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Post by simsi45 on Jan 29, 2019 8:32:32 GMT -5
So I have converted a lot of objects from TS2, however today I came across an issue I've never experienced before. I'm trying to convert a bed (i have converted like 2 as of now with no problems) however there is something wrong with the texture (my guess is it has to do with the uv map?) Basically I make the mesh, and edit the UV map to fit my custom texture (as usual) and it all looks fine in Blender. Usually at this point I would export the model and Import it back in S4S, however everytime I try to do that the texture looks deformed in S4S for some reason. It's as if the UV map gets stretched during the export proccess? (i have no idea what's happening) First pic is in S4S, second is in Blender: imgur.com/a/C8nm4aGI tried playing around with the UV map, I tried cloning different beds but nothing. I must be missing something, any help or guidance is greatly appreciated!
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Post by mauvemorn on Jan 29, 2019 8:40:27 GMT -5
Hello. We would need to take a look at the blend to be able to tell what's wrong, pls share it
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Post by simsi45 on Jan 29, 2019 8:49:57 GMT -5
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Post by mauvemorn on Jan 29, 2019 11:44:03 GMT -5
Okay, so initially I thought that the thing with textures happens because of the image size. Thought you were using a 2048x2048 texture and it was happening because of the image compression. I tried scaling a few islands individually to see if it would change anything but it did not. So I still have no idea what is causing this. However, I found a couple of other problems. What object did you start this package from? Your object has DoubleBed vertex group that should not be on a twin bed. s4studio_mesh_2 has no Cut assigned, and, judging by its name, the object you cloned has more meshgroups than the one you are importing. Change s4studio_mesh_2's cut number to 1; About vertex groups 1). Choose s4studio_mesh_0 and turn on sync; 2). Press B and select the same uv islands i did; 3). Choose transformbone vertex group; 4-5). Change Weight to 1 and click on Assign; 6-7). Choose Doublebed and press - to delete. Start a new package from this bed and import your blend here
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Post by simsi45 on Jan 29, 2019 11:55:48 GMT -5
Thanks for taking a look! The object the package was created from, was the single bed called "The eminence". I copied that mostly because of the energy scores (because as far as i know these can't be changed) I checked its groups and it also had the doublebed vertex group so I didn't think it would be an issue (since it also functions just fine in game.) I'll make another package using the bed you suggested just in case something goes better. It's just the texture that makes it unusable EDIT: tried to make a new package with the bed you suggested and although the bed still functions as expected the texture still looks the same...so weird
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Post by mauvemorn on Jan 29, 2019 12:12:03 GMT -5
I checked a couple of single beds and didn't find this group so I assumed you cloned the double bed, but the one you've mentioned really does have it, huh. There's no need to do anything I've mentioned other than to assign the cut number to s4studio_mesh_2. Edit: yeah, honestly no idea what can possibly make it so distorted. Lets wait for someone else to check it
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Post by inabadromance on Jan 29, 2019 16:13:14 GMT -5
Hi! I'm 90% sure that the problem here is the uv parts outside the boundaries. Zoom out all the way and you'll see it. Also, beds don't have uv_1 so delete that extra uv that i bet is messing up things too. Use B to select everything that is INSIDE the uv boundaries, then press CTRL+i to invert selection to select what's outside.
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Post by simsi45 on Jan 29, 2019 16:50:18 GMT -5
OMG, YES! THAT DID IT! THANK YOU SO MUCH!!! I can't believe I missed that... That was the last piece of my Family Fun Stuff conversions that was holding me back! Again, HUUUUUUGE thanks to both of you for all your help!!!!!!! :D :D
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Post by Mathcope on Jan 29, 2019 19:54:10 GMT -5
OMG, YES! THAT DID IT! THANK YOU SO MUCH!!! I can't believe I missed that... That was the last piece of my Family Fun Stuff conversions that was holding me back! Again, HUUUUUUGE thanks to both of you for all your help!!!!!!! :D :D TS2 items have this behaviour when you convert them. They tend to have HUGE UV's so you need to double check outside the boundaries. Mapping back in TS2 was different and many items had their uv's outside the boundaries, if not all. They did this when the texture repeated for the same part of the object. It worked back then but it gives issues with TS4. You can read more HERE. Besides this, make sure to double check what Mauvemorne suggested before. You have some weird bones assigned that might have worked for TS2 but they are named or assigned completely different for Ts4 so watch out. You can export the original LOD from EA of that clone and check the bones that are assigned. This goes for the mattress and the frame (you have some weird bones assigned outlining the frame).
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Post by simsi45 on Jan 29, 2019 20:16:15 GMT -5
Thanks for the tip! I actually noticed this happens a lot with the paintings however it was never an issue for me.
As about the bones I'm a little confused because I didn't use TS2 matress mesh at all, since the matresses in TS2 are much taller than in TS4 (and that would cause a lot of clipping.)
After inabadromance's response I created a brand new .package, where I exported the original EA mesh from TS4, cut the frame (while leaving the original matress mesh with it's bones assigned) and then replace that frame with the one from TS2. After that I reassigned the frame to the TransformBone of the matress and I left all the other (original) bones untouched. Now the bed looks and functions fine within the game so I'm guessing everything went fine?
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Post by Mathcope on Jan 29, 2019 20:23:58 GMT -5
Thanks for the tip! I actually noticed this happens a lot with the paintings however it was never an issue for me. As about the bones I'm a little confused because I didn't use TS2 matress mesh at all, since the matresses in TS2 are much taller than in TS4 (and that would cause a lot of clipping.) After inabadromance's response I created a brand new .package, where I exported the original EA mesh from TS4, cut the frame (while leaving the original matress mesh with it's bones assigned) and then replace that frame with the one from TS2. After that I reassigned the frame to the TransformBone of the matress and I left all the other (original) bones untouched. Now the bed looks and functions fine within the game so I'm guessing everything went fine? If the bed is working fine I guess it did worked fine. When I last checked the mattress they were different but EA didn't changed a LOT that piece between the 3 games. It is a complex item to made and weight paints because all the interactions it has. It is no surprise if they didn't change it at all. For this kind of project is always good to test all the interactions to make sure it works perfectly. Not only the sleeping interaction... Remember you can always clone the frame, delete the mattress and make it as a separate object. Many people do this to include various choices of matress swatches independant of the frame swatch. You can clone a TS4 mattress for this porpouse which will asure you that it has all the bones assigned correctly. If your mesh works fine thought, I think you good to go like you did. Just a suggestion for next time.
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