|
Post by vivosh on Dec 20, 2021 5:09:59 GMT -5
Hello I tried to find a solution for it myself, but wasnt lucky. I converted an outfit to S4, which includes shoes. In my game everything works without problems, but I let two friends of mine test it and for them the body/sim disappeard when using the shoes. I first thought its a problem with the cuts of the outfit, but every other shoe seems to work & I cant find any issue myself. Help would be highly appreaciated! Ill put .blend and package for the shoes and the outfit too, just in case. (please ignore that the LODs arent correct yet, but I cant be bothered to do this before nothing works anyway) drive.google.com/file/d/1qxwlwKYsXZKXAXu1-bdKO77yCIMcD_51/view?usp=sharing
|
|
|
Post by mauvemorn on Dec 20, 2021 7:32:46 GMT -5
Hi. Many meshes are made of multiple parts to tune each of them differently. The outfit you cloned, yfBody_CardiganLongDrape, is split to interact with accessories. If you will replace those meshgroups blindly with no consideration for how they are tuned to behave, you'll end up with bad results. You need your item to be made of two meshgroups to give the lace a different shader. When it comes to clothing, we always recommend people to add an extra meshgroup for transparency themselves instead of cloning the existing items split for different reasons There are a few other things that you need to fix before proceeding: - instead of importing an obj into an empty blender scene, clone a similar outfit first, export the blend, open it, then import the obj there. You want the rig to have body parts and the scene to be set up the same way it is in the tutorials so you would not have to wonder why things turn out differently; - there is a vertex outside of the uv space in uv_0; - when making anything with skirt-like bottom, transfer the data from anything with skirt-like bottom of the same length, not legs; - you need the inner side of the outfit only in places where it is visible. Geometry overlaps in the chest area; - do not remove doubles on the reference when transferring uvs. Right now the skirt's uvs are in the arm area, when you will adjust the thickness of arms in CAS, that area of the skirt will highlight and be adjusted as well; - do not import a thumbnail right away, let the game generate it. It does it on the highest graphics settings, and some issues appear only then, so if you are playing the game on lower, you may not be aware that your garment distorts; - the mesh is vertex painted with the wrong color in the wrong way. Skin-tight clothing should be painted with 00ff00, the skirt ( starting a bit higher from where the legs part) should have 3fff00. Do not paint the entire thing with 3fff00, the transition between colors should be smooth, otherwise there will be a gap. You can also use this color in the breast area so that the breasts morph like one bump instead of two bumps ( if that makes sense... basically, used for loose clothing) Vertex paint dictates what variation (skin-tight and robe-like) of deformation maps the painted area will deform according to in CAS during body customization and animation. 00FF00 is for skint-tight areas, 3FFF00 is for any skirt-like area ( skirts, bottom parts of dresses, coats, aprons, etc). Start by choosing 00FF00 and Paint - Set vertex color 1). Disable Limit selection to visible; 2). Holding Ctrl, lasso-select the bottom part of the mesh starting somewhere in the middle of the pelvic bone; 3). Enable sync; 4). Press B and deselect legs; 5). Switch to Vertex paint and enable Face selection masking for painting; 6). Type in 3FFF00; 7). Paint - Set vertex colors; 8). Press A twice to deselect and select everything again, Paint - Smooth vertex colors One important thing: the cut numbers of parts in your blend must correspond with the original.
In your case s4studio_mesh_3 must have 0002 and s4studio_mesh_2 0001. You should restart the package, clone the towel again and import the blend
|
|
|
Post by vivosh on Dec 20, 2021 8:07:17 GMT -5
Oh my.. this is lot. Im surprised how many things I forgot over the years not doing CAs stuff or just never know about. Thanks so much!! I'll try to do as you said und will return to tell you if it worked! )
|
|
|
Post by vivosh on Dec 21, 2021 2:27:12 GMT -5
I redid the outfit and it works perfect in game - just like it did already before - though Im still thankful for my new knowledge! The shoes still doesnt work and we cant figure out why - I even redid them with new vertex color and everything. My friend said its not only not working with this certain outfit, but with everything else either. Is there any special stepp for shoes I could have missed? :/
|
|
|
Post by Fwecka (Lolabellesims) on Dec 21, 2021 5:30:10 GMT -5
I looked at the shoes.blend file and it has five rigs in it. You need just one. But then I exported the shoes from your package and it has one rig. I can't find anything wrong with the blend I exported from your package. The problem seems to be related to your texture(s), most likely the specular mask file. I'm not sure which texture was the problem, tbh; I fixed all of them (except the diffuse) and then tested the package. I resized the textures, too, since they were so large. I think your packages require the HQ mod? I don't use that mod. Here and here is how to make a bump map. A CAS specular is a bit more complex, but I've got some instructions here. Pay particular attention to how the .mask.dds is made as I suspect that was your problem. The shadow map you can just export, open in Photoshop, bucket fill the RGB channel with white and the alpha with black, save as DDS using DXT5 Interpolated Alpha. This will essentially make it "blank." If you want to make a real shadow map, check out this link. As for your diffuse, the coolest thing ever is that you can bake the texture to a new UV layout. This means you can make bigger UV islands which will result in better textures. Read more here and here. These are the steps:
- Export the mesh from the package. That way you won't have to add a new material in Blender as it will already be "attached."
