|
Post by menaceman44 on Jun 17, 2020 13:57:42 GMT -5
If you choose to make these edits BEFORE you add any extra swatch designs, the changes will automatically carry over to any swatches you add after that.
|
|
|
Post by menaceman44 on Jun 13, 2020 9:56:43 GMT -5
This is just a guess but couldn't you compress each spike to a single vertex on the UV_1 map? That way each spike should still move relative to the body but keep their own proportions since each vertex would be getting exactly the same influence from the UV_1 map?
|
|
|
Post by menaceman44 on Jun 10, 2020 11:23:23 GMT -5
No, there really are two groups for the LOD0 shadow mesh. Did you even check? I *literally* just downloaded your package and exported the mesh for the LOD0 shadow.
|
|
|
Post by menaceman44 on Jun 8, 2020 15:17:20 GMT -5
Do you have one of your packages to share so that they can be looked at?
|
|
|
Post by menaceman44 on Jun 8, 2020 14:32:35 GMT -5
Perhaps take a look at these made by BrazenLotus
And as far as I am aware, no, you cannot make custom tags. There would be no way to apply them to the objects without having to default replace them all even if new tags were possible.
|
|
|
Post by menaceman44 on Jun 8, 2020 14:29:11 GMT -5
I'm not 100% certain because I haven't fully investigated but from looking at your mesh the problem might be cause because your drawers are meshed seperately from the main dresser body and intersect it. If you use the same mesh for your shadow mesh then the game is trying to display the shadow from the main dresser body onto the draws because they cut through it. A lot of your mesh faces are visible from the inside of the object as well which is not something that EA objects do.
|
|
|
Post by menaceman44 on Jun 8, 2020 13:52:13 GMT -5
Custom picker menus like the sort you get when choosing what meal to cook are possible to make because the coding and UI elements already exist in the game. You just have to tell it what the list should be populated with. I know there are mods out there that change the woodwork bench pie menu into an item picker window instead. While I haven't created any new list windows I have edited the one for toddler food accessed from the high chair so that it also lists the price of the food alongside its icon and name. All I had to do was copy part of the coding from the book menu about the price column, edit it slightly, and the game knew how to apply it to the toddler food menu automatically.
|
|
|
Post by menaceman44 on Jun 8, 2020 13:46:25 GMT -5
I would try and find the post but I think it's on MTS which, as you say, is currently under maintenence. If I am remembering correctly then plasticbox made an override for some GT climbing plants so that they could be placed lower when used against foundations. I think it involved editing the footprint. Once MTS is back up and running it may be worth checking the package out to see what was doen to get it to work.
|
|
|
Post by menaceman44 on Jun 8, 2020 13:40:54 GMT -5
Looking at your screenshot the LOD1 mesh has only one group but the LOD0 mesh has two groups. Extract the original LOD0 shadow again and check how many groups the original has. It isn't always going to be a single group. And if there is more than one group the cut number more than likely won't be 0 for each. It looks as though your mesh is only replacing one of the two groups.
|
|
|
Post by menaceman44 on Jun 7, 2020 15:05:07 GMT -5
I am so grateful that Cmar has created a tool to fix all of these defaults so quickly.
|
|
|
Post by menaceman44 on Jun 3, 2020 16:23:14 GMT -5
Thanks to your heads up I can confirm that my Alien eye defaults with blue mouths don't work anymore. :(
|
|
|
Post by menaceman44 on Jun 3, 2020 15:58:52 GMT -5
You need to edit the Normal and Specular textures to match your new mesh. (Or replace them with blank ones.)
|
|
|
Post by menaceman44 on May 28, 2020 11:32:21 GMT -5
You're going to have to at least share pictures of the problem for use to fully understand the advice to give. Sharing the blend as well would be even better.
|
|
|
Post by menaceman44 on May 24, 2020 14:39:47 GMT -5
If the issue is caused by mipmaps you should just need to resave your texture and make sure the Generate Mipmaps option is ticked. It looks to me like the issue on the side and back in the video might be specular related though. Have you updated your specular texture? Try importing a blank one and see if that solves the issue.
|
|
|
Post by menaceman44 on May 24, 2020 14:34:34 GMT -5
If your texture is the correct dimensions then the size is not that important other than to make the objects look crisper. Without seeing the files I would guess that it is either, as you say, that you need to split the edges of the mesh, or if that doesn't fix it, you may need to look at your Normal (bump) map texture.
|
|