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Post by simjemma on Jul 3, 2020 3:55:03 GMT -5
I'm having a lot of issues with my bump DST Image for my object. I tried following the tutorial ( sims4studio.com/thread/1617/create-rgb-specular-objects ) to create a RGB Specular for my image because when I tried to upload it to TSR it was declined claiming " RGB Specular is not correct ". I've been trying a bunch of different types, lowering the brightness for layers, erasing bits I didn't want enhanced but it always looks like this: imgur.com/a/TivqY0j When the bump file is blank the duck looks fine : imgur.com/a/ehm8Es8So something's happening in the RGB Alpha stage that's confusing the textures. For reference my Bump file looked like this, it was simply meant to hit the tail of the duck but it screwed up the whole textures and didn't even do what it was supposed to : imgur.com/a/ylpDJexI also tried contacting TSR about the rejection but I don't think they'll get back to me any time soon.
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Post by Syboulette on Jul 3, 2020 4:22:18 GMT -5
Could you send your package file so we can examine your files in detail ? And don't worry, my items had been rejected a lot because of RGBA and bump before I finally got it... ^_^ They're very rigorous on that specific subject.
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Post by simjemma on Jul 3, 2020 4:33:58 GMT -5
Sure, here's a link to file.io you should be able to download it there - I can't figure out how to attach files in forums. link Do you have Discord? It might be easier + quicker to talk via that.
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Post by Syboulette on Jul 3, 2020 5:01:13 GMT -5
Thanks ! And sorry, i'm very not confortable with talking ^_^' So, I checked your duck and there are several problems that TSR won't accept: - The Medium LOD is the same than the High low: you have to lower the polycount. They're expect it to be as close as 1/2 poly you can, without destroying your mesh. - As expected, the spec and bump are wrong: For the bump map: the final image have to be grey. You should follow this tutorial that shows how to create it from a normal map. Note that this file absolutely requires to be saved as DDS to include an alpha channel. If you don't need any bump map, you can use THIS blank image. For the RGBA specular map it's the opposite: it supposed to be colored. Many people are mistaken in thinking the specular map can be black, because this is how they see it in the explorer when the alpha is black. But in Photoshop (or in any editor) a matte rgba map is red. So even if your item appears right in your game with a black specular MAP that you can find everywhere in forums, TSR standards requires your file to have an alpha channel and to look right without it. Like the bump map, the rgbs specular map has to be saved in DDS. Here's a matte blank specular map you can use for submissions. Hope it helps
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Post by simjemma on Jul 3, 2020 5:21:26 GMT -5
Thanks for telling me about the polycount, they mentioned it was too high but didn't say anything about needed to decrease it for LODs but I'll change that now. And Thanks so much for the advice surrounding the spec and bump files - I'll try and follow the tutorial links best I can but I may send you a quick message if I'm still having a bit of confusion.
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Post by Syboulette on Jul 3, 2020 5:27:16 GMT -5
Thanks for telling me about the polycount, they mentioned it was too high but didn't say anything about needed to decrease it for LODs but I'll change that now. And Thanks so much for the advice surrounding the spec and bump files - I'll try and follow the tutorial links best I can but I may send you a quick message if I'm still having a bit of confusion. No worries, ask as many questions you need, but you should do it here so other people might find it later when they'll need it (this is how I learned :p) As for the polycount, they allow 1200 polys max per tile. So your high LOD is fine, you just need to lower the medium LOD
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Post by itsmisscheekie on Oct 18, 2020 11:22:05 GMT -5
thanks for this thread. i've had my CC getting rejected for the same RGBA issues. i hope they'll accept my work and i can officially move foward.
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