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Post by AleNikSimmer on May 7, 2020 5:54:30 GMT -5
Hello. I made a bodysuit that also goes in the top category. The diffuse map seems to work just fine, but the emission, specular and normal don't show up on the bottom part of the sim's body. Does anyone know a solution for this? Marybe it's about the Instance in the warehouse since it seems the only thing changing in the map categories? I don't really know the meaning of those codes and I want to avoid making a mess. As you can see the bright lines on the bodysuit don't work from the hips below.
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Post by mauvemorn on May 7, 2020 6:16:41 GMT -5
Hi. What item did you clone to start a package? We need to see the package
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Post by AleNikSimmer on May 7, 2020 6:54:57 GMT -5
mauvemorn CAS standalone of this bralette since the mesh was what I needed. Here's the packageDo you think that cloning a bodysuit and then converting it into a top in s4s will work? I haven't tried that.
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Post by CopyMeshGuy on May 7, 2020 8:11:58 GMT -5
How i can make clothes light up?
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Post by mauvemorn on May 7, 2020 9:59:18 GMT -5
CopyMeshGuy by editing the emission map. Here's a video tutorial AleNikSimmer Oh, I thought the bottom came with the top, there's no problem with that then. For the item to be compatible with HQ mod, diffuse and shadow maps should be 2048x4096, specular 1024x2048, normal depends on the item, but is not important, no info on emission, probably not important as well. If the sizes are not right, the sim will became fully black in CAS ( to someone who's using HQ mod ). Currently they are not right, so that something you should fix. Never use Make blank button, it does not make the texture blank, it just removes the file from the package. If you want the item to cast no shadow on the body, just fill the RBG channel with white and copy-paste the alpha channel from the diffuse. The alpha channel of the specular map defines the intensity of the shine, while .mask ensures proper layering in CAS. All areas where you have something in the diffuse map should be filled with white, even if you do not want shine there at all. For example, if your bottom item has no proper mask, the moment you put shiny thighs under it, that shine will be shown on top of your item. So basically just copy-paste the alpha channel from the diffuse map into .mask or just paint the grey area with white. What sort layer does the bottom you're using in the pic has? Not higher than 13000? I don't think anything above has anything to do with how the emission map is displayed, could you please also share the bottom so I could check the layering?
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Post by AleNikSimmer on May 7, 2020 15:00:01 GMT -5
mauvemorn I don't use HD mod, I just make the diffuse double the size cause I work better on them, but the other maps can stay normal size for me. About the shadow map, I never had problems with the make blank button, but I have texture issues when I try to add a transparent png. I only use GIMP and I don't know how you can make the alpha and RGB different. About the specular map, I found that don't quite work like this (always using blender). I made a palette of 6 colors for the specular, 3 of which show better with a 50% white area on the .mask and 3 who use 100% white with no problem. I've been using this for a couple of years and never had a problem so I don't think this is related to it. The ones in the pics are tights and are lower, while normal bottoms are higher so they can cover the bodysuit, but no matter what bottom I choose, all the maps except the diffuse seem to be disabled as soon as they reach the top mesh edge. I think the tops are somehow coded to avoid them showing up on bottoms no matter what. I tried to clone a body outfit and then convert to top but I got the same result.
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Post by Feyona on May 8, 2020 4:51:42 GMT -5
AleNikSimmer I would have to agree with Mauvemorn on not using "blank shadow" or anything else button just in case. In the past we used to use this button without any issues, but then EA released Sulani patch with sunburns and all out of sudden sims got covered in shiny checkered map if player plays on lower than ultra settings and uses the files where specular was blanked. You never know what EA will change in core files over the time and how it may affect CAS content. And they won't bother fixing it afterwards.
