It's been a while... I was working on a new OMSP this week for my updated shop shelves (soon to be released), and I decided to update my old OMSPs and add a few new OMSP heights. If you have the old versions, you'll definitely want to grab the new ones and toss the old. The new ones have the occluder shadows removed so that they don't make shadows on the floor. They also have spiffy new Catalog previews that will help you find the one you want more easily.
I hope some of you designers out there will find these helpful
Someone on here had this exact problem a few days ago, so I learned how to fix it from Mathcope:
1. Select _mesh_7 in Object mode. 2. Click Ctrl+A and apply "rotation and scale" then Ctrl+A again and apply "location" (this will flip your normals, but it will get fixed in the next step) 3. Tab into edit mode. 4. Click "A" to select your mesh. 5. Click "W" to bring up the Specials menu and select "Flip Normals" 6. Return to Object mode and join the two groups.
Thanks for the reply vero That's what I tried this morning. After sleeping on it, I remembered that there were some unchecked boxes in the selective clone I made (I just followed the picture on the tutorial here without thinking - oops!). Making a new selective clone with the rig and slot boxes ticked let me have a fully functional work-around OMSP.
I'd still like to figure out why objects with a completely transparent texture are no longer selectable/moveable and if there's a way to fix it in S4S. I'm putting a link to the OMSP .package with that issue here and in the first post.
You can't change or add cut numbers - they have to match the object you clone exactly. You could make your uv map bigger (say 1024x1024 instead of 512x512) and separate them out on different parts of the map. Or look for a window that already the groups you're looking for (if there is one).
Thanks inabadromance - glad you've found them useful When I made them the first time, I used this tutorial plus a good bit of trial and error. Unfortunately, it was so long ago, I don't quite remember exactly how I figured it out. I don't think it involved linking prototypeIDs? But I'm not entirely sure what that is, lol.
I'll play around with making one of the LODs different, but not sure that would work for what I want them for. If they pop back up when zoomed out, that would limit their functionality for taking full-room pictures.
UPDATE - this is not solved, exactly, but I did find a work-around. I used the Selective Clone option instead of Create 3d Mesh. That carried over enough needed information from my original OMSP to keep the new one selectable/moveable when totally transparent. I'll have to use the old warehouse method for re-positioning slots (sad face), but the new selective clone is working as my old ones do.
I WAS finally able to make an end table transparent again with a bit of fiddling, but it had the same problem as the plant - the invisible swatch can't be grabbed/moved. I guess something has changed with the game coding since I made the first one? But the old ones still work, so there's that
If anyone has any insight on why invisible swatches can no longer be moved or how to fix them so that they can be moved, I'd still like to know.
UPDATE #2 - While this was a workaround on the issue of selectable/moveable, now I'm struggling with moving the slots where they need to be. There are no "rig" and "slot" entries on the selective clone, so I can't change the slot positions in the warehouse using the old warehouse tutorial. Grr.... Maybe I can batch import the rig/slot values from my original mesh and edit those? Getting too late here - I'll have to try again tomorrow. Adding my current .package below just in case anyone can take a look. The Z value I need the slots to be at is 1.707, and the X and Y values are both zero.
UPDATE #3 - The workaround is now fully functional. I had to make sure the "rig" and "slot" boxes where checked when making the selective clone.
With the vast improvement and expansion of S4S since the last time I tried this (2015!), I decided to make another OMSP for some display shelving I've made. (Yes, I know I can add tons of slots, which I've already done, or use the up/down MOO game function - I also want an OMSP).
I cloned a floor plant since it already has the capability for transparency, imported my mesh, added slots, and made a completely invisible swatch for it. It works great in game except for one thing. When I change to the completely invisible swatch, you are no longer able to grab the thing and move it around.
Does anyone have an idea why this is happening and what I can do to fix it? The OMSPs I made in 2015 from an end table don't do this when turned invisible. I could go that route, I guess (if I can remember how), but it's so much easier cloning the plant; and it works great except for not being able to move it when it's invisible. I also tried cloning one of my old OMSPs, but something is lost in the cloning, and the transparent swatch shows up black in game.
Hi simfabulous Very cute chair! I looked at your Chair #1. I imported a blank normal and blank specular (normal is in first image under your diffuse texture in the Warehouse and the specular is the 2nd - it looked a little like you may have had a normal texture for both). I also made sure your shadow uv map and chair uv map were not overlapping each other in Blender.
Not sure which one did the trick or if you need to do all three, but here's what it looks like in game after doing that:
Also your chair is VERY high poly. Most EA chairs are not more that 1500 and yours is over 18000. The white spots on the legs are actually see-through spots where I over-used the decimate modifier in Blender to get it down to 1800 polys.
menaceman44 You have solved the mystery! comb 's original diffuse texture was, indeed, 512x513 instead of 512x512.
comb, the diffuse texture is your main texture with color and pattern (as opposed to the normal texture that gives dimension and the specular texture that controls matte/shine). Change the image/canvas size of your diffuse texture to 512x512 and see if that makes the difference. :D
menaceman44 - do you know how the 1/2 mapping technique is created in Blender or UVMapper? I understand the concept, I just never knew how it was done. (don't want to hijack this thread, so you can reply in a PM or make a tutorial if that's more appropriate)
Leniad is right - if you zoom in very close on your texture, there's a pixel or 2 of lighter border around the leaf. You could remove them pixel by pixel or, if using Photoshop, select the leaf part using the magic wand or quick select tool and then reduce the selection area by 1 or 2 pixels. Then you can cut the selection, erase/delete the border of light pixels that's left behind, and paste the selection back in place.
Here's how to reduce selection size in Photoshop:
-Make a selection using a selection tool. -Choose Select > Modify > Expand or Contract. -For Expand By or Contract By, enter a pixel value between 1 and 100, and click OK. The border is increased or decreased by the specified number of pixels.
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