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Post by novasim on Oct 8, 2017 2:02:52 GMT -5
If you are blanking them you have no need to resize them, just make them blank if you are doing CAS But to make your CC HQ mod compatible you have to resize it.
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Post by novasim on Oct 8, 2017 1:47:47 GMT -5
Do blank specular maps need to be saved as DDS if I'm only resizing them? Can I save and import them as PNG and have them be HQ mod compatible?
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Post by novasim on Oct 7, 2017 16:00:37 GMT -5
Hi! the nvidia plugin isn't compatible with cc versions. I believe it says that on the download page. try reading this thread: forums.adobe.com/thread/1344530I know many use gimp. which is free, I'm not sure if it comes with dds by default or if you add a plugin to it. Weird, I had a DDS plugin with Photoshop CC 2017 before my computer got wiped. I might just use Gimp, thanks!
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Post by novasim on Oct 7, 2017 15:49:11 GMT -5
Does anyone here have Photoshop CC 2017 with a working DDS plug-in? Whenever I try to install one it never works. Or if anyone knows another alternative that can save DDS files. Whenever I put the DDS file in my plug-ins folder and open up PS, I get this message: imgur.com/a/gzGCQ
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Post by novasim on Aug 31, 2017 23:56:12 GMT -5
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Post by novasim on Aug 31, 2017 2:40:37 GMT -5
I'm experiencing issues with my normal map as it makes my sims shiny with a green hue after importing. I've seen that this is a result of incorrect dimensions of the normal map and/or the specular map. I changed those to what I've been reading which is the normal map being 1024 x 1024 and the specular map being black. After doing that which said would fix it, I'm still having the same problem. Help pls!! Picture: imgur.com/a/B6FDMPackage
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Post by novasim on Aug 29, 2017 22:34:58 GMT -5
There is? One of the lingerie pieces only has 1 mesh group.
What do you mean? Do the mesh groups from the mesh I used for uv_1 and weight paint still apply? There's no more mesh groups?
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Post by novasim on Aug 29, 2017 22:13:07 GMT -5
Alternatively, you could use this tutorial and just clone an item with one mesh group so it's easier to work with. Thank you!! This worked best for me after I combined my cut groups into 1 and imported Thanks everyone for the help!
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Post by novasim on Aug 29, 2017 15:00:24 GMT -5
Sorry, but this is just going over my head. I have my dress in one group right now, with the sim torso and legs attached. What corresponding mesh groups do I leave the legs in? The reference mesh's groups?
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Post by novasim on Aug 29, 2017 14:30:24 GMT -5
Weird, I usually see outfit groups to have 4+. I cloned one of the long BG dresses. In game they are still visible, but they aren't dark lines anymore instead they look like shiny long bumps.
All the BG swimsuits I checked have 3 cut groups. Would that make a difference though compared to 4 groups??
I don't really get what you mean by this. I cut only the top cute group and not cut the legs? I don't understand "Just have it all together on the top mesh group".
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Post by novasim on Aug 29, 2017 5:58:14 GMT -5
Hi, please shared the .blend and .package file so someone can take a look at them. Blend Package
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Post by novasim on Aug 29, 2017 4:32:49 GMT -5
I tried doing that, but now there are dark lines where I did the cut numbers. Picture: imgur.com/a/ltW2e
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Post by novasim on Aug 29, 2017 0:13:07 GMT -5
How can I make both sides of the faces on my mesh be opaque instead of one side opaque and the inside being transparent. I made a slit dress and It's kind of necessary for both sides to be opaque because you can clearly see into the inside part of the mesh. Pictures: imgur.com/a/2nbKz
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Post by novasim on Aug 15, 2017 20:09:07 GMT -5
Can I transfer weights from a custom content mesh and still have it be base game compatible, or do I have to transfer weights from only EA meshes?
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Post by novasim on Jul 25, 2017 2:24:16 GMT -5
Our files are basically identical. I don't see anything different from each other's meshes and we have clipping in the same areas. I'll try moving back the vertices as you said.
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