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Post by Zelrish on Sept 27, 2016 5:36:23 GMT -5
Did you try what I found on the blender's forums ? My last post
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Post by Zelrish on Sept 27, 2016 2:22:52 GMT -5
From what I found in the blender community, you can try the following :
For Nvidia cards right mouse click on your desktop and select Nvidia control panel. Then under 3D settings click on "Adjust image settings with preview." Click on "Let the 3D application decide". For Radeon, open radeon settings go to profile tab. Look for Blender and set all the different parameters that allow it to : use application settings (or something like that). The idea behind those is to keep the Antialiasing to be forced onto Blender, which would be causing the issue.
You can also try to disable the Aero windows desktop theme (just turn the classic mode on), it apparently helped for some people.
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Post by Zelrish on Sept 27, 2016 2:01:46 GMT -5
Well, if this happens with blender and specific GCs you can maybe check if your drivers are up to date. If already, you can maybe try to downgrade your drivers to an older version. Otherwise as suggested by orangemittens you can contact blender directly. PS : if you wanna try something different, mainly out of curiosity, you can try to open the rig from Kijiko that uses the Pose helper. hereThe rig there is slightly different so it would be interesting to know what happens with it.
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Post by Zelrish on Sept 26, 2016 8:49:10 GMT -5
you said it doesn't happen with Objects so no, it is not your graphic card.
Did you try exporting a female rig to see if you have the same issue ? Did you reset the preferences in blender ?
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Post by Zelrish on Sept 26, 2016 5:07:53 GMT -5
I don't know much about window meshing in the game but if you lost the transparency, by just changing the texture you might have modified the alpha of your texture by mistake.
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Post by Zelrish on Sept 26, 2016 5:00:25 GMT -5
I opened your .blend and do not have the issue, it opened normally with the texture on and everything is fine.
So, it is most likely a parameter of blender. Maybe you can reinitialize your Blender parameters to the default to see if it fixes it. (try opening it with another version from blender as well like the last one 2.76 ; you can have both installed on your computer in different folders).
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Post by Zelrish on Sept 26, 2016 4:51:33 GMT -5
Well, I will keep working on textures and 3D models then :p
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Post by Zelrish on Sept 26, 2016 3:24:39 GMT -5
Hi guys,
Soo, I am trying to see if I can run S4S on my computer at work to visualize some of the stuff I work on when I have time :p But without the game installed S4S closes. I guess it needs the fullbuild.package or something similar (like with TS3) to clone everything etc.
Would I need the full game to be able to launch S4S or can I bypass something by just copying a/some specific file(s)?
also I am on a Mac at work but I have a virtual windows machine installed as well so I could try on both systems (even if it would be better on the mac)
Thx
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Post by Zelrish on Sept 26, 2016 2:41:46 GMT -5
Hello Brybee, Did you edit your package since the last comment from Mathcope? You are on the right track now that you moved and resized your UV. Like Mathcope said you only need to add you texture in the area where the UV for the shoulder pads is. Also, don't forget to edit the ALPHA on the texture so that it is visible. (You might have forgotten that)
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Post by Zelrish on Sept 24, 2016 5:36:39 GMT -5
You should also (if you did not already) test the current result in Game to see if you have weight assignements' problems. Studio will not show you that and only the game engine will make those problems visible.
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Post by Zelrish on Sept 24, 2016 5:32:11 GMT -5
Hehe, so far, I quite enjoy it yeah. People are trying to help each other a lot and like I like that myself, I try to help in the limit of my knowledge Also I really enjoy improving my own abilities in the modding area, it feels quite rewarding. So I will stick around :D
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Post by Zelrish on Sept 23, 2016 3:56:57 GMT -5
Hello, I thought I could introduce myself as I have been posting a bit lately. So, my name is Jeremy I'm a 32 yo french guy leaving in Austria. I work as an IT manager in a company that creates commercials and ads. I played the sims since the 2 but got into modding last year I believe with the sims 3 and just started modding on the sims 4 since now 2 or 3 weeks. Studio is pretty damn awesome, I was surprised at how simple it is to mod using it and it doesn't even crashes :D Sweet. So I try to create shoes in general. I found a base mesh I loved for the sims 3 a while back and am reworking it into different variations such as boots or other high heels. I have to find the policy of the original creator to see if I can publish them but I know he stopped modding. Anyway, thanks for the hard work and see you on the forum EDIT : also the heels I create are going underground so far as I don't know how to modify the BOND ressources so that the sim si lifted from the ground. That means that they look nice but only work with poses that are custom elevated for this.
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Post by Zelrish on Sept 23, 2016 3:43:08 GMT -5
Btw I had a look at the sword and you have the same problems there. Some of the normals are not in the right direction and the UV mapping is not done. Weight painting should work out.
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Post by Zelrish on Sept 23, 2016 3:25:54 GMT -5
Hello, So I had a look at your blend (cannot use S4S from work) and like I guessed on an earlier post (I actually guessed it for the biceps but it turns out being the issue for you medals:p), the normals on your medals are inverted. Which is why you have this hole in your mesh where they are supposed to be. So you can forget the cut number story for now as it is not the issue. The normals being inverted means that the texture is applied on the inside faces of the element. That means that looking from the other direction, you see no texture therefore a hole. So from what I see on your mesh, you need to select all the faces of the medals BUT the top ones (those actually have their normals in the right directions). Then go to the menu Mesh - normals - flip normals. That will fix the medals. - You didn't adapt the uv map for your UV_0 for the medals and the shoulder pads. This is why the texture is completely wrong on the shoulder pads (and even with the normals fixed, you will not see a texture on the medals so far as the uv_0 is all grouped into a dot). I invite you to check some tutorials on how to rework the uv map for your uv_0. I recommend the meshing for beginners tutorial as it covers a lot of things that would be helpfull for you : Meshing for beginners- The uv_1 is also just a dot but that is less of a problem as you only added "accessories" to the original mesh so it should somewhat work out. - The weight painting is also weird. Shoulder pads are always pink whatever the bone so I am not sure what that gives in game but if it works for you then so be it :p Weight painting on the medals seems a bit extreme being full strength (red) on spine1, spine2 and L_clavicle. Gotta see how they behave in game but they might move at some point when they should not.
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Post by Zelrish on Sept 22, 2016 5:53:18 GMT -5
Well, after reading it, all you need is the link given by @jakea All the informations are in it. How to create additional groups and have studio read them for example which is the main thing you need.
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