|
Post by mysteriousoo on Jun 25, 2020 11:07:10 GMT -5
I follow this guide, and I have problems at the end of step 4. When I re-import my mesh, it still does not appear as it is written in the guide. I still see my mesh without a transparent part. And the geometry that I changed in step 4 still looks like before, only cut 0000 part. My mesh is divided into 2 parts, with cut numbers 0000 and 0001. I checked several times whether I correctly transfer data from geometry to the region map. What am I doing wrong? If this guide is out of date, maybe there are more recent guides for dress transparency? My blend and package
|
|
|
Post by mauvemorn on Jun 25, 2020 11:32:05 GMT -5
Hi. Try saving the file, going to Main menu, then opening the file again and importing the blend again. If this won't help, instead of Add try pressing Copy.
|
|
|
Post by mysteriousoo on Jun 25, 2020 11:40:34 GMT -5
Reopening and importing does not help. Copy an entry in regional maps? I'll try, and then write back. Thanks for advice
|
|
|
Post by mauvemorn on Jun 25, 2020 11:42:22 GMT -5
Copy everywhere. I remember coming across another tutorial on transparency where the author said to not use Add. As always no one explained why, so I do not know if this is the case or not
|
|
|
Post by mysteriousoo on Jun 25, 2020 11:44:23 GMT -5
Unfortunately, nothing has changed :(
|
|
|
Post by mysteriousoo on Jun 25, 2020 12:36:46 GMT -5
I tried to use for cloning dresses that have 2-3 cuts. But it behaved rather strangely. There was transparency, but ... hmm, that’s hard to explain. But the places where the original cuts (part of leg below the knee or a finger, as in one of the cases (this is just crazy, I can’t understand WHY they did it)) were broken.
|
|
|
Post by mauvemorn on Jun 25, 2020 13:33:01 GMT -5
Let's wait until jwofles checks the package. I don't see anything wrong, but I've never successful made clothing with transparency so who knows I strongly advice against this second method of replacing existing meshgroups because, first, they are tuned to interact with tall boots ( which you can change by editing Layer ), second, they are affected by different bones ( which you cannot change probably).
|
|
|
Post by mauvemorn on Jun 25, 2020 13:53:05 GMT -5
Hooray, found what's up. So it seems that there was a change in the program. When I tried it for the first time, I stopped right after the transparent meshgroup did not appear. This time I tried to actually finish and it did appear but only after I edited the lods and re-uploaded the blend. Also, jwofles , the arrow point to assets instead of LodModels
|
|
|
Post by mysteriousoo on Jun 25, 2020 14:20:50 GMT -5
Thank you very much for such a quick response! Seriously, even my ISP spends more time on my requests, haha :D I tried several more methods during this time, and I found a dress with 4 mesh groups ( this), but it still seemed to me that this was just a “crutch”. And it seems to me that this method can be much better, although it takes a little longer. Now I need to repeat all these steps for all LODs, right? Thank you both very very much!
|
|
|
Post by mauvemorn on Jun 25, 2020 14:40:14 GMT -5
Yes, it does not take long. If you copy the entry, you don't even need to copy paste the numbers, only change 1 instead of 5, Instance and Type stay the same Yeah, if you want them to have transparency. I would not bother to do this for lod3 About replacing existing meshgroups, ts4 does not like when imported meshgroups are affected by new bones and gives this type of distortions that may appear for some and not other people
|
|
|
Post by mysteriousoo on Jun 25, 2020 14:56:31 GMT -5
Maybe you can tell me what to do with these triangles that appear in the game? ( this and this ) I read several posts on this topic, but still did not understand how to get rid of this. I deleted the duplicates, but I do not know what else I can do with this. I can guess in theory why these triangles appeared. Due to the fact that the transparent parts are two-sided. But I cannot make them one-sided, because it will look even stranger than triangles. I read this post, but I did not understand how the author solved this problem there.
|
|
|
Post by mauvemorn on Jun 25, 2020 16:40:09 GMT -5
These triangles seem to happen because of how s4s triangulates the mesh when Simglass is involved. I've just tried to follow annabluu advice and for the first time ever things worked out, I cannot believe. So this is how i did it: - make sure the outfit ( not split into meshgroups ) works perfectly in-game so that you would not have to re-upload it after changing the shader; - in Blender add Triangulate modifier, apply it; - separate the parts you want to have transparency, give them a different cut number, save; - in s4s add a new meshgroup BUT DO NOT CHANGE THE SHADER, add it to lods as well. Re-upload the blend file, NOW change the shader to simglass. I think you do not need to re-do everything, just triangulate both meshgroups, change shader to simskin again, re-upload the blend, change shader to simglass. Try uploading your texture here to make sure this method works
|
|
|
Post by mysteriousoo on Jun 26, 2020 8:27:39 GMT -5
Thanks for the advice, I tried this method, and nothing has changed in both the files, yours and mine. link
|
|
|
Post by mauvemorn on Jun 26, 2020 11:21:06 GMT -5
damn, should have used a different color, here I was happy for nothing. Guess you will have to do what the person in the linked thread had to do. Basically you need to cut out chunks of it like this, then join them again, then remove doubles. The uvs will be split, so s4s will split the mesh but not shade these edges as sharp. Basically what you want to do is to ensure that no part of the mesh would have rendering issue with ITSELF.
|
|
|
Post by mysteriousoo on Jun 26, 2020 14:17:43 GMT -5
I'm sorry, but I don’t quite understand how to do this (cut and join back) :( I tried earlier just to make the mesh one-sided. It seems to me that this looks a little strange (although I saw a lot of such CCs). Maybe this seems strange only to me? The problem did not disappear, but became much less noticeable. This is a screenshot after triangulating ( link )
|
|