- Select your mesh, edit mode.
- Select some faces on the body, Ctrl + L and the rest will be selected.
- Separate the body using P.
- Select the dress, edit mode, then select uv_0 and press the plus key to duplicate it. The new map will be named "UVMap."
- Select "UVMap."
- (Optional but makes things easier, IMO) In the UV editor, enable keep UV and edit mode mesh selection in sync. Now you can see your UV islands without having to select your mesh.
- If you've enabled sync, in the UV editor, enter face select mode.
- In the UV editor, press A to select all.
- If there's a texture in the UV editor, remove it.
- Image > Open Image and open the CAS map.
- Object mode, hold shift and select the body FIRST then the dress, edit mode.
- In the UV editor, view > draw other objects. Now you can see an outline of the body's UV islands.
- Make sure you've selected "UVMap!"
- Arrange your UV islands as you'd like.
- In the UV editor, press A to select all.
- Remove the CAS map.
- Click "new" and make a new texture—it should be black.
- Click the render tab (it has an camera icon)
- In the bake section, switch to textures.
- Set the margin to 3-5 (this is how many pixels your texture will be past the UV island edges).
- Press bake.
- Behold the goodness!
- Image > save as image and save the texture.
- While you're at it, UVs > export UV layout. You'll need this for your .mask.dds file.
- Delete (press the minus key) the uv_0 and rename "UVMap" to "uv_0"
- Press the plus sign to duplicate; the new map will be named "UVMap."
- Delete the old uv_1. Now the maps will be in the correct order.
Aaaand, if you need a tutorial/notes I've got a tutorial in my signature. It lists all the steps. Just something you can refer to if you need it.
|
|
|
Post by mauvemorn on Dec 21, 2021 6:07:48 GMT -5
Found the issue but it is strange So the reason you and I did not encounter this problem was because we were checking the files on the lower graphics settings. This is when normal and specular maps are not rendered. Your friends encountered it on the highest, when they are rendered. It was clear from the thumbnail that there was something wrong with the normal map, I checked it and did not find any problem, so assumed that you fixed it. You may have saved it with wrong settings but it did not reflect on the image itself so I can’t say what exactly it was. Removing the normal map fixes the issue, so it is 100% that. Changing the size does not, so that should not be a problem. Another strange thing is that the item should look like it is in the thumbnail instead of disappearing. I suggest to re-start the shoes package and make a new normal map. Save it with these settings. Also, you need to make sure your maps have right dimensions. There is no point in making the diffuse 2048x4096 if it will not be rendered with hq mod because other maps are of the wrong size
|
|
|
Post by vivosh on Dec 21, 2021 11:34:26 GMT -5
Fwecka (Lolabellesims) I do my texture in HQ always, as I use HQ mod, yes. But before putting the file out for download I would convert it to nonHQ for those who dont use this mod. But thank you so much for the tutorials, cant wait to take a look at it! mauvemorn You are really a lifesaver!! I had to look for the nvidia dds plugin because I had a different one (as nvidia just allows it for 'real' creators now??) Anyway I redid the normalmap and send my friend the file with the new map and one without, to see if both work. Surprise, they did! Thanks so much for taking the time to look into my problem and helping with so much new knowledge for me. I would have never thought that its because wrong normalmap settings.
|
|
|
Post by Fwecka (Lolabellesims) on Dec 22, 2021 8:27:32 GMT -5
Wait, Nvidia doesn't let you download their DDS plugin anymore? You can download mine. There are several versions in the zip file.
|
|