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Post by stellarcadet on Jul 15, 2021 17:23:56 GMT -5
A first time modder here, so I'd like to apologize for for any annoying questions in advance. Currently I'm working on converting the Philosopher's stone from Sims 3 to Sims 4 (Purely Decorative). So far, I've managed to convert the mesh successfully and include a slot that can be used to place something on the pedestal portion.
A photo of the end result so far.There was some trial and error (had to merge meshes to get the texture to show up right) but, over all, I'm proud of myself for getting this far. Now, I would like to work on it further in the future. Specifically? I'd like to add transparency to the plumbob portion alone. Not the rest of the object. I've gone through a few tutorials I've found but they look as if they apply to the whole object rather than just PART of it. Would anyone happen to know of any tutorials that may fit the bill?
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Post by menaceman44 on Jul 15, 2021 17:39:29 GMT -5
You would need to make sure that your object is using the PhongAlpha shader first of all which enables transparency on objects. Then you need to edit your texture so that the part of the texture for the plumbob is translucent.
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Post by stellarcadet on Jul 15, 2021 19:04:58 GMT -5
You would need to make sure that your object is using the PhongAlpha shader first of all which enables transparency on objects. Then you need to edit your texture so that the part of the texture for the plumbob is translucent. That...sounds so much easier than i was assuming. Would setting up the Alpha shader be in any of the tutorials in the master list?
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Post by Fwecka (Lolabellesims) on Jul 16, 2021 6:18:38 GMT -5
You'd need to clone something that has two mesh groups. Probably an end table that has glass as part of it would be best. That way, you wouldn't need to assign the PhongAlpha shader to the part you want transparent as it would already be assigned. Open your mesh in Blender and go into edit mode, then select all the faces of the plumbob and click P to separate it from the rest of the mesh. That way you will have two mesh groups. This is important because the end table will have two mesh groups and two cut numbers. When assigning cut numbers to your mesh, give the plumbob portion of your mesh the same cut number as the glass portion of the EA table. **helpful tip** To quickly select the faces of the plumbob, select one face, then click Ctrl + L and all of the faces of the plumbob should be instantly selected. I have to credit Mauvemorn for pointing this out to me. Then, open your diffuse in Photoshop or GIMP, and in the alpha channel paint the UV islands of the plumbob grey--it's the alpha channel that determines how transparent an object should be. The darkness of the grey determines how transparent the object is. Lighter grey means less transparent; darker grey means more transparent. Pure black will make the plumbob entirely invisible. You might want to experiment a little OR you could clone an EA item that has the level of transparency you want and use the same color of grey. If there isn't an EA item that has the transparency you like, try a custom item someone else has made. After coloring the plumbob's UV islands the tone of grey you want save your diffuse as a DDS file using DXT5 Interpolated Alpha. Interpolated means "to insert" in case you're wondering. Import everything as usual. As for the slot. I think you know how to do this since you've added a slot to the mesh already, but if you've cloned a table you'd just need to move the slot so it sits on the surface of the pedestal thingy.
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Post by stellarcadet on Jul 16, 2021 7:44:36 GMT -5
You'd need to clone something that has two mesh groups. Probably an end table that has glass as part of it would be best. That way, you wouldn't need to assign the PhongAlpha shader to the part you want transparent as it would already be assigned. Open your mesh in Blender and go into edit mode, then select all the faces of the plumbob and click P to separate it from the rest of the mesh. That way you will have two mesh groups. This is important because the end table will have two mesh groups and two cut numbers. When assigning cut numbers to your mesh, give the plumbob portion of your mesh the same cut number as the glass portion of the EA table. **helpful tip** To quickly select the faces of the plumbob, select one face, then click Ctrl + L and all of the faces of the plumbob should be instantly selected. I have to credit Mauvemorn for pointing this out to me. Then, open your diffuse in Photoshop or GIMP, and in the alpha channel paint the UV islands of the plumbob grey--it's the alpha channel that determines how transparent an object should be. The darkness of the grey determines how transparent the object is. Lighter grey means less transparent; darker grey means more transparent. Pure black will make the plumbob entirely invisible. You might want to experiment a little OR you could clone an EA item that has the level of transparency you want and use the same color of grey. If there isn't an EA item that has the transparency you like, try a custom item someone else has made. After coloring the plumbob's UV islands the tone of grey you want save your diffuse as a DDS file using DXT5 Interpolated Alpha. Interpolated means "to insert" in case you're wondering. Import everything as usual. As for the slot. I think you know how to do this since you've added a slot to the mesh already, but if you've cloned a table you'd just need to move the slot so it sits on the surface of the pedestal thingy. Thank you SO much! I'm primarily doing conversions for practical experience before I try making completely custom objects. So far, these different suggestions on how to do it are really useful.
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Post by knd02 on Aug 3, 2021 20:10:25 GMT -5
You'd need to clone something that has two mesh groups. Probably an end table that has glass as part of it would be best. That way, you wouldn't need to assign the PhongAlpha shader to the part you want transparent as it would already be assigned. Open your mesh in Blender and go into edit mode, then select all the faces of the plumbob and click P to separate it from the rest of the mesh. That way you will have two mesh groups. This is important because the end table will have two mesh groups and two cut numbers. When assigning cut numbers to your mesh, give the plumbob portion of your mesh the same cut number as the glass portion of the EA table. Hi, I'm trying to ajust the transparency of a food object, but found them usually have only one mesh group, apart from the plate and shadow. I've tried the GlassForObjectsTranslucent and Phong Alpha shader and got the effect I expected, except that I only wanted to apply it on a part of the object. Is it possible to make part of an object that has only one mesh group transparent? Is there any further tuturial for the "assign the PhongAlpha shader to the part you want transparent" part?
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