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Post by icymoons on Jan 14, 2019 10:37:11 GMT -5
When I clone and recolor the Weeping Cherry tree the first swatch goes absolutely fine. When I try to add a swatch, any changes to the second swatch affect the first. If I remove the second swatch, the first swatch will be missing textures and the mesh will be gone from the 3d preview in s4s.
I've tried both the Create 3D mesh and Standalone recolor options, and the same things happen.
Please let me know what would be helpful for me to upload for troubleshooting.
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Post by minimonster on Jan 14, 2019 11:24:41 GMT -5
Hi icymoons. You may want to try my little trick to getting re-colors to all play nicely with each other. When in Studio, with a fresh clone of the tree, add a swatch from the original swatch, then add another from the new one, then another from that new swatch. You should then have 4 identical swatches in the Studio swatch window. Consider the last swatch to be the 'first swatch', and you should be able to not only delete the first three without any problem, but then also be able to re-color to your heart's content from that final swatch without any other swatches changing. I hope that works for you! Cheers!
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Post by icymoons on Jan 14, 2019 12:38:11 GMT -5
Thank you! That did the trick!
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Post by icymoons on Jan 14, 2019 12:56:12 GMT -5
I'm having a new issue with these recolors. The shadow mesh seems to be acting as flat planes rather than using the branch textures to create shadows.
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Post by minimonster on Jan 14, 2019 15:47:37 GMT -5
Hi icymoons. 2 quickie ideas (neither of which are likely the answer, but worth investigating)(?) - 1) a weird instance of the dreaded and as yet unaddressed SSAO bug, 2) the 'Occluders' in the Light entry for the tree causing the issue. I cannot say for sure either, but just in case... Note: I never until now knew how very much I wanted weeping Japanese maples in my game! Cheers!
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Post by icymoons on Jan 14, 2019 17:44:26 GMT -5
I do believe it is part of the SSAO bug (No occluders to remove). When I edited the shadow mesh, the trees started showing the typical presentation of the SSAO bug with the shadows going through them. I followed Peacemaker's tutorial for fixing the bug, but unfortunately the tree do not have an SSAOIntensity entry under their materials. I tried adding one, but no results. Do you know of any other way to change the SSAO presentation of an object? Disabling SSAO works, but I'd like to be able to release these tree without people being forced to use that work around to play with them.
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Post by icymoons on Jan 14, 2019 20:33:01 GMT -5
If I clone the same tree with s4s, but import the texture with s4pe, the SSAO does not occur. Only if I import textures with s4s do I run into it.
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Post by icymoons on Jan 14, 2019 20:41:04 GMT -5
When I simply follow minimo's trick for adding swatches and nothing else, it creates the ssao issue shown in the picture above. Something seems to be happening in the adding swatches process.
And if I export and then import a blend of any lod, the traditional SSAO issue starts.
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Post by peacemaker on Jan 14, 2019 20:51:42 GMT -5
It looks like part of the issue happening while importing the texture with S4S. I tried importing the texture with S4PE to compare to the S4S version and it does not suffer from the SSAO showing though the mesh. Not sure what sort of process the image goes through when imported. I know PNG gets converted to DDS formart, but not sure if anything is done to a DDS image when importing. Here is the comparison:
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Post by icymoons on Jan 14, 2019 21:26:48 GMT -5
Continuing this strange saga, I cloned the same base game weeping cherry tree, exported LOD 0 and imported the blend. Here's the result: The tree has turned green and the ssao shadow is slightly shifted.....
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Post by icymoons on Jan 14, 2019 21:33:01 GMT -5
If I clone the same tree and export then import just the first shadow lod:
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Post by icymoons on Jan 14, 2019 21:34:16 GMT -5
I preformed the LOD 0 export/import on another tree, one of the oaks. It shows the same darkening/greening and a very slightly shifted ssao shadow
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Post by icymoons on Jan 14, 2019 22:12:18 GMT -5
Peace and I have worked on the file together and come up with some fixes. The blocky SSAO shadows around the edges of the branches were cause by having ssao on in the game and mxao on in reshade.
The export/import color changes on the trees are due to vertex paint registering weirdly.
He'll update on a fix for the shadows lods issue.
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Post by peacemaker on Jan 14, 2019 22:33:51 GMT -5
Ok, so the SSAO issue seems to be caused by the same issue that caused the sunshadows of windows to not correctly show up after the C+D patch (which was fixed after finding the cause). In the materials section, the PosScale should stay at the values 1,1,1,1 but upon importing a texture or mesh, these values are altered. By changing them manually for each entry in each sunshadow lod group, the sunshadow now correctly blocks out the SSAO from behind the object. This can be done by going to each sunshadow mesh resource in the warehouse tab (group 00100000, 00100001, 00100002 etc). Scrolling down to the fifth edit items button for Materials "items" and selecting PosScale in the popup. Change each value to 1, save and repeat for all entries, then all shadow mesh groups. there does seem to be an issue where using Reshade the program doesn't recognise the alpha cuttout after editing and cannot seem to find the value that affects this but it is a small issue as only people with reshade would experience it, and most have SSAO off which solves the issue.
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Post by foxrockerfeller on Nov 20, 2020 10:18:14 GMT -5
Hi! This picture isn't available anymore and I could really use it. I'm having a "weird shadow" SSAO issue with an object I created. The shadow lines going across the item I mean. I read several posts and it brought me here. I am attempting to find where the "sunshadow" resource is in the warehouse tab. I hope someone can help! Ok, so the SSAO issue seems to be caused by the same issue that caused the sunshadows of windows to not correctly show up after the C+D patch (which was fixed after finding the cause). In the materials section, the PosScale should stay at the values 1,1,1,1 but upon importing a texture or mesh, these values are altered. By changing them manually for each entry in each sunshadow lod group, the sunshadow now correctly blocks out the SSAO from behind the object. This can be done by going to each sunshadow mesh resource in the warehouse tab (group 00100000, 00100001, 00100002 etc). Scrolling down to the fifth edit items button for Materials "items" and selecting PosScale in the popup. Change each value to 1, save and repeat for all entries, then all shadow mesh groups. there does seem to be an issue where using Reshade the program doesn't recognise the alpha cuttout after editing and cannot seem to find the value that affects this but it is a small issue as only people with reshade would experience it, and most have SSAO off which solves the issue.
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