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Post by theboredsimmer on Jun 14, 2022 1:12:48 GMT -5
I'm SO close to getting this hair done. However, When I imported the texture back into S4S the texture was applied to the ENTIRE sim even the skin and clothes. I jsut want the texture applied to the hair. What can I do to fix it?
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Post by mauvemorn on Jun 14, 2022 3:29:31 GMT -5
Hi. Please always provide the file and, if possible, the picture of the problem. There can be two causes: 1). If the entire body is filled with a solid color, it means the texture has no transparency. If you saved in png, make sure the background is transparent. If you saved in dds, the alpha channel was not saved. You will need to re-add the alpha and save dds as BC3 or DXT5 (with interpolated alpha). 2). If you can see the hair texture on the body, it means the uvs are not in the space meant for hair
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Post by theboredsimmer on Jun 14, 2022 3:45:48 GMT -5
It's the a PNG, I made sure, I need to export the UV map and edit it using it GIMP and then make sure it's limited to the hair. So I need to figure out how to export the UV map from blender and edit it in GIMP?
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Post by theboredsimmer on Jun 14, 2022 4:28:05 GMT -5
Oky I fixed that probem now it's only applying the texture to the OG hair and not the bits of hair I added. I'm not sure how to post a picture to show you
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Post by mauvemorn on Jun 14, 2022 4:35:58 GMT -5
- after changing the uv layout on all meshgroups, save and import the blend in s4s; - In blender in UV editor select everything with A, UVs - Export UV layout. Set the image size to rectangular instead of the default square one, opacity to 1. - Open the hair texture in the image editing software, place the exported uv layout on top, use it to edit the texture; - import the texture in s4s
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Post by theboredsimmer on Jun 14, 2022 4:53:14 GMT -5
Now the part I added are like a transparent orange but the original hair has the texture I added. It imported the parts I added but they're not taking the texture.
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Post by theboredsimmer on Jun 14, 2022 8:12:41 GMT -5
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Post by mauvemorn on Jun 14, 2022 13:34:52 GMT -5
Please don't start a new thread for the same issue. We cannot know what is wrong with the texture or the mesh for certain without seeing them, so please share the blend and the package. All i can tell right now is that the blend does not contain enough meshgroups (or they have wrong cut numbers) to overwrite the original ones (which is why you are seeing the old hair) and that the uvs of your hair are in the wrong place. If you did put them in the right place, make sure it was done in uv_0, the first uv map in the list
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Post by theboredsimmer on Jun 14, 2022 14:29:26 GMT -5
Sorry about the double thread. I uploaded the package the blender file on google drive. Hopefully you can access it. I really need to know what I'm doing wrong. Links
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Post by mauvemorn on Jun 14, 2022 14:49:41 GMT -5
You need to copy the direct link to the file or the folder like this, otherwise it sends me to my google drive instead of yours
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Post by theboredsimmer on Jun 14, 2022 15:28:27 GMT -5
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Post by theboredsimmer on Jun 14, 2022 15:28:54 GMT -5
Hopefully you can access those
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Post by mauvemorn on Jun 14, 2022 17:19:49 GMT -5
You need to watch or read some beginner-oriented tutorials for hair making because the strands you added are not adapted to work in the game. They will not morph, move or display textures. The mesh will also revert to the original without proper hat chops. This thread will give you an idea of what needs to be done (the vertex paint info is outdated, though) but, again, it is best to watch a step-by-step tutorial because there's a lot to do But to answer your question, the uvs in uv_0 should be there
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Post by theboredsimmer on Jun 15, 2022 2:03:41 GMT -5
Just to make sure I'm understanding you correct, I can get this hair to work in-game it just needs more work? Or there's nothing I can do it's not going to work in the game?
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Post by mauvemorn on Jun 15, 2022 5:11:14 GMT -5
Yes, you can absolutely make it work, it is just that none of the steps that make an item work in the game have been done yet. Whenever you model something new, you must: - uv unwrap it and put the uvs in the right location on uv_0 so that the mesh projects textures correctly; - transfer uv_1 from a different mesh so that the mesh is affected by the correct sliders and morphs as intended; - rig the mesh either manually or by transferring the weights so that it moves with the sim instead of floating; - vertex paint the mesh with the correct colors which dictate what sliders the mesh should and should not be affected; - create hat chops or a least duplicate the mesh twice and assign different cut numbers so that the new mesh would replace the original.
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