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Post by yyyyyyyyfffffffff on Aug 29, 2021 13:08:23 GMT -5
hi i'm facing a problem with a bed that i created so far the bed looks normal when i zoom in but when i zoom out it become weird i tried edge splitting it and i don't know what's the problem with it picturepackage
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Post by yyyyyyyyfffffffff on Aug 30, 2021 8:23:45 GMT -5
as the object has it own normal map and spec
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Post by lahawana on Aug 30, 2021 9:42:33 GMT -5
Typically when you zoom out on an object, the game displays a different LOD (level of detail) mesh. LOD0 will be the most detailed, LOD1 less so, and LOD2 even more less so. it looks like the UV mapping is off for your second level of detail mesh (LOD1). I would check your mapping for LOD1 and make sure that the uv map correctly aligns with the texture
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Post by yyyyyyyyfffffffff on Aug 30, 2021 9:56:07 GMT -5
i checked the uvs are placed correctly in blender and all the lods are placed correctly
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Post by lahawana on Aug 30, 2021 9:59:17 GMT -5
It could be that the texture size is off. Have you looked through this list to see if it mentions your issue there?
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Post by Fwecka (Lolabellesims) on Aug 30, 2021 23:42:44 GMT -5
Are you using a DDS or a PNG? If using a DDS, how did you save it? Did you include mipmaps? Lahawana explained what an LOD is, and mipmaps are the same thing but with textures: as you zoom away from your object the game will switch to a smaller texture. Zoom away some more and the game will switch to an even smaller image. If you don't have mipmaps you'll see texture problems when you move away from your object. When saving as a DDS be sure that generate mipmaps has been ticked.
Edit: It also looks like you used the same mesh for all LODs. This isn't a good idea. The whole point of LODs is to reduce how much work your computer has to do to render the object. Not everyone has a powerful PC and using LODs can reduce lag.
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Post by yyyyyyyyfffffffff on Sept 2, 2021 10:40:51 GMT -5
hi fwecka i did what you said here is what i have done i exported my diffuse texture of the bed then i have saved it as dds format dxt5 (i'm using nividia dds plugin) and i have ticked generate mipmaps and i have made my normal map in photoshop and i have save it also as dds with the correct settings and i have tested it in game and it stills the same problem ;( here is the new package simfileshare.net/download/2716432/
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Post by Fwecka (Lolabellesims) on Sept 2, 2021 22:09:39 GMT -5
It looks like your bump map for the headboard and footboard has not been done correctly. The alpha channel is white and it shouldn't be. I posted some instructions here a while ago where I explained how I make normal maps (bump maps. Same thing). You can follow my method or you can use the link in that post to bake a bump map in Blender. Either method will work.
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Post by yyyyyyyyfffffffff on Sept 4, 2021 10:52:30 GMT -5
hi fwecka here is what i did based on your tutorial since my diffuse does not have a transparent background there is no need to make a new layer and fill it with #8080ff color i have desaturated my diffuse (i applied hue and saturation) i have uploaded it to normal map online and then i have downloaded the result as png then i made an alpha channel (it appeared in black color) i copied and pasted the red channel to the alpha channel and then i copied and pasted the green channel to the red and blue channels and i have saved it as dxt5 i tested in the game and it still the same problem when i zoom out the bed looks weird as i have ticked generate mipmaps i don't know what's causing this as my uv are placed correcly and the normal map is correct and the mipmaps are ticked ;( you will find the changes that i made in the package file simfileshare.net/download/2720028/
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Post by yyyyyyyyfffffffff on Sept 5, 2021 10:27:46 GMT -5
finally i figured out the problem it was from the texture i fixed it thank you for the help friends
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