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Post by theplumbobarchitect on Mar 8, 2017 10:40:53 GMT -5
Thank you for your response! I've never thought of looking into the AlphaMaskThreshold, so I followed your advice and indeed, the plant I took the textures from had a different number than the plant I put the textures on. I changed all the numbers and the black seemed to have disappeared! Now the plant looks how I want, so thank you very much! However, and this is not a huge issue since you can only see it when you zoom in extremely, but it looks like there are two layers to each leaf. I thought this was weird since planes normally show only one side, so I looked into the mesh and recalculated all normals, removed doubles, but it still showed, so I decided to merge the planes on each leaf so there was no space left between them, but somehow it's still showing as if there are two leaves.
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Post by theplumbobarchitect on Mar 7, 2017 12:40:32 GMT -5
Hello everyone! So I have been making objects for a while now, but the one thing I have been avoiding forever is making plants, because it always seemed like a lot of work and something I would rather avoid until I felt like I had enough experience to make my own. I have tried in the past, but it didn't look right, so I just left it. But I recently decided to make a plant using the leaves + their texture from the huge plant from Movie Hangout Stuff, the one with the coloured pot. I resized the mesh so it was smaller and made a new planter from scratch where I could put the leaves on. I used a Base Game mesh for this, so anyone who doesn't have the Movie Hangout Stuff pack, can use the plant as well. So far so good, except, when I go in game, it doesn't look good at all. All the leaves have extremely jagged edges and on top of that, it's all black around the edges too. Funny thing is, is that when I put this exact same mesh on the MHS base, it doesn't happen. I fiddled around with some things that might cause it, like the specular map, the bump map, I even took a look at the occluders because who knows, that might be a problem, but I still haven't found a solution. Maybe it's because the transparency on the Base Game plant I used behaves differently than the MHS one does? But I have no idea how to even fix something like that. If it was just for my own use, I would just keep the plant on the MHS base and call it a day, but I really want it to be base game compatible. Here are some pictures: Left is the Base Game plant, right is the same mesh/texture on the MHS plant. The base game plant also is way darker for some reason, even though it's the same texture. I have no idea if anyone here could help me with this or if I have overlooked an extremely simple solution. I hope someone knows what to do!
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Post by theplumbobarchitect on May 6, 2016 10:00:21 GMT -5
Ok so I did some digging and it is in fact NOT your specular causing this. It is the shadow texture that is the culprit. Swap that out and it should be fixed. By shadow texture you mean bump map, right? So, I tried that, but I still got a black Sim. I started a complete new packagefile, added the correct specular and correct specular mask and then took the blank bump map from the tutorial about removing EA's bumpmap here on the forum, and imported that. Yep, still black Sim.. I feel too stupid for this, I'm doing something wrong but I seriously can't figure out what. Also, I tried using the original bump map from the top and smooth it out so there was no shadow left and it still turned my Sim black :p edit: Scratch that. I think I got it figured out. I changed the size of the bump map to 1024x1024 and that worked. :p Thank you so much for your help, I would've never thought to look at the bump because that never gave me problems before!
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Post by theplumbobarchitect on May 5, 2016 6:49:43 GMT -5
Hi, thank you for your response! The actual frankenmesh isn't that much of a blend of the two, I only used the sleeves to create some more texture/height, but I could easily do without, so I just imported my texture for the sleeves and neckline of the top onto the original texture and that seemed to have fixed that problem! So maybe it was something in the mesh that made the shape of the boobs a bit weird. The only difference is now that the sleeves are painted on the arms, which isn't a big difference so I can't complain. But of course, because I now transferred the texture onto the original top, I had to change the specular because it was showing the original top through my texture. I replaced the normal specular with a blank one (so RGB, Red, Green, Blue and Alpha channel all black), and I exported the specular.mask and replaced the alpha channel with my alpha channel, so the shape of the top matches and this is what I end up with: This is the file: simfil.es/75217/
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Post by theplumbobarchitect on May 4, 2016 16:26:24 GMT -5
Hi! I feel kinda stupid for coming here for a third time, even though it's about three different things, oh well. I made a frankenmesh from two tops and tested them in-game. Everything seemed fine except some really tiny flaws, but then I noticed the real problem which I can't unsee now of course. The nipples of the skin from my Sims shows a tiny bit through, or at least, I think that's what it is. I first thought I maybe did something to the alpha layer, so it wasn't completely white but a bit off-white, which would cause some transparency, but that isn't the case. I tested the top loads of time, without cc skin, with cc skin, I even painted a solid color on the top to see if it was just a bit of weird shadow placement on the texture, but that isn't the case. You can't see it extremely clearly, but when I'm in-game it is more noticable. Also, you can see the shape of the boobs a lot more than in CAS or S4S. So yeah, I hope somebody knows what caused the issue here. I do want to say I used the nude top to import the mesh on, if that makes any difference? (Although I also tried importing the mesh on a solid top, and it showed the same problem). Also, somehow related, I've been getting a weird issue where my Sims all turn black if I import specular.mask and specular (the ones inabadromance shared) on my top. With a dress I made the same thing happened, but I somehow got that fixed (don't even know how), but now I can't seem to figure it out how it works. I read the tutorial on specular.mask for clothing, but I can't seem to fix it even after reading that. They still turn black as soon as I import either the specular.mask or normal specular.. I also tried to copy the alpha layer from my texture into the specular.mask, but even with that my Sims turn black. Okay, lots of problems. I hope after this I don't have to come back for a while haha :P
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Post by theplumbobarchitect on Apr 29, 2016 6:14:05 GMT -5
Wow, thank you so much for your answer and those files! I see I still have a lot to learn about these things :P edit: All right, Sims first turned pitch black (woops) because I forgot to re-enter the dress alpha but it worked! No more shine.
