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Post by comb on Oct 21, 2018 19:04:14 GMT -5
Alright! thanks! Gonna try now
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Post by comb on Oct 10, 2018 10:59:15 GMT -5
Here is a new blank specular package: drive.google.com/open?id=1vsKyIH2x8tyCDdp3qVEnHekVvNRdB6dIChanges are: - Excluded plumbob shader - Excluded drop shadow blob sheet - Preserved the alpha channel of the specular in the override but blanked out the RGB channels instead of just using a stock blank - Included materials that don't have a mesh resource (walls, floors, etc.)
The package name is not the same, so make sure to delete the old one or it will conflict.
Ok So The things that need to be excluded are! Exclude: - Roof Trim - Half Wall Trim - Doors and Windows - I dont know if doing the specific windows and doors in the image would be better or just doing all of them, cause doors show up in dark spaces with specular
- Roof Sculptures - Spandrel - Pool
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Post by comb on Oct 9, 2018 19:12:46 GMT -5
Hello Flakiizziima This tutorial needs an update. I find some easy steps, but going to create it later. My pc is dying and im on a way for a new one. I have this suggestions for you. 1. I suggests for example if your object with drawers is a .obj I suggest have each drawer separated from the main object, when importing it to blender it will be easy to weight bone each one separately and then merge on a final one. 2. Fisrt you need to add yor drawer bones in the rig/slot tab at studio, you need to click on a bone and click add, then you put the name you like for example: bind_drawer1, bind_drawer 2.. etc Then after creating your bones, go to the rig at the warehouse an put Identity in orientation of each new bone. Then go to tools menu--->modding-->Renumber rig and slot (Its very important) Later at the warehouse go to each Model LOD (the normal ones, not the shadow ones. The shadow ones have a shadow map and appear gray in 3d preview, the normal ones appear with a checker pattern there) and in each normal Model LOD go to data---> meshes-->phong--> bones And there add the new bones name you put on the rig/slots. for example if first is bind_drawer1 the next will be bind_drawer2 after putting all thebones click on save, (you will be still on phong) scroll down to BindPoseBones-->edit items and add the bones there too, you cant put the name but the name hash yes for example for bind_drawer1 the bone name hash is F6EE3C81 put that there and Identity at inverseBindpose, and do the same until you finish to put the bones. save save save and do the same on the other normal MOdel LODs.Later continuing in warehouse go to Model-->Lods-->edit items and there find which of the Detail flags (could be high, medium or low only one of them, dont care of the shadow ones)has meshes-->edit items-->phong and repeat the same as before (add the new bones at bones and bindposebones) save save save Go to tools menu---> modding--> Sync rig changes to slot. save save close the package 3. Making an easy way to adjust the location of the bones of the drawers Extract the base object you have with the changes we made before on blnder they will appear the new bones. Import in blender only the drawers mesh but not the main mesh save the mesh import it in studio and adjust the bones x, y, z at rig /slots with the drawers mesh as a base, after adjusting the location of the bones of the drawers, go to tools menu---> modding--> Sync rig changes to slot, save all the changes and export the mesh with this new changes an at blender weight paint the drawers with the corresponding bone, if its difficult to you i suggest importing one drawer at a time, weigh painting each one hide it and continue with the next one, hide it, import the main mesh, weight paint it with the transfom bone, unhide the drawers and join all the drawers with the main mesh. Save the blender file To test ... open in blender go to rig, click on pose mode, clik on a bone, and move and see how it moves.... undo the action or dont save this time. Your object is ready for animation just import the new blender file in studio. Omg yes a new tutorial!
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Post by comb on Oct 1, 2018 16:10:55 GMT -5
Here is a new blank specular package: drive.google.com/open?id=1vsKyIH2x8tyCDdp3qVEnHekVvNRdB6dIChanges are: - Excluded plumbob shader - Excluded drop shadow blob sheet - Preserved the alpha channel of the specular in the override but blanked out the RGB channels instead of just using a stock blank - Included materials that don't have a mesh resource (walls, floors, etc.)
The package name is not the same, so make sure to delete the old one or it will conflict.
Oh my god you are an amazing person Im gonna go test it
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Post by comb on Sept 26, 2018 15:13:25 GMT -5
Hi
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Post by comb on Sept 25, 2018 2:46:57 GMT -5
i truly have like two alpha hairs that were probably created with blender. it's a lot more complicated to make hair using blender, so most do not use blender when creating hair. even if it's wildly accessible, for those who actually want a high quality mesh and something they can get done in a few hours, they use a more complex and understanding program, such as 3ds max. Those programs are really huge and confusing and expensive, Props to those who understand them!
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Post by comb on Sept 23, 2018 12:24:13 GMT -5
Its a shame all these creators never share tutorials on how to do it with blender cause i know most use blender since its wildy accessible
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Post by comb on Sept 21, 2018 9:37:43 GMT -5
any update?
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Post by comb on Sept 16, 2018 0:44:42 GMT -5
Hmm yes I see what you mean in the game when I tried it. I'm not sure about the plumbob, maybe it just needs to be excluded altogether since it is not a normal object. I also noticed some items like the bathtub still looked really shiny in the dark. If you give an example of one of the drop shadows, I can look at it, but the package I posted ultimately just sets any texture designated as "SpecularMap" or "SpecMap" to be blank. EA does often use textures for dual purposes though (like a diffuse texture that doesn't need alpha is also the alpha map for a glow or dirty texture). I'm testing now with a black texture rather than a transparent blank. I don't think the specular map should interfere with the drop shadow because its on a whole other cut number so im not really sure why this is happening, the majority of items have the black square but rarely few objects dont have it? And im not entirely sure how else to access the texture thing.
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Post by comb on Sept 15, 2018 2:49:31 GMT -5
I'm not sure if this is normal i think it works but it kinda destroyed drop shadows or the boarder around windows and stuff and turned the plumbob black and some wall paints still have specular maps?
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Post by comb on Sept 9, 2018 6:40:27 GMT -5
Is their a way to batch remove every specular map in the game from objects, because i have modified rooms to be extremely dark which i like personally but the specular map is so noticeable when rooms are dark and make things practically glow :(
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Post by comb on Jul 10, 2018 4:31:24 GMT -5
Thanks guys that worked! :D
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Post by comb on Jul 8, 2018 4:18:19 GMT -5
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Post by comb on Jul 6, 2018 19:33:32 GMT -5
Please don't bump your own thread after such a short amount of time. If somebody knows how to help with this project I'm sure they will post when they see it. Don't forget that not everybody is available here 24/7. Please be patient. I see people replying to everyones post around mine
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Post by comb on Jul 5, 2018 7:09:15 GMT -5
Awesome!
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