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Post by theregalsim on Aug 10, 2020 16:30:12 GMT -5
Unfortunately that did not work either :(
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Post by theregalsim on Aug 10, 2020 15:58:14 GMT -5
Hello, So I'm making a bed, and I made my frame separate from my mattress. I cloned a floor statue for this. I'm having an issue where this small maybe 1x1 pixel line is showing up? I think its a shadow issue? So I tried a few things..... I took a look at my texture to make sure I hadn't missed something, and my texture was fine, it also doesn't have this issue in TS4 studios only in game. I thought, maybe its a mesh issue? But I couldn't really see anything on my 3D modeling software that would be an issue. I followed this tutorial - but it didn't work, I also deleted the occluder's shadows in Light in the ware house tab - didn't work I tried going with out a Shadow LOD and that didn't make it go away either.... I really am not sure what to do :( Here's a picture of what it looks like example 1example 2Please help
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Post by theregalsim on Jun 22, 2020 16:33:56 GMT -5
So, I'm having this issue both in-game and in TS4 studios, where when I zoom out of my dress just a little, these weird skin colored lines show up here is an example Example 1Oddly enough this one has grey lines example 2but when you are closer to the mesh, in-game and studios it disappears example 3 any idea what may cause this?
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Post by theregalsim on Jun 12, 2020 16:21:40 GMT -5
Sure! The version i'm providing is before I removed the doubles, as doing that didn't change the effect for me Testing CouchJust as I supposed, the UV maps of your sofa is split in two and superimposed. Thats why one side is reacting different than the other (it's like having two left thumbs if you see what I mean :p) But the other problem is that your normal and specular maps are wrong. Normal/Bump map especially needs to have an alpha layer, which is not the case for the moment. PNG, even if they have transparancy, don't have alpha layer. So you'll need imperatively to export your bump map in a compressed file that supports alpha layer (in our case, .dds). There is some plugins that can allow that (Nvidia or Intel, let me know if you want to know more) here's a tutorial that explains how in detail: sims4studio.com/thread/861/normal-maps-bump-editing-creatingSame for the specular: having a black background means RGB are black but Alpha is white. If you don't want shininess, it has to be transparent (alpha=black). If you actually want to do it right, the red channel should be white aswell. I tried to replace the normal and specular by blank map and it's better, but still has this seeable line... But that's because of the texture/unwrapping. I unwraped the sofa without splitting it in two. I don't have the original blender file so I couldn't apply your very nicely done texture, so i just baked and applied the ambiant occlusion: and now the sofa works perfectly So what I recommend is for you to redo the UVMAP and rebake your texture New unwraping in blenderIn game renderAnd if you scared of losing resolution after losing some space in the UVMAP, you can use a 2048px texture map. Your couch is already 15k polys so I guess this item is not for slow computer... Thanks for the help ^_^ Pretty picture
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Post by theregalsim on Jun 11, 2020 17:34:33 GMT -5
Can you send the package so we can have a look at it? Sure! The version i'm providing is before I removed the doubles, as doing that didn't change the effect for me
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Post by theregalsim on Jun 11, 2020 11:36:37 GMT -5
It looks as if you may have a duplicate set of faces on one side of the sofa mesh? Or that the line is just the vertices not quite knitted together. You could try go into wire frame, click one of the vertices, if just one line is lit then try clicking them both and holding down alt/m together and choose 'at centre'. this should knit them together and reduce any lines. Repeat with all the center vertices on all lods and see if that helps a bit. Could also try going into vertices mode highlight the entire mesh, change the faces to quads, then remove doubles, then clean up/delete loose. This helps smooth meshes out sometimes. If you have already done this sorry for the waffle. It's a great sofa by the way. So from what I can see everything is lined up just fine but I decided to removes doubles on the entire mesh to be safe, however what it smoothed out was not on the cushion where I am having the issue I tested it in game, issue not resolved, so 2nd time I did so in the area im having the issue and it didn't have any extra vertices to remove, it just said "0 removed" I decided to test it out in game yet, it didn't fix it either. so I don't feel like this is a mesh issue. I can attach a file is anyone is willing to take a look it at @jsyboulette No I didn't mirror anything so I don't think its that, also the specular is a bucket fill. The normal map can't be it either as I just made a normal map from the over lay image
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Post by theregalsim on Jun 11, 2020 8:24:42 GMT -5
Hi, the pictures you posted don't work, it comes up with a 404 page. Sorry I have updated the links now, I also tried cloning another couches and the results are the same. Its so odd as I move a light around the couch one half will get lighter and the other half darker, yet in the shade of a building (not dark rooms inside) you wont see that weird line like the picture shows in example 1. My specular is a black bucket fill so i know its not that. and my mesh is completely smooth is the area its showing that weird crack line.
