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Post by SimLaughLove on Feb 4, 2018 1:54:59 GMT -5
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Post by SimLaughLove on Nov 15, 2017 12:28:19 GMT -5
The 2 hatchops and hair meshes are layered in s4s preview, when you load it in game it won't be that way. Hat chops only appear when activated by corresponding hats. Have you checked your hair in CAS to see if just the hair appears on the sim (minus the visible hatchops that are shown in s4s)?
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Post by SimLaughLove on Nov 15, 2017 10:11:05 GMT -5
The one I opened was counter 1. There are two speculars in the warehouse tab The top one looks like you blanked it already, but the bottom one also needs to be blanked (this is the one pictured in my previous post).
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Post by SimLaughLove on Nov 14, 2017 18:17:31 GMT -5
If you want to try an easy solution you can try this out: select the whole uv_1 map by pressing A > press the W key > weld all the vertices into a single vertice > move the whole thing to the bottom corner. This doesn't work for everything, but it's handy for accessories! the glasses will still move with the head (because of the weight paint) but won't distort anymore. It'll look something like this in CAP (pardon the texture I just put the glasses mesh over the unicorn horn xD):
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Post by SimLaughLove on Nov 14, 2017 18:07:00 GMT -5
I just looked at the first counter in the zip, but it looks like there is still a specular in there that hasn't been blanked. If you put a blank spec here does it fix the glossy problem?
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Post by SimLaughLove on Nov 14, 2017 17:54:22 GMT -5
I look a look at your .blend and I think the issue might be the uv_1 the glasses look like they are still mapped for sims instead of the dog unicorn horn example
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Post by SimLaughLove on Nov 13, 2017 20:02:56 GMT -5
little mod edit: prudence25 Be sure to check that you have the latest version of S4S and follow what's explained below. Access the batch fix for sofas and loveseats under Tools > Batch Fixes > Objects > Fix Objects for Cats & Dogs Patch in s4s wishes:
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Post by SimLaughLove on Nov 13, 2017 19:54:08 GMT -5
Can you upload your package?
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Post by SimLaughLove on Nov 13, 2017 11:33:53 GMT -5
Hello! Not sure if this will help without looking at your .blend or package, but maybe it will? I'm assuming from what you mentioned in your original post that the counter is a custom mesh and that you've edited the specular map to make it matte. Did you also edit the normal map? I would definitely test a blank normal map before venturing into blender again.
I know from past experience that removing doubles on object meshes isn't always good, especially if the object is angular. If you face select your mesh (using the L key) in blender with face select option does it select your whole mesh or just part of it? If just part is selected, the rest of this post might not be helpful at all and the issue could be specular/normal map related? If your whole mesh is selected when using the face select option, then doubles have mostly likely have already been removed. Removing doubles basically merges vertices that are overlapping or close together. I was asking if you did this earlier because removing doubles on angular objects (like a cube for example) will sometimes cause shininess or weird shadows to appear in game (it's the way the light reflects off the object). In blender it can sometimes be hard to tell just by looking at the mesh if doubles have been removed: Both the cube and the crate above have doubles removed. The crate has a more smooth appearance though, because of this the light will reflect differently and weird shadowing may appear. To fix this, the edges must be split. Use edge select to select the edges (click edges with the right mouse button, select multiple edges by holding shift while clicking the right mouse button). Once all the edges have been selected, split them! The option to split can be accessed: 1. through the mesh menu: mesh > edges > edge split 2. shift+E > edge split The edges now appear sharper on the crate!
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Post by SimLaughLove on Nov 13, 2017 11:05:53 GMT -5
Thank you for information about the ears! I haven't had the need to explore much of the warehouse in depth so I would have never thought of that! This worked like a charm and the neck gap went away when I made everything zeros (so it's slightly related to the original issue, maybe a clue? ). The only issue now is little triangle holes in all the ears except the top middle preset ears)!
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Post by SimLaughLove on Nov 12, 2017 23:53:39 GMT -5
Did you remove doubles on the whole mesh? That sometimes causes a glossy effect! Usually splitting edges will make it go away if it's not caused by the normal map or the specular map.
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Post by SimLaughLove on Nov 12, 2017 23:40:02 GMT -5
Hello! While making a hat for a cat I noticed a gap in the neck area on fluffier kitties. At first I thought it was because this was my first attempt at anything pet related, but when I investigated a little more I noticed that exporting the mesh and then importing the mesh causes the issue (no editing, no opening it in blender, just straight export > import). I tested large and small dogs as well, the issue for them appears around the ears and neck with headbands and around the neck with other hats.
On a slightly unrelated note, is there a way to make the ears and top part of the head not disappear for cats when converting headbands?
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Post by SimLaughLove on Nov 12, 2017 20:44:15 GMT -5
I don't think the dress/skirt issue has been brought up (at least not that I could find), I only noticed it once I put my cc back in a couple of hours ago. I do know the batch fix fixes the arm issue!
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Post by SimLaughLove on Nov 12, 2017 20:17:41 GMT -5
Hello, I'm not really sure where to put this, I saw this thread so I hope this is the right place. Custom content skirts and dresses are bunching in the crotch area (way more noticeable on sims with weight sliders maxed). It looks like EA might have tried to fix some of the male pants on the female frames (possibly causing issues in that area for pre-pets cc). Also longer skirts have weird flaring issues, not sure if that is related, I only had the two skirts below in my mods folder during testing. Pants and shorts don't seem to have any issues that I could find!
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Post by SimLaughLove on Aug 19, 2017 23:30:14 GMT -5
I went back to check if #2 caused the tights to loose the shine and it had a subtle shine, which seemed odd... I didn't realize that when I saved and closed s4s that the mask of the specular either reverted back to the original or was just doing something funky. Remaking the package fixed whatever issue that was and after double checking to make sure the specular was completely black on the layer, alpha, and mask (and checking the other skirt packages... just to make sure they were all correct). I get the same result for #2 in game as clicking "make blank" button so I'm guessing it really is creating a fully blank specular. I feel a little silly, but I guess I've learned that I need to at least copy over the resized alpha to the masked layer to import xD (and to also make sure it sticks after saving and closing lol)!
I updated the above picture for #2 with the correct representation.
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