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Post by SimPlistic on Apr 9, 2020 17:17:36 GMT -5
Hello I've been trying to convert the base game "Outdoor Seat" (new patio chair with tied-on seat and back cushions) to a dining chair that will snap to a table. I was functionally successful with the exception of some aesthetic issues. Specifically, the little ties on the back of the cushion are not showing up properly on the dining chair version. The transparent area around the ties in the texture is showing as black. My recoloured texture works perfectly on the original living chair. I tried this two ways, 1) create 3d mesh and 2) standalone recolor, with the same results both times. I used a base game dining chair and imported the meshes, as well as the DST images (from the original living chair) so that everything looks good. Again the only problem is that the area around the little ties is black and not transparent. It renders incorrectly both in S4S and in-game. So my question is what am I doing wrong? How do I get those little ties to show up properly? Many thanks in advance. I've included both .package files as well as screenshots below: original-chair.package hereattempt.package hereliving chair recolour (original-chair.package -- everything looks good but it doesn't work as a dining chair). dinging chair (attempt.package -- imported meshes and dst images but the ties are not rendering properly)
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Post by SimPlistic on Apr 13, 2020 12:16:49 GMT -5
Just giving this a bump. Thanks in advance for your help
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Post by jwofles on Apr 16, 2020 20:47:59 GMT -5
Hi, the problem with your .package is that the mesh was missing some stuff in the materials that the original .package had. They were alphamaskthreshold which need to be set to 100 and alphamap which needed to be linked to the DST image/texture. I went ahead and did it for you and here's the link to the fixed version - www.mediafire.com/file/vbfvjca1t0pm7sj/attempt.package/fileHope this helps
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Post by SimPlistic on Apr 19, 2020 12:42:40 GMT -5
Hi, the problem with your .package is that the mesh was missing some stuff in the materials that the original .package had. They were alphamaskthreshold which need to be set to 100 and alphamap which needed to be linked to the DST image/texture. I went ahead and did it for you and here's the link to the fixed version - www.mediafire.com/file/vbfvjca1t0pm7sj/attempt.package/fileHope this helps @jwofles, thank you soooo very much for your help. This did the trick! I'm so grateful to you. In case I run across this problem again in the future, could I impose upon you a little more to explain what I missed? I'm not sure where to look for the things you mentioned in S4S. I'm a bit of a nube to anything but the texture panel Many, many thanks
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Post by jwofles on Apr 19, 2020 12:53:21 GMT -5
Hi, the problem with your .package is that the mesh was missing some stuff in the materials that the original .package had. They were alphamaskthreshold which need to be set to 100 and alphamap which needed to be linked to the DST image/texture. I went ahead and did it for you and here's the link to the fixed version - www.mediafire.com/file/vbfvjca1t0pm7sj/attempt.package/fileHope this helps @jwofles, thank you soooo very much for your help. This did the trick! I'm so grateful to you. In case I run across this problem again in the future, could I impose upon you a little more to explain what I missed? I'm not sure where to look for the things you mentioned in S4S. I'm a bit of a nube to anything but the texture panel Many, many thanks I basically noticed that the the original model had a couple of different entries on its materials. You can look at this tutorial as base, but instead of alphablended property like in the tutorial, the original chair .package you were using has alphamaskthreshold and alphamap entries (which is enabling the alpha for that object). So I just added those entries to your new .package's materials. For the alphamap property, the typecode (data type) isn't a number, it's a texture, and because the the alpha channel is stored in the textures .DDS, I just entered the instance number for the texture. That sounds really complicated but it's just copy and pasting the instance number from the DST image in warehouse into the alphamap entry.
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Post by SimPlistic on Apr 20, 2020 12:58:56 GMT -5
I basically noticed that the the original model had a couple of different entries on its materials. You can look at this tutorial as base, but instead of alphablended property like in the tutorial, the original chair .package you were using has alphamaskthreshold and alphamap entries (which is enabling the alpha for that object). So I just added those entries to your new .package's materials. For the alphamap property, the typecode (data type) isn't a number, it's a texture, and because the the alpha channel is stored in the textures .DDS, I just entered the instance number for the texture. That sounds really complicated but it's just copy and pasting the instance number from the DST image in warehouse into the alphamap entry. Oh wow, thank you so much again! I would literally never have figured this out without your help. I appreciate you pointing out that tutorial and along with your explanation I've learned a new thing! Thanks again Friend
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