|
Post by Oddy on Oct 31, 2018 0:43:12 GMT -5
Hi Guys, So I'm working on learning how to separate accessory from hair and put it in the hat category where it belongs. I've got the meshing part down, I think. There's an issue in my blender where the UV map refuses to allow me to replace an image (the option is grayed out). Thats an issue for another day, though since I've found a work around. In the mean time, the issue I'm having is that I can't seem to get the accessory to allow hair to be tucked under it. Here's a photo to show what I mean. However in S4S, the mesh looks fine (other than some minor clipping). I'm using the Mac OS version of S4S (Candy Apple) and I'm on version 2.78 of Blender. The WIP package is here @ my dropbox for anyone kind enough to take a look and point me where I'm going wrong. I've tested using multiple hats as a base, so I think it might be something in my blender file. Although I'm not sure where the issue would be in blender because again, it looks fine in Blender and S4S.
|
|
|
Post by minimonster on Oct 31, 2018 15:54:55 GMT -5
Hi Oddy! Having worked extensively with hat meshes and hair to make my over-numerous horns, I took a look at your package to see if I could help. I noticed two things - one right away. You are using the 'hair' space/section of the UV map, which will most likely cause texture conflicts with any hairs once the 'hat chop' issue is addressed. Which, brings me to my second item. With this kind of item, where you do not want the hair to change when the objects is worn, you need to change the 'Region Map' entries in Warehouse. My horns always work if I change one entry to 'Base' from either Hat A or Hat C (leaving the layer at 20001), and removing the other entry. With that done, you should then have a headband that wraps the head without causing the hair to 'chop', as is what is going on with your first screenie. You will most likely still need to move your texture into the 'Hat' space on the UV map to avoid texturing wonkiness. Cheers.
|
|
|
Post by Oddy on Nov 1, 2018 2:43:44 GMT -5
Thank you for your response minimonster, With your suggestions in mind I took another look at my package. I was able to make some of the changes you suggested (moving the texture file to the hat section and then changed the region section accordingly). The clipping no longer happens but now the accessory is invisible no matter which hair I use. I've tried both Hat A and Hat C but the same thing happens. The updated package is here if you're interested / have the time to spare. Thank you for your suggestions. I'm looking into some further instruction on hat making just for grins in the mean time. <3
|
|
|
Post by minimonster on Nov 1, 2018 13:00:32 GMT -5
Hi Oddy. I downloaded your updated .package, and a few things stuck out: 1) the texture is 'sideways'-looking for what one would expect a texture in the hat space to look like. You can find THE image to use for a reference in a post by brujah HERE... 2) The Region Map entry on the new .package still had Hat C as it's region. I successfully changed it to 'Base' on my end, and it saves with that change just fine, 3) this newer .package is an example of one of what I think of as 'those .packages' that while it certainly does contain a mesh inside, when opened in Studio it looks as if it doesn't, as in the Studio side under the 'Meshes' tab it displays only 0's for mesh polycount. I have over the years had that happen to my CAS items before, specifically 'Hat' items that I noticed it on, and I have NO idea why it does that. Try changing the remaining Region in the Region Map to 'Base' and try it in-game to see if it doesn't just magically appear (there may be texturing strangeness due to the texture position. Cheers.
|
|
|
Post by Oddy on Nov 1, 2018 15:12:28 GMT -5
Hey minimonster, thanks for your help again I really appreciate it. I went ahead and changed the package's region to base and tried changing the texture file to match other hats sections. Just to see if it'd help with the poly count issue, I tried using a new base game mesh to replace and fiddle with. I'm still unable to get the game to show my .package file. I wonder if I need to make some adjustments with the mesh itself and get the zero polycount to change in order to see it properly in game. Here's the updated package. I may try making a new mesh again and see if that works. Also thank you for the post with Brujah's resources. I found it earlier when you mentioned changing the part where the texture lays. I immediately saved both of his templates to my resources files because holy poo I can see how many issues having that would help resolve in this learning process. :D But seriously, thank you so much. I've learned so much already by following your steps. I didn't even know there was a place for Region map editing in S4S tbh. Or what it was but now I kind of understand what it does and how it helps with hat making.
|
|
|
Post by minimonster on Nov 1, 2018 17:47:50 GMT -5
Hi again Oddy ! First off, you are so Very Welcome! I am simply so Happy that I can be of use/help to someone! What I find interesting about this little project that is somewhat different than my previous experience with the 0 vertex mesh number displaying is that I am actually able to export your different LODs and end up having exported a mesh - with my experience, I was unable to export anything... So, that's something, at least. I think that at this point, since the game is being stubborn with displaying it, is to 'start from scratch', which in this case, isn't really starting from scratch, as I was able to clone a BG hat and import your mesh with no problem. I didn't test it in-game, but feel confident that if you were to create a new clone, then import your mesh(-es) and textures into the fresh clone, PLUS making the needed changes to the Region Map, you should be good-to-go and it should display in-game as desired. The updated texture looks Perfect! Please do let me/us know if you encounter any more 'bumps' with this project! Cheers!
|
|