|
Post by owlplumbob on Aug 28, 2017 19:51:12 GMT -5
Hi! Please share the package if you want someone to take a look at it. Remember that you should edit the specular and bump map's texture in the warehouse in case you haven't done that. here is a link: simfileshare.net/download/303153/I'm pretty sure I fixed the specular and bump maps, but that still might be where the issue is- i'm not very good when it comes to dealing with those haha.
|
|
|
Post by owlplumbob on Aug 28, 2017 16:28:40 GMT -5
I loaded some new meshes I made in-game and they had some lighting issues. When I put them in direct light, it appears shiny/triangle-y, but when they are in a dark room they are fine. Any idea what is wrong? Could it be the shadow LOD? Here is a picture:
|
|
|
Post by owlplumbob on Aug 28, 2017 16:26:16 GMT -5
The blend has 2 UV maps, delete uvmap. And yes, the mesh is very high poly for an item like this.. try decimating it and re baking. Also, the texture is cut too much around the edges of the UV. You have to have at least 10 pixels around the edge outside the uv's limits to avoid bleeding. This also applies in sims 3. I see this done a lot, and it doesn't look good.. since it creates white edges all over. I think the issue must've been the 2nd uv, as when I deleted it the texture was normal. I also lowered to poly to about 8000.
|
|
|
Post by owlplumbob on Aug 27, 2017 13:59:12 GMT -5
|
|
|
Post by owlplumbob on Aug 27, 2017 13:07:35 GMT -5
Hello!! Today I imported some new meshes I made in game to test it, and when I placed the object(s) the texture was much different than what it showed in S4S: Any ideas of what is wrong? The mesh is very high poly (around 19000... i know, yikes!) so could that be the issue? It must be the mesh itself because I made 3 separate versions and every version had the same issue. Here is the .blend and .package files. simfileshare.net/download/302451/ Thanks!!
|
|
|
Post by owlplumbob on Aug 11, 2017 22:09:23 GMT -5
What you need to do is place a plane in the area you want it to be transparent, it doesn't need to have subdivitions at all. You unwrap it and place it in the uv map. Make sure it is big enough for it to have good definition once you work on the texture. When you make the texture, you can make the holes transparent. The only thing that would need to be changed is the shader. Make sure to clone an object that has a transparent group to work with. This way you can set the plane to phongalpha and the rest of the chair to phong. I'm not sure if I'm being clear at all, but if you have more questions I can try to picture the steps. I sort of understand what you're getting at. The piece i want with the holes in it is already a 2D plane, so what you're saying is that I should just export a plant or something from S4S as my base for the chair mesh correct? That way when I leave part of the texture empty it will just show up empty because that's how the textures of a mesh such as a plant work?
|
|
|
Post by owlplumbob on Aug 11, 2017 20:30:15 GMT -5
Hello!! I am trying to make a chair which looks like this: and a part of the chair (selected in the picture below) i want to be a wicker texture (also pictured below) The selected part of the chair is just a simple 2D plane, but I want all the black spots on the wicker to be transparent. Is there a way to make an alpha layer or something which makes it so that the wicker texture on the chair is partially transparent? Sorry if this is confusing/unclear.. its hard to explain what I'm trying to do :P Thanks!!
|
|
|
Post by owlplumbob on Jun 25, 2017 14:24:31 GMT -5
Here is the .package file for the mesh. The issue occurs on both windows. It only happens when light hits the windows directly- so not at dusk/night simfil.es/264180/
|
|
|
Post by owlplumbob on Jun 22, 2017 11:16:45 GMT -5
I imported a 2 new window meshes (they're basically the same mesh, but one is an "open" window version) in-game to test and they came up with some pretty weird shadows. Heres a pic: i.imgur.com/j0KeItj.pngAny ideas with what's wrong?
|
|
|
Post by owlplumbob on Jun 17, 2017 11:07:03 GMT -5
I ended up not being able to fix the wrong weights so i just gave up :( Have you tried doing the weight transfer in Blender 2.70? Because I've always found that doing weight transfers in a version newer than 2.70 just sends the mesh everywhere but where it should be on the sims' body
|
|
|
Post by owlplumbob on Jun 17, 2017 11:02:12 GMT -5
have you followed the suggestions jwofles wrote above? I highly suggest changing to 2.70, it's much easier and reliable for weight transfer. You still have to do uv_1 on the newer version. I've had this same issue before and it was fixed by doing weight transfer in Blender 2.70 vs. a new version, so I recommend trying that.
|
|
|
Post by owlplumbob on Jun 16, 2017 20:00:03 GMT -5
Does the original window you cloned have the same amount of groups? Also, most of your UVs are outside the boundaries of the uv map. You have to move them inside. And make sure to make the little camera on each group visible just in case. Also, can you explain what issue does it pop up? yikes, those issues are my bad- i got too excited and imported the mesh before fixing all the uv's and such. the "same amount of groups" thing was somewhat of my original question. i didn't know if the mesh would work properly if it had more groups, but i think i know how i can set it up so it has the right amount of groups. It loaded into game and looks good once i made the mesh the same amount of groups and fixed the uvs )))
|
|
|
Post by owlplumbob on Jun 15, 2017 17:40:42 GMT -5
Does the original window you cloned have the same amount of groups? Also, most of your UVs are outside the boundaries of the uv map. You have to move them inside. And make sure to make the little camera on each group visible just in case. Also, can you explain what issue does it pop up? yikes, those issues are my bad- i got too excited and imported the mesh before fixing all the uv's and such. the "same amount of groups" thing was somewhat of my original question. i didn't know if the mesh would work properly if it had more groups, but i think i know how i can set it up so it has the right amount of groups.
|
|
|
Post by owlplumbob on Jun 15, 2017 11:16:34 GMT -5
You are over thinking it. All you have to do is cut the glass basically and make a new bottom to join them. Assuming I found the same window as you pic, mesh 5 and 6 are the two with the glass planes and mesh 3 is something to to with the lower lods at a guess. So click on mesh 5, edit mode and run the knife across it, delete the bit you don't want, rinse and repeat for mesh 6 and mesh 3 Then ignore mesh 3, on the 5 and 6 just extrude the edge to a guess of center of the frame Like this Ive made few opened windows before, its pretty easy once you get the hang of it I'm still so confused... I got everything setup to where it seems correct for an import into S4S, but then S4S wasn't even letting me import it. It was giving me an error message. I honestly have no idea what to do. Any chance you could take a look at the .blend? here is a link: simfileshare.net/download/258524/
|
|
|
Post by owlplumbob on Jun 13, 2017 19:23:49 GMT -5
haha, i think what MisterS is asking is what would be the issue here. Have you tried duplicating the glass plane within window's glass group and just move those planes to where you exactly want them... ? I haven't tried that yet, but i will. I'm totally clueless with windows so this is a first-time thing for me. I'm just not sure if I'm able to even make a window with 2 separate panes without changing a ton of stuff in the 'Warehouse' tab of S4S? And if i do have to change more stuff because it'll be multi-paned, I have no idea what to change :P
|
|