|
Post by Kouukie on Sept 12, 2023 18:37:03 GMT -5
Hi! I had a similar issue in this thread. My issue was the UV and it was an EA object I edited. Re-uv mapping fixed it for me. Regarding the chair, would you mind sharing the package and blend files so anyone reading this could view the files to try and help?
|
|
|
Post by Kouukie on Sept 12, 2023 14:27:01 GMT -5
Hi there. I've been playing around with the tuning editor and managed to get the humidifier I created to have working smoke with my own custom pie menu. I'd like to change the color of the smoke to a basic greyish tone to just make it look like regular smoke rather than colored smoke. I used the incense burner tuning as a base so it's colored. If anyone could point me in the right direction that would be wonderful. Thank you Package file Picture of object with colored smoke:
|
|
|
Post by Kouukie on Sept 4, 2023 14:31:55 GMT -5
Would it be possible for the option to categorize the amount of mesh groups each object has like you've implemented in the CAS area of the program?
|
|
|
Post by Kouukie on Aug 26, 2023 8:00:28 GMT -5
Hi. Regarding the section where one half is dark and the other isn't, if you look at the UV layout you'll see that the UV islands corresponding to that section are split. Studio will split a mesh wherever the UV island edges exist, so it's better if you have a whole UV island and not one split in half. * Select the top faces of the petal with the split UVs, M > by distance (this removes doubles) * U > unwrap. Move the new UV island to a different section of the diffuse. You'll need to adjust the size and shape somewhat. * Select the faces on the opposite side of the petal and do the same. OR * Delete the top and undersides of the split petal. * Select one of the intact petals. * Shift + D to duplicate it. The UV island will automatically be placed where you want it. * In the 3D window, move the duplicated petal to where the split petal used to be. * Do the same for the other side. As for the other dark petal I couldn't see anything wrong with the mesh, nor could I see a problem with your textures. Take a look at Mauvemorn's post here, this page, and this page One of them may solve your issue. Thank you so much! Figured I would have to re-uv the mesh due to the split section. I appreciate you taking the time to respond!
|
|
|
Post by Kouukie on Aug 25, 2023 12:18:29 GMT -5
Been having an issue with my object meshes lately. They have these odd shadowing/shading lines in game but not in blender nor S4S? S4S: In-Game: This was an EA mesh that I sized down, removed the rod part of the mesh and turned tris to quads. this happens with meshes I make from scratch as well. Is there something I'm doing wrong? Thanks so much in advance! Blend & Package files
|
|
|
Post by Kouukie on Aug 18, 2023 9:22:23 GMT -5
This tutorial is very in depth on how to get the specular map you desire
|
|
|
Post by Kouukie on Aug 17, 2023 13:13:08 GMT -5
From the picture it looks like you've got a few stray vertices still assigned to the oven door, but it looks a lot better. Worked perfectly! Thanks so much for the help!!
|
|
|
Post by Kouukie on Aug 16, 2023 19:57:54 GMT -5
Animated objects usually need to be assigned proper bone weights, similar to body meshes. I'd think if you've not assigned anything, or assigned everything to the wrong bone, the entire item moves with the animation (in this case the oven door). That actually makes total sense. Thank you I am going to try this and see how it goes. I should've figured that since I have applied bone weights to clothing before ahahaha
|
|
|
Post by Kouukie on Aug 16, 2023 19:56:39 GMT -5
Okay so I've gotten closer but the mesh is now borked when opening the oven lol. i updated the package and blend file link in the original post.
|
|
|
Post by Kouukie on Aug 16, 2023 17:11:09 GMT -5
Hello. I remeshed an EA stove from "Cool Kitchen Stuff" and somehow the animation got messed up. The stovetop part works perfectly, however when using the oven the animation flips the entire thing to the side (it's quite comical i chuckled quite a bit watching it). Here's what I mean:Did I miss a step I'm unaware of? I usually work with clutter/decor objects and don't usually work with objects that require a function so I'm pretty stumped. Any help/advice would be appreciated! Thanks in advance! Blend & Package Files
|
|
|
Post by Kouukie on Aug 16, 2023 7:55:41 GMT -5
Clone another EA counter, go to Warehouse and export the first footprint in the package. (don't sort them as they are already in correct order)
Then import/replace the footprint in your counter package. Note: There are 10 footprints! If this counter part in your picture is the first modell, then you have to use the first footprint from the cloned package to make sure. If it's counter 6, then export footprint #6 in line and replace with #6 in your package.
That was it! Absolute lifesaver! Thank you so much enjoy your day
|
|
|
Post by Kouukie on Aug 15, 2023 18:23:06 GMT -5
Hello! The footprint underneath my object in build/buy mode is bigger than it appears in Blender in S4S? For example, this is what it looks like in S4S (also in Blender): However when I grab it in game, it takes up 2 grid boxes? It normally wouldn't matter to me so much but especially for a counter, it won't allow another counter to be next to it because it "intersects". Any advice/help would be greatly appreciated!! Thank you in advance!! Blend & Package File
|
|
|
Post by Kouukie on Sept 23, 2022 12:38:36 GMT -5
Hi, meinkatz and Kouukie There actually is a fix Go to the Warehouse tab > Model LOD > Edit Items... > Phong > Uncheck the Index32 box. Repeat for all Model LODs as well as Model. Studio enables it when you import a mesh whose polycount exceeds a certain number. Hence the rule of 10k. so awesome tysm for sharing!
|
|
|
Post by Kouukie on Sept 21, 2022 13:16:54 GMT -5
the only "fix" (not REALLY a fix if you're planning to release the item) for this is turning off dynamic shadows. anyone who downloads it would also have to have that turned off if you're releasing it, though. this tends to happen to a lot of deco sims that people make as well due to the high polys. id say if you plan to release it, keep to under 10k polys an for personal use make it whatever you want an turn off dynamic shadows. keep in mind with every update you have to redo the process of turning off dynamic shadows as they are auto turned back on when updating your game.
|
|
|
Post by Kouukie on Sept 9, 2020 18:08:33 GMT -5
Oh, I though in CAS. I'm looking at the package and it seems to be set up wrong in the region map and lods. I may be wrong about my understanding of things but they make sense to me so could be right: So, basically, the entries in the region map window define how certain meshgroups will interact with other CAS items. For example, a bracelet is tuned to disappear upon interaction with long-sleeved shirts in CAS to prevent clipping. See how both of them have the same entry but with different Layer value with the lowest one being for the bracelet? If you will change that value to 450, the meshgroup on the sleeve will disappear instead. However, you most likely do not want your cup to disappear at all, so this entry can be changed to Base and Layer set to 0. Now, how does the game know what meshgroups belong to what entry? That is specified in Models Since all meshgroups in all lods of the bracelet must disappear, they all are under this entry. Each geometry in Warehouse tab has its own Group number, so that is how it can tell them apart. Soooooo, everything needs to stay > Region type should be set to Base, Layer to 0. All meshgroups should obey > all meshgroups under this entry As for lods, it works by the same principle. You need to copy an entry, not edit the existing one like you did. Add the meshgroup from LOD0 to LOD0 entry, a meshgroup from LOD1 to LOD1 and so on. Also, I'd say there is not need to make lod2 and 3 transparent at all because they would appear on the lowest graphic settings, very far away, so you would hardly even see a cup. Just join them into one meshgroup Here's an updated package, I did not edit the blend file, but it imports ok now. Check Region type an lods Thank you very much for the response as well as mini tutorial! I really appreciate you taking the time out. Can't wait to see my cup!!
|
|