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Post by mauvemorn on May 8, 2020 14:18:44 GMT -5
The texture size causes problems only with HQ mod, if you're not using it, then there won't be any I have never used Gimp, but this is where the alpha channel is supposed to be Does it mean you have been working only in png so far? There's this new issue related to the format of the shadow map. If it's png, there will be these black lines along the border of the alpha channel. In the past it would happen only if the border was blurred, but now they will appear even if you clone a maxis mesh, export its shadow map in png, import back without editing Here's a great post that covers everything there is to know about specular maps ( I don't know why did they say to not use pitch black color for the background though) White and light areas on the map will correspond to places where the shine defined by the RBG+Alpha specular is shown. It is important to have white on the mask everywhere you have texture, even if you do not want shine visible on your texture. Doing this prevents shine from textures under your texture (i.e. sparkly tights under a dress) from bleeding through.
This what happens when you fill all corresponding areas in the mask with grey instead of white: So basically if you want to tone down the shine, darken the shade of the color or adjust the transparency ( in specular.png)/alpha channel (in specular.dds). I just find a CAS item that is meant to be made from the same material as my item and use it's specular as a reference for the color and transparency.
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Post by AleNikSimmer on May 9, 2020 4:14:04 GMT -5
mauvemorn thank you! I only work with png format and usually leave the shadow map as it is (without exporting it) or remove it completely with make it blank. In the items showed above I've used a transparent png as you suggested and didn't see any issue so I'm going to update my old CCs too. About the specular, I'll try this with new CCs and see how it goes. I used the gray areas (white 50%) cause some types of reflection don't show up correct if the mask is completely white, but I'll give it a try again. Thank you again for the help! By the way, about the main issue of this post, I guess there's no solution and this is how the game works?
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Post by Feyona on May 9, 2020 4:34:08 GMT -5
It might not work since emission and bump map are tied to geometry resource, and in case with the top mesh ends at the waist level. I think the only way to make it work is to do as a full body suit.
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Post by CopyMeshGuy on May 9, 2020 5:13:21 GMT -5
CopyMeshGuy by editing the emission map. Here's a video tutorial AleNikSimmer Oh, I thought the bottom came with the top, there's no problem with that then. For the item to be compatible with HQ mod, diffuse and shadow maps should be 2048x4096, specular 1024x2048, normal depends on the item, but is not important, no info on emission, probably not important as well. If the sizes are not right, the sim will became fully black in CAS ( to someone who's using HQ mod ). Currently they are not right, so that something you should fix. Never use Make blank button, it does not make the texture blank, it just removes the file from the package. If you want the item to cast no shadow on the body, just fill the RBG channel with white and copy-paste the alpha channel from the diffuse. The alpha channel of the specular map defines the intensity of the shine, while .mask ensures proper layering in CAS. All areas where you have something in the diffuse map should be filled with white, even if you do not want shine there at all. For example, if your bottom item has no proper mask, the moment you put shiny thighs under it, that shine will be shown on top of your item. So basically just copy-paste the alpha channel from the diffuse map into .mask or just paint the grey area with white. What sort layer does the bottom you're using in the pic has? Not higher than 13000? I don't think anything above has anything to do with how the emission map is displayed, could you please also share the bottom so I could check the layering? Thanks u you to help me make more best cc! And learn 3d, emission on blender💕💕
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Post by CopyMeshGuy on May 9, 2020 5:15:36 GMT -5
I can add the diffuse, emission to object? And how i can make glass to import sims 4? Because my food stall is doing stuck on that.. 😢
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Post by mauvemorn on May 9, 2020 5:43:04 GMT -5
CopyMeshGuy oh wait, this may not work for objects. The way you add transparency for objects differs from how you add it to CAS items, so I am not sure about emission for objects. As for diffuse, all items are supposed to have it from the very beginning. It's the main texture
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Post by Feyona on May 9, 2020 7:54:50 GMT -5
CopyMeshGuy, please do not hijack someone else's thread, it is getting confusing. You can create your own thread and ask about particular things. One topic per thread.
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Post by menaceman44 on May 9, 2020 16:31:41 GMT -5
To the original poster, AleNikSimmerHave you cloned and looked at the yfTop_EF16BodysuitPride item to see how that is set up? I know the mesh will not be right for you but it is a full body suit that is catagorised as a top and tucks under Bottoms. It has a full Normal map texture and Specular.
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