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Post by cabaretchatnoir on May 10, 2022 0:09:57 GMT -5
I had someone take a look at it and apparently it had to do with the overlapping of mesh objects. this is the first time this has happened so I don't know what is going on there.
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Post by cabaretchatnoir on May 5, 2022 0:37:09 GMT -5
I can't seem to correct this and I don't want to remake it. link for the blender file
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Post by cabaretchatnoir on Jun 13, 2021 0:09:02 GMT -5
So I have V2.79 and all I see is the standard grey shade solid grey, no white or black and am just so lost on what I am doing wrong....T.T
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Post by cabaretchatnoir on Jun 3, 2021 15:50:58 GMT -5
great thank you for that link and thank you for the edgesplit comparison.
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Post by cabaretchatnoir on Jun 3, 2021 0:11:21 GMT -5
So I changed the normal to black and had the same problem. Then I cloned another object and used another color normal and had the same problem. It has to be something with my file then.
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Post by cabaretchatnoir on Jun 2, 2021 14:34:07 GMT -5
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Post by cabaretchatnoir on Jun 2, 2021 13:54:19 GMT -5
Hi all, I am getting a weird "shadow" on my texture as pictured below It is just a simple cylinder and I didn't do any type of mirroring or anything that would cause the normals to flip. I have a black spec on the item and had a normal map to give it texture, but I don't think that changed anything and maybe (?) the cause, but I switched it out for a blank/black map. Just really annoyed and would like to learn how to fix this. All LODs and shadow meshes have been replaced. TIA
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Post by cabaretchatnoir on Feb 11, 2021 16:01:41 GMT -5
Hi! I didn't see this in search or any of the relevant threads.
Essentially I want to redo the vase of a specific plant and wanted to make the flowers a separate group so I don't loose the texturing/UVs from EAs work, though I am thinking about adding more flowers.
How do I cut the file into three cuts (so the flowers would be Cut 1 or 2).
Thanks in advance,
I can't wait to approach this project the right way!
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Post by cabaretchatnoir on Sept 5, 2020 20:34:31 GMT -5
Thank you again!
I'll update once I get it into the file should I run into any problems.
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Post by cabaretchatnoir on Sept 5, 2020 13:43:46 GMT -5
I want to put the model of a sim into a file with my buy object, so I can mesh the item at a certain scale. I know how to export/import models from other files, but what file type should i make the sim so I can still pose it in the B/B file? Or do I have to pose the sim and then import the posed sim into my b/b file?
Thanks in advance,
Orange Researcher/cabaretchatnoir
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Post by cabaretchatnoir on Aug 29, 2020 20:45:00 GMT -5
I tried separating them and then rejoining them and then flipped back and forth, even trying the wrong way to see if it flipped correctly in the game. No dice. Then I tried making a brand new item because maybe the file is corrupted. No dice either.
ugh!
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Post by cabaretchatnoir on Aug 29, 2020 19:13:45 GMT -5
I am beyond puzzled because I have flipped normals throughout my object in game yet totally fine in Blender 2.79. I did some mirroring (duplicate->mirror) and arraying (made everything real and used the modifer). i tried flipping the normals rather than just recalculating outside. I am also puzzled why the top isn't transparent? I use a medium setting .png PS20 export. I tried setting the glass shader in the ModelLODs like in the tutorial (I am on Apple Blossom), but unclear if I am doing it right. Adjusting that setting changed absolutely nothing so I am confused on my next steps. in game shot imgur.com/a/f7ALsJV
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Post by cabaretchatnoir on May 12, 2020 22:39:29 GMT -5
I finally found time to go in-game after flipping the normals and I am getting the same problem. Looks like I am just going to remesh this on another file.
Thanks for your help, though!
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Post by cabaretchatnoir on May 7, 2020 19:58:46 GMT -5
Hi so this is a bit of a bump and better view of what's going on with the mesh in game. In short, the mesh is acting like the normals are reversed, however, any change to the normals to recalculate them "outside" is completely redundant in Blender and leaves me with the same issues. Picture: Do I just flip the normals inside to check if they would flip back in game? Thanks
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Post by cabaretchatnoir on May 2, 2020 17:49:11 GMT -5
Hi everyone. I created a piece of content a clock, one that has various spokes through the main mesh. I created in blender and it textured fine in S4S and PS. When I loaded it into the game, however, somehow where the spokes inside the mesh are overlayed on top of the mesh. Picture here: prnt.sc/s9vy6sI went back into blender and checked and adjusted my normals, however, that didn't change anything on the mesh or in the object in game. I have one spec that is custom, the normals are replaced with a blank image, and I adjusted the other mesh's (the glass cover of the clock I cloned from) texture and spec, which isn't transparent. I am lost so any help would be great!
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