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Post by quiddity on Jul 15, 2017 15:47:19 GMT -5
Rats! Forgot to add them. All the files are up > here <now. Sorry for that!
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Post by quiddity on Jul 15, 2017 15:04:26 GMT -5
Nope, it's still doing it... It does give Archimedes a lovely crimped look to his hair though. :D I've stuck the package > here< for you to have a look at.
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Post by quiddity on Jul 15, 2017 14:46:49 GMT -5
Hang on. I think I saved the mask as a DXT5, but yanked out the alpha and just saved wrong format. I'm resaving the spec and trying again.
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Post by quiddity on Jul 15, 2017 14:02:56 GMT -5
Yes, I'm tweaking those; but I've got a pretty weird problem now. The specular mask is changing itself. I created one mask and then it somehow changes itself when the game opens it and goes all stripey adding shiny bits everywhere. Here's what I mean: Here's the spec mask I made - This is what it looks like in the package after I've opened it in the game - I have no idea what's causing this. There's no hidden dark grey bits in the alpha mask...it's just weird.
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Post by quiddity on Jul 15, 2017 13:09:45 GMT -5
I've been working on this for two weeks already between the object and the accessory. I'm not about to give up now. ;D It's not exactly the same as the EA one yet, but I'm getting closer.
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Post by quiddity on Jul 15, 2017 12:40:32 GMT -5
Almost there! Just need to fix the specular, I think...
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Post by quiddity on Jul 15, 2017 10:55:41 GMT -5
On second thought, never-mind. I might have worked it out for myself. I pulled the textures and meshes of some pairs of glasses...I'm going to try playing with shading the alpha and see about tweaking the specular map. That will probably cover it.
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Post by quiddity on Jul 15, 2017 10:44:08 GMT -5
Actually that tutorial seems to be for objects only. Is there one out there for CAS items with sim glass?
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Post by quiddity on Jul 15, 2017 9:39:45 GMT -5
YES! Thank you! That's fixed the mesh issue! Now to make it simglass! I've found the tutorial for that in here, I think. Thank you so much! Meshing issues resolved.
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Post by quiddity on Jul 15, 2017 9:29:01 GMT -5
Hmmm. The mesh has only one cut and that's all assigned to one bone. I'll try deleting the UV_1 and see what that does! Thanks!
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Post by quiddity on Jul 15, 2017 0:48:06 GMT -5
Flush with success from getting the debug EA wineglasses working as a buy-able object and keeping the liquid in them, I decided to try to convert them into an accessory. I've assigned the geometry, vertex painted it, etc, etc...and it looked perfect in the S4S preview, but when I got it into game it went a bit like this: I know the item isn't simglass either, but I was going to try to fix this one step at a time. Anything I need to do to fix this? Where would I begin to troubleshoot the mesh? Any help would be greatly appreciated.
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Post by quiddity on Jul 7, 2017 15:47:17 GMT -5
Okay! This one is resolved! I examined the mesh and moved the mesh cut from 0 to 1, made sure the liquid was part of the mesh, and double checked all the DevCatFlags. It's all working in my game now! Big thanks to all of you that helped! ^_^
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Post by quiddity on Jun 26, 2017 19:58:41 GMT -5
Yes, that's the one I originally followed, actually. I'm just cross checking it again and trying to see if there's anything obvious I've buggered up.
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Post by quiddity on Jun 26, 2017 1:57:29 GMT -5
I've managed to find the mesh part and resave it and load it back into the package, but now I can't find it in B/B mode. Yes, I assigned it a tag...I'm going to have to fight with this a little bit more, it seems. Thank you though for the help so far!
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Post by quiddity on Jun 25, 2017 20:40:31 GMT -5
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