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Post by kitkat on Aug 1, 2018 12:15:48 GMT -5
Can anyone point me to a tutorial for something like this? Or do you think it's even possible?
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Post by kitkat on Jul 30, 2018 14:36:59 GMT -5
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Post by kitkat on Jul 30, 2018 9:59:21 GMT -5
Hi - I'm trying to create a farmhouse style table with bench seating on each side. I want it to be larger than the ingame picnic table and seat three people on each side instead of two. I tried moving the existing seating slots on a picnic table towards the ends of my larger mesh and adding an additional seating slot in the middle. But that doesn't work. I'm guessing it's because there are only 4 seating sections for the picnic table in the bones area of the warehouse? I've tried a number of things including cloning a regular dining table that already has 3 seating slots on each side and changing the tuning to make it behave like picnic table seats. That didn't work either. I feel like there's a way this should be able to be done since we do have tables that seat three on each side and a bench seating animation already in the game. However, getting it to work properly is beyond my current understanding of bones/rigs/slots/tuning. Can anyone give me some direction? Thanks! Current blendCurrent package
The table:
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Post by kitkat on Jul 30, 2018 8:00:59 GMT -5
Oh - oops! I see that I did accidentally lose the mattress bottom in mine, lol. Glad this helped you
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Post by kitkat on Jul 29, 2018 23:00:13 GMT -5
No problem UV mapping is a beast to get your head around! One rule of thumb to go by is that if EA mapped it that way, it's good to go. There's really not much need for re-mapping per se in this case. You'll just need to rearrange the map a bit to fit everything in. Below are the steps I'd take for the whole project. I know you've already done a lot of things, but following these steps this may make mapping it easier. Here goes: 1. Export from S4S/Open in Blender the Modern Colonial double bed HLOD .blend and delete the entire mattress. 2. Choose File - Export - Wavefront (.obj) and export the Colonial bedframe mesh as mesh object. 3. Export from S4S/Open in Blender the Seaside Single bed HLOD .blend and delete the entire frame. 4. Import the .obj you created of the Colonial bedframe mesh. ( File - Import - Wavefront (.obj) and navigate to your saved .obj of the bed frame) 5. Select the frame and click tab to make sure you're in Edit mode. 6. Click 1 to activate front Ortho view of the mesh. Make sure "Limit selection to visible" is turned OFF. 7. Use border select ( b) to click/drag and select all of the vertices on the left side of the bed frame mesh. Then drag them toward the center using the red arrow handle until they fit with the left side of the mattress. Then unselect these vertices. 8. Use border select ( b) to click/drag and select all of the vertices on the right side of the bed frame mesh. Then drag them toward the center using the red arrow handle until they fit with the right side of the mattress. Then unselect these vertices. 9. In edit mode, click "a" to select the entire bedframe mesh. Then in the UV editor window, click "g" to grab the map, and move the entire bedframe UV map off of the mapping square. 9. Back in the main mesh window, activate the "Object Data" window. Make sure the UV map of the mattress mesh group and the bedframe mesh group are both named "UVMap." If they don't have identical names for the UV map, you'll lose the map of one of the mesh group when you join them. 10. Tab into Object mode. Right click on the bedframe mesh then shift+right click the mattress mesh to select both of the mesh groups. Then click ctrl+j to join the mattress and frame into one group. 11. Use b (border select) or c (circle select) to select all of the bedframe in the UV editor window. Once it's all selected, click s/.75/enter to resize it to 3/4 the original map size. Then it's like a puzzle to move the uv map bits around the map square until they all fit. Below is the combined map I ended up with (no new "unwrapping" required - I just resized the bed frame UV map and moved the bits around to fit): Hope this helps! Let me know if you have any more questions :D (it was late when I wrote this so probable that I missed a step somewhere)
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Post by kitkat on Jul 29, 2018 19:16:54 GMT -5
I think one of the problems you're running into is that the two different beds have different texture methods. The Modern Colonial Bed uses 2 diffuse textures - one for the frame and one for the bedding. The bed you took the single mattress from uses one diffuse texture for both the frame and the bedding. In your blend now, the UV maps for the bedding and frame are overlapping. I would take the bedframe you created and export it as a .obj. Then import that into single bed .blend containing the bedding so that you can do the whole thing on the same UV map. Another problem is that the single bedding you imported looks like it's been remapped so that it doesn't have as easy a layout to recolor. I'd keep the mapping of the bedding the same and rearrange the mapping of your bedframe to fit in the space that's left on the map. Turn on "Keep UV and Edit mode mesh selection in sync" so that you can select the old frame directly from the UV map to delete. Below, the single mattress is highlighted on the UV map. Delete everything else, leaving the mattress there. Then bring in your bedframe. The button to keep things in sync is below the UV editor window. Currently in your .blend:
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Post by kitkat on Jul 29, 2018 13:13:22 GMT -5
That did work - thank you :D
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Post by kitkat on Jul 29, 2018 9:23:46 GMT -5
When I try to use the extract tuning option, S4S crashes instead of bringing up the list. I am using Wishes 3.1.2.0
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Post by kitkat on Jul 28, 2018 22:32:50 GMT -5
Not sure if I understand - are you trying to create your own realistic CC textures or take pictures of CC in your game?
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Post by kitkat on Jul 25, 2018 8:07:27 GMT -5
Are you trying to create two versions with each facing different directions? If so, in Blender you can do Shift+D to duplicate your statue then Ctrl+M/X/Y to mirror it.
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Post by kitkat on Jul 24, 2018 11:40:21 GMT -5
One way that might work would be to add deco slots to the corkboard. I haven't tried it on a wall object, but I know you can add deco slots to objects that don't normally have them like chairs, sofas, decor objects etc. OM has a tutorial on adding slots HERE.
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Post by kitkat on Jul 21, 2018 8:14:53 GMT -5
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Post by kitkat on Jul 20, 2018 8:52:03 GMT -5
Can you just batch export/import the rig/slot information from a 6 person round table, and then adjust the positions of the slots to fit your object? (Or make sure your object fits the mesh size of an existing 6 person table). I batch exported/imported the slot information from the Round Selvadorian dining table (pretty sure that was the one) and used it to replace the information in a base game table round table for my 6 person table HERE. When I used this process, the chairs rotate with the table. There is no "bind" slot visible in the rig/slot entries for the Selvedorian table, so I'm not sure what controls chair rotation. Each subroot has 6 entries associated with it rather than the two you have though, so maybe it's one of those. (I'm thinking sitIndividual or sitShared?) Also, each subroot has the tranformBone as its parent.
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Post by kitkat on Jul 20, 2018 8:15:26 GMT -5
The specular DST is the way to add shininess. For the cozy crafter bed, it looks like the specular for the bed frame is the 4th DST image in the warehouse.
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Post by kitkat on Jul 18, 2018 0:23:52 GMT -5
Man - I went through a whole export and remap process that fixed the issue but ended up being wholly unnecessary! Hooray for simplicity. As inabadromance mentioned, your texture file size is off. Yours is 900x900 but it needs to be a multiple of 2 instead. Acceptable sizes for square textures include 128x128, 256x256, 512x512, 1024x1024. Of course, make sure you do the blank normal and specular maps to fix the shadows as well
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