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Post by cnicolasmg22 on Jul 1, 2020 21:38:39 GMT -5
i made this dress, and it has issues with in-game boots but not custom content boots C Boots
Game boots
I saw a tutorial to make transparent parts and so as I did, the problem will be that, maybe I did it wrong but I don't know what I did wrong
This is the layer that does not have to have transparency
This is the layer that has to have transparency.
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Post by mauvemorn on Jul 2, 2020 0:10:33 GMT -5
Hi. You cloned an item that was split into meshgroups to tune one of them to properly interact with boots. The reason you are not experiencing the problem with cc boots is because, unlike maxis items, they are not split into meshgroups. You can edit Region map ( open a package in s4s, in the warehouse find Region map, select calf or whatever there will be, change it to Base and set Layer to 0). That being said, this is not the best way of doing it. For one, what did you clone that has only 2 meshgroups? Or are you importing a blend with 2 meshgroups into something with more than 2? Second, you want each meshgroup to be affected by the same bones that the original was, otherwise there might be distortion in your or other people's game when using this cc. sims4studio.com/thread/16685/add-transparency-clothing-adding-new Try this tutorial instead. Just instead of re-importing the mesh after editing Region map do it after you edit LODs, there must have been a change in the software bc the mesh will not be updated
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Post by cnicolasmg22 on Jul 2, 2020 12:26:27 GMT -5
Hi. You cloned an item that was split into meshgroups to tune one of them to properly interact with boots. The reason you are not experiencing the problem with cc boots is because, unlike maxis items, they are not split into meshgroups. You can edit Region map ( open a package in s4s, in the warehouse find Region map, select calf or whatever there will be, change it to Base and set Layer to 0). That being said, this is not the best way of doing it. For one, what did you clone that has only 2 meshgroups? Or are you importing a blend with 2 meshgroups into something with more than 2? Second, you want each meshgroup to be affected by the same bones that the original was, otherwise there might be distortion in your or other people's game when using this cc. sims4studio.com/thread/16685/add-transparency-clothing-adding-new Try this tutorial instead. Just instead of re-importing the mesh after editing Region map do it after you edit LODs, there must have been a change in the software bc the mesh will not be updated I do not understand :( That tutorial did not help me, I used another one where I had to export a mesh from a shirt (I exported a dress that had 3 cuts but deleted one)
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Post by mauvemorn on Jul 2, 2020 13:29:55 GMT -5
You should never delete meshgroups or maps, it will disrupt the structure of the package. The tutorial was not meant to help you resolve the current issue but to show how the process should be done the right way You can change the region map in your current package, but if you plan on sharing it with other people, be prepared to hear that the mesh distorts in someone's game - open the package, switch to the Warehouse tab, click on Region map, choose Edit next to Entries; - in the opened window select Knee OR Calf entry, click on Remove. Then select the other one and switch its layer to 0 and Regiontype to Base. You should end up with two Base entry. Save
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Post by cnicolasmg22 on Jul 4, 2020 23:57:58 GMT -5
You should never delete meshgroups or maps, it will disrupt the structure of the package. The tutorial was not meant to help you resolve the current issue but to show how the process should be done the right way You can change the region map in your current package, but if you plan on sharing it with other people, be prepared to hear that the mesh distorts in someone's game - open the package, switch to the Warehouse tab, click on Region map, choose Edit next to Entries; - in the opened window select Knee OR Calf entry, click on Remove. Then select the other one and switch its layer to 0 and Regiontype to Base. You should end up with two Base entry. Save Ohh thank you very much, if it worked, I finished the outfit, but some triangles appear on the skirt, I don't know if it is normal
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Post by mauvemorn on Jul 5, 2020 4:19:06 GMT -5
The problem happens because each separate piece of the mesh has rendering issue with itself, not with another mesh. The problem becomes less noticeable when you delete inner geometry because the mesh becomes more transparent. Most cc creator use Simglass shader to make alpha hair which is made of separate planes that may have rendering issues with each other ( looks differently ) but not with themselves ( triangles ). I thought that maybe I was misinterpreting this issue and annabluu solution is applicable with clothes, but probably not. The idea is to split and layer the mesh in the same order it is meant to be rendered, I suppose, but it is quite tricky in this case. I tried simply cutting the mesh instead of separating parts but it did not work
See how the selection on the first pic is visible from a different angle? I don't know how to explain it, but you need to split the mesh in such way that the selected area in not visible through the selected area. You want all of these selections to be separated
- just to be safe i deleted inner geometry ( select one face, Ctrl L, Delete - Faces ); - switch to Edit mode, select one face on the front part, Ctrl - UVs, Shift - H to isolate. Holding Ctrl, LMB-click-and-drag to select the first part like in the pic, press P - Selection, continue until you finish; - in the outliner you will have all separated meshgroups selected. Switch to Object mode, Shift-click on the first meshgroup TWICE (my1), press Ctrl J. Select everything with A, Remove doubles with Merge Distance set to 0,0001. The uvs are still split which is what you want in this case; - add Solidify modifier, set thickness to something small, uncheck Fill Rim, apply. Delete inner geometry from places where it is not needed. - import it in s4s, no need to change the shader. If your skin maps have transparency, you will be able to see the change even in s4s
