now require the CASPart to function, even if they are just texture replacements.
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