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Post by claritysimsx on Jul 9, 2020 16:09:00 GMT -5
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Post by simmerish20 on Jul 9, 2020 18:57:51 GMT -5
Did you remember to fix/remap the texture to fit the new UVmap? Have you then replaced the texture?
If that's not the problem, can you upload the package file, possibly also the Blender file before you exported it to S4S?
--- Is the plan to make the bow and violin separate, or do you want them to be one combined accessory? For both of these, you can UVmap both parts in the 'hat area' as long as they don't overlap, so if you want you can make three versions - one bow, one violin, and one combined.
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Post by claritysimsx on Jul 9, 2020 19:52:00 GMT -5
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Post by simmerish20 on Jul 9, 2020 20:58:10 GMT -5
I think I see some of the issues now.
First: Something is a bit off in the mesh. There are two groups, but only the first group is showing in the LOD0, while the second group shows in the LOD1. They have the same cut number (0001) too. That's why the violin isn't showing up, since different groups need different cut numbers. I think this mesh may just have one group enabled (but I'm not sure - I tested switching the violin to 0000 and the bow disappeared but the violin reappeared. I think the mesh is originally a bracelet, which means it probably only has one group enabled, which could explain why it only sees one).
Second: The bow and violin are in different groups and use different textures (and not, as I first thought, using the same texture and UVmap). Either you have to combine them into one group and UVmap them so they can use the same space, or you have to make them two different accessories and make sure to still UVmap them in two different UVmap spaces. If one accessory takes up the entire "hat" category, the other accessory has to be moved elsewhere.
Accessories in TS4 are only layerable as far as the UVmap allows for, so if two accessories have overlaying UVmaps and you try to put both accessories on the same sim, one of the accessories will take on the textures of the other. Also, you can't have two different textures for the same area in an accessory. Doesn't work like that.
Third: The second recolor is set for a child, for some reason. It could be because the file is cloned from someone else's file. - I used that approach at first, and had a lot of weird issues happening (I was mostly doing quick age-converting), and switched to using EA meshes instead when I made accessories from scratch, which did help a bit, and also made the accessories a bit more stable because I had more control over them (a few of the CC ones I tried cloning didn't even show up because they turned out to be from EPs I didn't have).
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Post by claritysimsx on Jul 9, 2020 21:33:14 GMT -5
Okay, thank you! I will try and make them two different accessories. This was very helpful
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