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Post by theregalsim on Jun 10, 2020 16:08:41 GMT -5
So im having this issue where half of my mesh is reacting different to light then the other half..... its a sofa, oddly enough if its in the shade outside it'll look comletely normal. But when its in sunlight or in artificial light via lamps ECT in doors, it'll have a jagged line down the center that makes it look like a crack in my mesh... half lit up the other slightly darker.... I removed the occluders thinking that would help, and it didn't, I also edited the Shadow LOD, no difference, I went and unchecked the index 32 under the warehouse tab.... After doing all that very minimal changes, it seemed a little less intense... but its still there, my mesh looks fine in TS4 studio and blender, and perfectly fine in shadows out side (however not in an unlit room) so its a game related issue. Any ideas? Its definitely lighting related.... Example 1As you can see in shade it looks fine Example 2
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Post by theregalsim on May 17, 2020 14:58:41 GMT -5
*UPDATE*
So I managed to figure out the height issue (not entirely sure how I fixed it, just did some random things in the warehouse tab) and now it responds to the height i raise or lower it to in my modeling software.....
Now my real issue is the automated pinwheel on the fan, I cant place my mural properly now as it keeps turning and using the "<" doesn't fix the angle that its on.... is there anyway to disable this?
I tried cloning another ceiling decoration object and then i was having the height issue again x_x
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Post by theregalsim on May 17, 2020 11:26:45 GMT -5
Hi everyone, so I decided to make some murals for my ceilings as a plain white ceiling can be boring, So first off I just used a regular deco item, however the issue with that is you'd have to manually adjust the height and I found that didn't really work because ideally, id like my mural to rest up flush right against the auto ceilings, and when id manually adjust in game it either just falls short of the auto ceiling with a small gap, or if you went up another notch, be covered by the auto ceiling. So I got the idea, why not clone a ceiling décor object so that it would automatically be the correct height! While that did work to a degree, the issue I'm now having is it wants to snap to almost the top of the ceiling above to auto generated one, I've lowered the mesh height in my modeling software, but regardless of how dramatically I reposition it will still place at the same height I cloned it from the ceiling fan, which has 3 groups, so I thought maybe its a grouping thing(at this point I'm getting desperate lol)..... I've tried changing the numbers around, and that didn't change anything My mesh is rather simple just a flat square (the textures are where I'm getting more fancy) but I don't understand why this keeps happening.... so out of curiosity, I added the ceiling fan back in I cloned it from and removed the fan blades and added my mesh to test it out to see if the game is trying find some group from the object to determine the height hoping it would change.... and then it appeared even higher.... mind you I didn't change the height of the fan its same as EA made it, it makes me think there's some type of force in the game that's looking at the positions of the object to automatically tell it where to snap to rather then just the position you assign it to in the 3D modeling software..... Anyone familiar with how these things work? maybe its a easy fix in the warehouse tab but I'm a tad clueless
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Post by theregalsim on Oct 6, 2019 14:23:35 GMT -5
Hello!
So im working on a set of sofa's and arm chairs,
because they have so many textures, to pack down the file sizes I separated the cushions from the sofa, kinda how a lot of people go about making beds, where the mattress is separate from the frame....
How ever because they are 2 separate objects im having an issue....
so I cloned a chair for the cushions, and I cloned a plant for the frame.
oddly enough I have no issues with my sofa, sims can go and interact with it... but the living room chair the sims cannot sit on it....
so I was contemplating how to go about it, and tried cloning several other objects for the frame like a rug (but then I get weird transparency issues) or even smaller objects..... to no avail....
so I was wondering, is there a way for me, without having to clone another object, change the behavior and make the frame interceptable?
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Post by theregalsim on Sept 15, 2019 17:57:06 GMT -5
No worries, I tried troubleshooting and I ended up cloning another object to test it out (a flower pot) and it gave me the desired result. Since flower pots use textures and have invisable parts on the mesh if no texture is applied too it. (example the flowers appear as textures) However now it acts as a ground object rather then a wall Is there a way to change the behavior or should i go back to cloning a painting?
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Post by theregalsim on Sept 15, 2019 14:52:04 GMT -5
It said to change them to sim glass which I did, yet nothing changed
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Post by theregalsim on Sept 15, 2019 13:35:05 GMT -5
So I'm working on a set of tapestry's they vary in size...… I was hoping I could leave certain parts my texture blank thus the mesh that doesn't have texture would be invisable However instead, the parts of my mesh that have no texture appear like a bucket fill black any idea's or help? Thank you
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Post by theregalsim on Feb 18, 2018 16:18:10 GMT -5
Alternatively,you can reduce tree the chair height in your 3d program. I'm not really looking to edit the mesh, just change that animation
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