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Post by hyousora on Jun 8, 2020 6:40:53 GMT -5
I see what you mean, the odd shading doesn't show up unless you move the object around. I couldn't figure out why it was happening but have you tried to do the same thing with the object you use to make it. It might just have been an issue with that object itself when you're moving it around.
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Post by hyousora on Jun 7, 2020 12:30:57 GMT -5
I think that it has something to do with lightning specifically the Occluders. I had cleared the Occluders and it doesn't have the issue you're experiencing. Go to Light in the Warehouse then click Edit Items for Occluders. When the editing window opens select clear then save for that window and then save the project.
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Post by hyousora on Jun 4, 2020 9:35:10 GMT -5
Didn't mark the door just that spot, I'm used the newest blender so I'm not sure if it is because of that.
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Post by hyousora on Jun 4, 2020 9:18:18 GMT -5
Thanks I had separated it and joined them back together and had the same issue. Didn't know
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Post by hyousora on Jun 4, 2020 8:23:17 GMT -5
I'm trying how you suggest but I'm not getting it flat. I fixed the issue of the other grab-bar issue, somehow it was duplicated so I deleted the double. By seperate what do you mean like edge-splitting
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Post by hyousora on Jun 3, 2020 18:37:19 GMT -5
I need some help with this Weird shading on cabinet of Media Stand. I created the mesh from scratch and it doesn't look like there was any issue in S4Studio but in game you can see a weird shading on the media stand. I tried edge splitting it, removing doubles and no matter what it still looks like this. Here is my Blend file and Package
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Post by hyousora on Oct 2, 2019 13:12:15 GMT -5
Something you can do is save it from the blend file. Export the mesh from the package, and open it up in blender. Then go to this and save.
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Post by hyousora on Sept 27, 2019 12:42:48 GMT -5
It sounds like that you're trying to do a mesh change where there is tile in between the frame. This could mean that it is using the space where the honeycombs were and because the spec isn't updated it would probably show the combs. Can you update the package and take a screenshot of the issue. I have an idea but can't really tell without seeing for myself.
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Post by hyousora on Sept 26, 2019 16:50:40 GMT -5
no problem
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Post by hyousora on Sept 25, 2019 16:40:02 GMT -5
I'm not an expert but I'll try to help.
1) I normally don't have issue when making a normal map if it is darker than EA. As long as it is close to EA normal map then it is fine. Sometimes I play with the opacity where 70% gives me a lighter gray.
2) When it comes to resizing and wall sizes, I generally never resize the normal map. If the short diffuse texture is map 256 x 786 then the short normal is 256 x 786. This goes for the medium and tall wall sizes. I think the the only time I resize the normal map is if I'm combining multiple wall textures together.
For Specular it is half of the diffuse texture. I generally don't mess with the opacity for this type of texture..
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Post by hyousora on Sept 25, 2019 16:03:08 GMT -5
BlueHorse It seemed like it just wasn't saved after you added your changes to it. I've imported the blend into the package as well as the bump map and it was fine. Image All you have to do is re-import your blend file and bump map then save. Sorry for the late reply didn't have the chance to get back on the computer yesterday.
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Post by hyousora on Sept 23, 2019 9:55:14 GMT -5
Upload the new package, I'll take a look
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Post by hyousora on Sept 22, 2019 19:49:59 GMT -5
Happy to help
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Post by hyousora on Sept 22, 2019 19:13:47 GMT -5
I can't really explain it other than it is This and this tutorial is good on how to make a bump map.
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Post by hyousora on Sept 22, 2019 16:23:02 GMT -5
Go to the warehouse tab in s4studio and look for something like this Image. The light gray image is what you need to export and edit. If you have photoshop capable with the dds extension export the image as dds because you have to edit the alpha channel as well as the image. The image i highlighted in a pinkish color is what you have to get rid off. I would select how I have it highligthed and using the patch tool move to the left a bit so it doesn't overlap. Then you would have to do the same thing again in alpha channel and save it as dxt5 with interpolated alpha. It should look like the darker gray image on the left.
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