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Post by fursims on Nov 2, 2016 12:31:31 GMT -5
Im having trouble to open them in photoshop. They open, but i first get a window that lets me choose the format, so i choose the original format, but the pictures are never alpha in photoshop and ofcourse if i save them after i resized them, they loose their aplha as well. I have to resize them to 1024x1024.
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Post by fursims on Nov 2, 2016 9:08:20 GMT -5
I was wondering this too for a while. May i ask what the ObjectSurface_ slot is for on tv units? Where should it be placed? On the surface?
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Post by fursims on Nov 2, 2016 8:57:53 GMT -5
Is it also possible to upload the bump and specular in png files? It would be a lot easier for me
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Post by fursims on Oct 29, 2016 17:20:46 GMT -5
I think you're having problems understanding the UV concept. The object will have the same uv map for ALL your images. For the Diffuse, the specular and the bump map. You map your item into a UV map to texture it, the coordinates that you set in the UV will follow for all images you make for it. However, all those are 3 completely different IMAGES and they work for different porpouses. If you don't want the effects of a specular or a bump map in your project you shouldn't delete the resource. You also can't replace them with the Diffuse image since it is not suitable for that kind of images. If you want to remove the effect you need to BLANK them. For the bump map and specular you have THIS tutorial. Inside you will find a link to a blank specular and bump map. You can save them in your computer and use them every time you need to blank a specular or a bump map. If you want further information read the tutorial as it explains the process with steps and images. THANKS dude, couldnt find a tutorial for that, so thanks for the link I wasnt sure if i could import blank images, so now i know thats the way. Appreciate the fast help in here! Its the best!
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Post by fursims on Oct 29, 2016 17:11:48 GMT -5
I have made a round seat from a square one, so i tried to get the round shadow instead of the original square one doing it the way explained above (by selecting the shadow plane with A, selecting all the vertices in the shadow UV and move it with G to the round shadow, but the shadow remains a square. Only the shades are getting darker or lighter. Why is that?
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Post by fursims on Oct 29, 2016 16:59:06 GMT -5
Ok thanks, i get that. I was looking into another tut which explains what DTS images are, but i couldnt find anything about how your UV should look when imported. Are the black parts, painted black? Or do make these parts invisible? Im trying to understand the way these images work, so i know what i am doing and not just follow steps. And otherwise, i wouldnt know how to edit my images best. Thats what i asked. I have 4 DTS images. The first is my texture, the second is i think the one thats gives 3D texture to your object. How would i cancel that one, cause i dont really need it. What do i upload instead? An empty (transparent) UV? The third Image is this below: I guess its the unlit one, but i wouldnt want it to be different than my original texture. And the last one is the lit up one which you explained. I just have a few questions about it like i mentioned above. BIG THANKS!
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Post by fursims on Oct 29, 2016 15:32:19 GMT -5
About DTS images. If i would replace the bump and specular one with the same UV map as the diffuse one. It would be ok right? Cause I dont really need to add seperate 3D texture in it, since my original UV already covers that. Am i understanding it right that it would also work like this?
Or do you just add in an empty (transparent) UV if you dont want to use the bump & specular?
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Post by fursims on Oct 29, 2016 15:07:59 GMT -5
I need more info on the DTS images and how to edit them best. I didnt even know this was supposed to be changed, cause in the s4s the texture looks great, but then in the game.. its not. Its very hard to check all my 13 items in the game, close the game, edit them, start up again to see they are still not good. And with the little knowledge i have about DTS images, its very frustrating.
Why is that some objects dont have the DTS textures coming through and others do? I have just replaced all the DTS images with my general UV maps, is that right? It seems my fireplace still shows the old texture besides the shiny object when lit up (i will still have to vertex paint, but first i want to understand the DTS image problem). Hope you can help me a bit more in dept about it or someone else.
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Post by fursims on Oct 28, 2016 16:33:25 GMT -5
EDIT: about those two model LOD images. I realised those are the LOD meshes for the shadow i havent edited yet, so thats obviously not the problem. Im so confused now, cause new problems are keep popping up.
* Im not sure DST images should all be the same UV map. What is you have multiple swatches. I am not familiar with the way this works. * Still dont get why my fireplace suddenly brightens up when lit up and its the only time where the weird shadow has disappeared.
Hope someone knows the answers, cause im about to let this project sit on the side for a while :(
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Post by fursims on Oct 28, 2016 15:41:33 GMT -5
I had checked the tutorials, applied split edges to my fireplace, but it didnt fix the problem. Now when the fireplace is lit up, it turns the whole object shiny and bright. There is no weird shadow when its lit up, but it wasnt shiny like that before. I cant even see the fire anymore, thats how bright it is. When i check the warehouse, i see that there are still (shadow??) files from the EA mesh. Is this maybe causing the weird shadow problem? Also catalogue miniature looks like this and wont leave, no matter which mesh i upload. Will that ever change automatically? if not, how should i get the right image there?
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Post by fursims on Oct 28, 2016 12:20:29 GMT -5
Hi, i assume it has something to do with these 3 image files from the previous fireplace from EA. I wont need them anymore, so is it safe to delete them? And even if i wanted different texture when its lit up, i could just import my own in the lit up image file right? About the shadow, i didnt edit that one yet. Its still the original one from EA coming through. I will check the tutorial for that one later today. Thanks for the explanation about it
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Post by fursims on Oct 27, 2016 13:17:37 GMT -5
Ok ofcourse. I forgot i should have made this table with the glass method. THANKS! Thats probably why it wasnt even showing when i zoomed out in the game. About the fireplace which was the subject in the first place :p I tested it out and it looks fine, except for one thing and im not sure where this went wrong. When my sim lits up the place, the fire seems to show on some wrong places as well. When the fire is out, the texture on those places where the fire shows are also something else then i made in the UV.
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Post by fursims on Oct 27, 2016 10:40:26 GMT -5
for what reason would the plant be easier. Cause it has alpha already and you wouldnt have to edit the lods in the warehouse? Im actually ok with that now I have made another transparent table yesterday and the texture looks again weird when turning the camera around. Thats what i ment with the fireplace too. It has weird cuts and the texture isnt fully showing on some parts (wood for example). Is this normal?? I will test it in the game now as well. EDIT: in the game it does not have that weird texture failure. But, the table is not transparent. The fireplace seems to be transparent. I havent finished the fireplace with the frame in front of it yet, so i cant say for sure.
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Post by fursims on Oct 26, 2016 14:39:51 GMT -5
I think something went wrong in the proces of making the object transparent. My object looks like this. before the process it was looking fine, so something must have gone wrong there. In general it worked, so im happy with that. Just need to know why this problem occurred and what went wrong? Maybe its also smart to share that after selecting LOD 0 or LOD 1, my menu looks like this. I clicked further on the 'Phong' one, cause that seemed to look more like the one from the tutorial from what inside. But maybe the fault is somewhere in here..??
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Post by fursims on Oct 26, 2016 14:02:08 GMT -5
Couldn't be the fact that you don't see an "alphablend" tittle the issue of you not having transparency? Follow the tutorial i linked, and if there's not a title, you add it with the "add" button and fill all the info that you see in the pictures. It makes the group have transparency. Depends on how your mesh is composed, but transparency only is controlled by the alpha channel. If all the rest of the texture is white, then it's not going to be transparent. This only enables it. if you arent familiar with these things, it is a far guess to know alphablend means that. Besides that, i had these and no burnt state as well. is that ok? I edited them all and add the missing aplhablend and alphamap in them. You mean i will need to add the correct texture in my UV (with transparent background) now so i can see the transparency on my mesh? I will do that now, hope i did it right thanks!
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