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Post by gustavowizard on Jun 18, 2021 15:48:50 GMT -5
wow thank you so much for all those informations mauvemorn! there was stuff there i did not know about... and i did so many CC already.. that arm bone position thing, being different on some meshes, i never noted that. i think my major error was compress the 8 Meshes into 1 then import it, after that, i manually deleted the geometry non-used files inside Sim4studio, that mess up too i decided to remake the hole mesh again, this time keeping the number of cuts of the original mesh, its working fine now, i will test it again tonight and post here. btw is there a problem on using the same custom mesh on all LODS? like i allways import it to all lods never had any problems (i try to keep the number of vertices below 8k so the game wont lag much) sorry my english im from Brazil
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Post by mauvemorn on Jun 18, 2021 16:47:56 GMT -5
You should not import the same mesh into all lods because, first, 8k is too much. When you zoom out in-game, there are hundreds if not thousands of meshes being rendered. The lowest lods are generally in hundreds, so your mesh being dozens times higher is not a good thing. Also, the lowest lods tend to be affected by less vertex groups in the leg area because there are less vertices to be influenced by them, so it is possible for the mesh to act up. It’s best to check if the original mesh from the same LOD is affected by thigh, thightwist, skirt, and calf bones just in case. You can just delete these vertex groups before importing that blend in the package
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Post by gustavowizard on Jun 18, 2021 18:19:52 GMT -5
cool! look it works now (i already fixed the texture bug too)
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Post by gustavowizard on Jun 18, 2021 18:21:18 GMT -5
yeah i know you should not load the same mesh on LOD 2 and 3 but i never had any problems before... how do you make your LODs 2+ ? you decimate your mesh? thank you btw
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Post by mauvemorn on Jun 19, 2021 2:06:05 GMT -5
We had people come here with these problems, so I know for a fact. Sometimes the problems may not appear in your game but will show up in the game of someone using your cc, it depends on graphics settings and possibly graphic card Like this
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Post by gustavowizard on Jun 19, 2021 16:07:33 GMT -5
yes i know, i believe you... so how you make your lods you decimate the mesh?
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Post by mauvemorn on Jun 19, 2021 16:20:04 GMT -5
I retopologize the mesh to have very clean topology, then I just delete edge loops. Manually retopologizing meshes is not exactly a beginner friendly task or something that you will understand instantly after watching a tutorial, so you can decimate
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Post by gustavowizard on Jun 21, 2021 20:23:09 GMT -5
yeah i guess...
anyway i think this way Maxis divide their models in many meshes (cuts or wtv they call) its a pain, they should all have just 1 mesh, would be so much easier; the one i used have 8 for LOD 0 and 1 and 7 for LOD 2 and 3, not only that, the mesh is divided different on them; so you have to do many more things.
Also i noticed that option 'Uncompressed Textures' on Sims 4 make difference as LODS appear too (when i unselect that the some meshes i used same imports for all LODS glitches too)...
Modding Sims 4 is not as easy as minecraft hahaha...i had some luck importing models and stuff like that, from other games, had some fun,
but doing the things you do from scratch is pretty amazing.. again congratulations for your work, i really like them, got dozens of your mods on my mod folder :P
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Post by mauvemorn on Jun 22, 2021 4:09:36 GMT -5
anyway i think this way Maxis divide their models in many meshes (cuts or wtv they call) its a pain, they should all have just 1 mesh, would be so much easier; the one i used have 8 for LOD 0 and 1 and 7 for LOD 2 and 3, not only that, the mesh is divided different on them; so you have to do many more things. Maxis split meshes for a specific reason, which is to give every part a certain property. For example, glasses are made of a frame (solid color) and lenses (has transparency). The lenses have a different shader that renders transparency. Tall boots and pants are split in the same places in the calf area. Upon interaction with each other, some pants will tuck into boots, other will cover them. This is done by assigning different Region types and layers different parts of the mesh to in Region map. Hair changes its cuts depending on the type of hat used. So yeah, this is important for the item’s functionality. Also i noticed that option 'Uncompressed Textures' on Sims 4 make difference as LODS appear too (when i unselect that the some meshes i used same imports for all LODS glitches too)... Where exactly are you choosing it? When saving images as .dds? but doing the things you do from scratch is pretty amazing.. again congratulations for your work, i really like them, got dozens of your mods on my mod folder :P Thank you 😊
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