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Post by Stephanniie on Jan 7, 2019 11:13:15 GMT -5
Hi there, I hope that someone can help me with this issue. I created a sink and I keep getting a weirs shadow towards my faucet. I tried the following things: - Checked all shadow L0ds.
- Replaced my normal and bump maps to blank maps (found here on the forum)
- Followed the peacemakers tutorial for weird shadows.
The shadows were a lot worse before all of this but I still keep this weird shadow (in the picture). Is there another way to fix this last few weird shadows?
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Post by Mathcope on Jan 7, 2019 11:23:28 GMT -5
Hi, this are most likely a Occluders issue. Occluders are shadows generated in game and sometimes can lead to weird results. To remove them go HERE. Scroll down until you see how to fix the occluders. It's almost at the end.
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Post by Stephanniie on Jan 7, 2019 11:41:41 GMT -5
Thank you I tried that too but I still have the shadows.. :S
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Post by Mathcope on Jan 7, 2019 11:47:41 GMT -5
Can you share your files then? .package and .blend? There's not a way to know without looking into it. You can also try THIS
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Post by Stephanniie on Jan 7, 2019 11:58:15 GMT -5
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Post by Mathcope on Jan 7, 2019 12:14:14 GMT -5
What did you clone as a base for this mesh? I noticed that it has no name or description, and some weird tags assigned like "Karaoke". Did you not clone a sink as a base? Does this issue happen if you clone a sink and import your meshes/textures? Despite the polycount as you mention, the mesh and textures seem correct.
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Post by Stephanniie on Jan 7, 2019 12:23:36 GMT -5
I cloned the Raw Pedestal Sink from the basegame.
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Post by Mathcope on Jan 7, 2019 12:26:48 GMT -5
I just checked that item, and indeed it has a karaoke tag randomly assigned. I'd recommend cloning another base game sink and see if that fixed the issue. (Not that the karaoke thingy is causing the issue but...) sometimes some clones work better than others.
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Post by Stephanniie on Jan 7, 2019 12:29:16 GMT -5
Okay I will give it a try Thank you for checking!
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Post by Stephanniie on Jan 7, 2019 12:55:16 GMT -5
Sorry for asking but do you know what to do with the 3rd DST Image? The once almost black with some sink details.. It's not the normal, bump or texture image.
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Post by Mathcope on Jan 7, 2019 12:58:13 GMT -5
Sorry for asking but do you know what to do with the 3rd DST Image? The once almost black with some sink details.. It's not the normal, bump or texture image. That's a new file that came with Seasons, It's called snowmap. I think what it does is define where to apply the snow if the object is outside. You can edit it with white in the areas where you want snow and black where you don't. I haven't tested it further but you can experiment with it. Or, if you don't care about it since the sink will probably never be in contact with snow you can import a black file.
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Post by Stephanniie on Jan 7, 2019 13:13:58 GMT -5
Ahh, that makes sense! Thank you! And I noticed that the shadows only appear that way when placing it against the wall.
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Post by Mathcope on Jan 7, 2019 14:24:03 GMT -5
Yes I noticed that too, that's why I thought about occluders, but it seems there's none. Have you tried cloning another sink already?
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Post by Stephanniie on Jan 7, 2019 15:06:36 GMT -5
Yes I did, the shadows were still there only they looked lighter than the other sink. I have no clue what to do about it anymore because I don't have any experience in what everything else is.
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Post by vero on Jan 8, 2019 3:39:07 GMT -5
Hello Stephanniie To fix this weird shadows : In the warehouse uncheck all index32 for all your "Model Lod" and your "Model" Warehouse-->Model-->LowDetail Flags-->Meshes-->Edit Items-->Phong-->IndexBuffer/Flags------>uncheck index32 Warehouse-->Model Lod 00000001-->Meshes-->Edit Items-->Phong-->IndexBuffer/Flags------>uncheck index32 Do the same for all your Model Lod (shadowmap included).
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