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Post by cnicolasmg22 on Jul 6, 2020 12:25:45 GMT -5
The problem happens because each separate piece of the mesh has rendering issue with itself, not with another mesh. The problem becomes less noticeable when you delete inner geometry because the mesh becomes more transparent. Most cc creator use Simglass shader to make alpha hair which is made of separate planes that may have rendering issues with each other ( looks differently ) but not with themselves ( triangles ). I thought that maybe I was misinterpreting this issue and annabluu solution is applicable with clothes, but probably not. The idea is to split and layer the mesh in the same order it is meant to be rendered, I suppose, but it is quite tricky in this case. I tried simply cutting the mesh instead of separating parts but it did not work
See how the selection on the first pic is visible from a different angle? I don't know how to explain it, but you need to split the mesh in such way that the selected area in not visible through the selected area. You want all of these selections to be separated
- just to be safe i deleted inner geometry ( select one face, Ctrl L, Delete - Faces ); - switch to Edit mode, select one face on the front part, Ctrl - UVs, Shift - H to isolate. Holding Ctrl, LMB-click-and-drag to select the first part like in the pic, press P - Selection, continue until you finish; - in the outliner you will have all separated meshgroups selected. Switch to Object mode, Shift-click on the first meshgroup TWICE (my1), press Ctrl J. Select everything with A, Remove doubles with Merge Distance set to 0,0001. The uvs are still split which is what you want in this case; - add Solidify modifier, set thickness to something small, uncheck Fill Rim, apply. Delete inner geometry from places where it is not needed. - import it in s4s, no need to change the shader. If your skin maps have transparency, you will be able to see the change even in s4s
I did not understand D ': I tried to follow the tutorial and there are things I don't understand, and I don't know :( I send you the packgage and will you help me? please
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Post by mauvemorn on Jul 6, 2020 12:44:51 GMT -5
Okay, but I will not be fixing this issue every time you experience it, so either educate yourself enough on the basics to understand the guide or just do not make clothing with transparency again. Send a blend and package file, not only the later
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Post by cnicolasmg22 on Jul 6, 2020 13:12:52 GMT -5
Okay, but I will not be fixing this issue every time you experience it, so either educate yourself enough on the basics to understand the guide or just do not make clothing with transparency again. Send a blend and package file, not only the later I don't know how to give Ctrl - Uvs, Shift H deletes everything except what is selected. I already removed the internal geometry But do not worry, it will only be this time, I will inform myself, you will not see this problem on my part again :D
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Post by mauvemorn on Jul 6, 2020 16:48:14 GMT -5
I asked to share the blend because s4s triangulates the mesh and splits it along the uv island borders which makes it much harder for me to edit. There was no need to export it from s4s 1). Do not use Remesh in MD, you can see in-game how messed up border edges where patterns connect are; 2). Never ever delete meshgroups or maps, it disrupts the package; 3). Transfer a uv_1 map with Nearest face interpolated from meshes that have as little sculpted details as possible; 4). When closing holes, do not just scale the edge loop down, collapse it with Alt M - Collapse. Unwrap all new geometry you create. There is no need to close holes that are not visible from any angle; 5). The bottom of the skirt should be vertex painted with 3fff00; 6). It is a bad idea to replace a meshgroup with the one that is affected by different bones. It might cause you or people using your cc distortions. You should create a new one from scratch; 7). Do not join the body with the garment until you make the later fully functional. The leg is affected by skirt bones; I cloned a lingerie set and added a new meshgroup but only to lod0. You can add the rest following this tutorial
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Post by cnicolasmg22 on Jul 6, 2020 19:12:54 GMT -5
I asked to share the blend because s4s triangulates the mesh and splits it along the uv island borders which makes it much harder for me to edit. There was no need to export it from s4s 1). Do not use Remesh in MD, you can see in-game how messed up border edges where patterns connect are; 2). Never ever delete meshgroups or maps, it disrupts the package; 3). Transfer a uv_1 map with Nearest face interpolated from meshes that have as little sculpted details as possible; 4). When closing holes, do not just scale the edge loop down, collapse it with Alt M - Collapse. Unwrap all new geometry you create. There is no need to close holes that are not visible from any angle; 5). The bottom of the skirt should be vertex painted with 3fff00; 6). It is a bad idea to replace a meshgroup with the one that is affected by different bones. It might cause you or people using your cc distortions. You should create a new one from scratch; 7). Do not join the body with the garment until you make the later fully functional. The leg is affected by skirt bones; New blend and package. I cloned a lingerie set and added a new meshgroup but only to lod0. You can add the rest following this tutorialThank you very much, it is that sometimes I do not understand what you write, because I do not speak English, and the translator translates it nonsense, I also do not understand abbreviations, only basic English, I am going to start to reinforce it. could you remove the download links please
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