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Post by Brajan Summers on Sept 7, 2016 21:06:38 GMT -5
Hi! Bakie is correct you can try changing the shader to Phong Alpha and importing a BLANK texture. It will show up BLACK in the Studio model viewer but transparent in the actual game. J has made a tutorial to do that, you can find it HERE. Have in mind you will have to edit every car mesh and effects. And there's a lot of them.. Alright thanks, i will play around with it, i will ghet back here once i get so far!
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Post by Brajan Summers on Sept 5, 2016 23:10:07 GMT -5
can it be done through the studio? Yes, in the menu choose " Overwrite" and then check the " show debug objects" checkbox and search for " Vehicle". Now there will be some cars that wil have VFX in their name. Those are the night time cars. To make the object itself invisible you will have to make the texture black and change the shader to Phong/Alpha..I thought.. I've recently made something invisible myself, but with a lot of trial and error. But maybe someone else can tell you how to easely do this as I don't remember it that good. Mathcope helped me big time with it. As for the effects of the cars, I don't know exactly how to delete those, maybe adding a tuning that doesn't contains effects like a statue or something, will do the trick. Also, when overriding. can i easyly remove the package afterwards and the cars will be back?
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Post by Brajan Summers on Sept 5, 2016 23:04:29 GMT -5
can it be done through the studio? Yes, in the menu choose " Overwrite" and then check the " show debug objects" checkbox and search for " Vehicle". Now there will be some cars that wil have VFX in their name. Those are the night time cars. To make the object itself invisible you will have to make the texture black and change the shader to Phong/Alpha..I thought.. I've recently made something invisible myself, but with a lot of trial and error. But maybe someone else can tell you how to easely do this as I don't remember it that good. Mathcope helped me big time with it. As for the effects of the cars, I don't know exactly how to delete those, maybe adding a tuning that doesn't contains effects like a statue or something, will do the trick. we'll see what i can come up with thanks for the answer. i'll get back to this thread in future
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Post by Brajan Summers on Sept 5, 2016 10:14:40 GMT -5
I think that you will have to make overwrites of all of the cars and replace the mesh with an invisible one. Remember that there are 2 different objects for all cars. There's one for daytime and one for nighttime which has head light effects too. I suppose those need to be removed too. can it be done through the studio?
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Post by Brajan Summers on Sept 4, 2016 15:45:24 GMT -5
since i am working on machinima i hate that almost all the cars are driving by . is there any way to remove them?
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Post by Brajan Summers on Sept 3, 2016 15:55:30 GMT -5
It's in the objects catalog and called Edge of Cliff rocks. Searching for "edge" worked for me. i tried rocks. cliff and edge and can't find it O_O
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Post by Brajan Summers on Sept 3, 2016 14:07:12 GMT -5
i can't find it anywhere in buy.build catalog
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Post by Brajan Summers on Sept 3, 2016 14:05:10 GMT -5
If you post the .blend and the .package someone can take a look. figured it out. seems if the mesh is NOT selected in-blender. the file just go crazy. no idea why.
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Post by Brajan Summers on Sept 3, 2016 13:31:56 GMT -5
So in blender i placed it fine. and in studio all of sudden it shows like this -_-"""
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Post by Brajan Summers on Sept 3, 2016 6:04:02 GMT -5
You don't change through "categories". You change it through the warehouse / casparts like i've mentioned before. But i don't know how well is going to work since glasses have 2 groups. I would clone some earrings (that have 1 group), change the cuts of your mesh to match that group and change the info. You can try first changing the "bodytype" in cas parts and leaving the 1st additionaltexturespace in earrings. Test, try adding earrings to the sim. If earrings get replaced, try changing additionaltexture for hat too. Can you explain which part is confusing? i don't know how else to paraphrase the things i've said already. Don't use a hat as base to do your mask. Use another head accessory, except glasses. Glasses have two groups, it's less complicated if it were only have one. And change what i've said above. ok now i got it xD
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Post by Brajan Summers on Sept 2, 2016 11:37:05 GMT -5
But not using a hat as a base. Using an accessory as a base and changing the cas parts like i've already mentioned. ok i am confused
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Post by Brajan Summers on Sept 1, 2016 20:38:53 GMT -5
Can you share the updated package? i did. it's on the first page i think somewhere in last comments
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Post by Brajan Summers on Sept 1, 2016 14:34:20 GMT -5
You don't change through "categories". You change it through the warehouse / casparts like i've mentioned before. But i don't know how well is going to work since glasses have 2 groups. I would clone some earrings (that have 1 group), change the cuts of your mesh to match that group and change the info. You can try first changing the "bodytype" in cas parts and leaving the 1st additionaltexturespace in earrings. Test, try adding earrings to the sim. If earrings get replaced, try changing additionaltexture for hat too. it works for the hair. yet not for the sliders T_T
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Post by Brajan Summers on Sept 1, 2016 3:18:11 GMT -5
That's why i crossed out using a hat as a base. You have to use your original package and change the body type to hat on the casparts on the warehouse. so. for example make it as glasses in first place and change it to hat in categories?
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Post by Brajan Summers on Aug 31, 2016 17:28:55 GMT -5
To enable hair on a hat, you need to find Region Map in Warehouse, click Entries, then change whatever it's set in RegionType (ex. " HairHatB") to " Base". **sigh** ok so i managed to make hair appear on hat item ALTHOUGH it doesn't slide with when i want to use sliders for cheeck or when i change the size or scale the cheeck the mask remains the same and it still clips here's a packge idk what the problem is www11.zippyshare.com/v/Qhk7gbeX/file.html
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