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Post by theplumbobarchitect on Apr 28, 2016 19:27:29 GMT -5
Hi! It's happening again.. Last time I posted here, I had a problem with shiny-ness on an object. Yesterday I encountered the problem on a dress I'm making. 'No problem,' I thought. I got it fixed last time with the object by re-importing the mesh after importing it, and by changing every layer of the specular map to black. So I did the same for the dress, make the alpha completely black, re-import the mesh after importing it the first time.. But now, the dress still appears shiny? You can see it on the top, there is still a bit of shiny around the boobs-area and the sleeves. I hope somebody can help me with this problem too! Thanks in advance
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Post by theplumbobarchitect on Apr 18, 2016 17:15:50 GMT -5
the swatch preview on the warehouse won't update automatically. you'll see the changes if you save and re open the package. Remember to save it as dxt5 with alpha. Yeah, I realised that after I posted it, because I had to re-install Photoshop and the plugin, it wasn't set properly. But I changed it and it changed to a grey swatch, so thank you!
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Post by theplumbobarchitect on Apr 18, 2016 16:26:23 GMT -5
Thank you both for your quick answers! I tried the alpha layer option, but the swatch didn't turn grey as you said, inabadromance . I don't know why though. (edit: Oops, I already see why, there was something wrong with the .dds settings when saving) orangemittens : No worries about not seeing my post! My computer broke down anyway, so there was no way I could try to fix the table at that time, but I tried it now and it worked! No more shiny spots. I never heard of an issue like that before, but now I know in case it happens again! Thank you very much
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Post by theplumbobarchitect on Apr 18, 2016 14:11:35 GMT -5
I posted this in a thread for bumpmaps and specular maps, but I thought it was better just to start my own thread. I've recently started making my own meshes and before this, only did simple painting meshes, so there wasn't much trouble. But now I've made a table and I'm encountering a problem. Although I replaced the specular map with a blank one, my object still not appears to be matte. It has a shine and spots for lights (like the sun, or a ceiling light) and shadows on it, which bothers me so much. Especially since other CC in my game does not have this problem. Here you can see what I mean. The middle white table is another piece of CC I downloaded. The tables around it is my own mesh. As you can see, the table in the middle turns completely white on top if placed beneath a light, but my table gets this spot from the ceiling light. It doesn't look good at all. Here's the table once again, but now outside. As you can see, the white table top turns solid white matte, while my table, well, it looks like it's made from some weird plastic. Is this even a specular map problem? Or is there something else going on, like a problem with normals? I double checked and re-imported both my spec as well as my bump map loads of times, but this problem keeps occuring so if feels like that isn't the issue.
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Post by theplumbobarchitect on Apr 12, 2016 8:55:54 GMT -5
Hi theplumbobarchitect, welcome to Studio forums. This looks like a normals issue. If you post your .package I can show you how to fix it. Hi orangemittens, thank you! I've read something about normals, so I suspected that might be the issue too if it wasn't a specular problem, but I wasn't too sure since I'm a complete beginner as to making meshes. Here is the file: simfil.es/70165/
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Post by theplumbobarchitect on Apr 12, 2016 8:06:14 GMT -5
I've recently started making my own meshes and before this, only did simple painting meshes, so there wasn't much trouble. But now I've made a table and I'm encountering a problem. Although I replaced the specular map with a blank one, my object still not appears to be matte. It has a shine and spots for lights (like the sun, or a ceiling light) on it, which bothers me so much. Especially since other CC in my game does not have this problem. Here you can see what I mean. The middle white table is another piece of CC I downloaded a long time ago. The tables around it is my own mesh. As you can see, the table in the middle turns completely white on top if placed beneath a light, but my table gets this spot from the ceiling light. It doesn't look good at all. Here's the table once again, but now outside. As you can see, the white table top turns solid white matte, while my table, well, it looks like it's made from some weird plastic. Is this even a specular map problem? Or is there something else going on? I double checked and re-imported both my spec as well as my bump map loads of times, but this problem keeps occuring.
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