The mesh disappears because the normal map has wrong dimensions. It should be either 1024x1024 or 2048x2048
It also has no transparency, either was made or saved the wrong way. When you save the image as png, the mask is converted to transparency automatically, but in your case that did not happen for whatever reason, so you may need to apply it.
Here's how to do this whole process in photoshopThere are other issues that are not related to the problem at hand:
- once you will fix the normal map, look at the lace parts of the mesh in CAS closely. You will see that the background behind the lace is not transparent, it displayed the skin instead. This happens because the uvs in uv_0 are put where the skin texture normally is. For the lace to be truly see-through you need to move the uvs and lace textures away from where the body's uvs (and, as a result, the skin texture) normally are, so in
the bottom right corner;
- transfer weights and uvs with nearest face interpolated, otherwise the mesh will move and morph like crumpled paper;
- the item you cloned to start a package was split into 6 parts to tune 5 of them to hide accessories. The tuning responsible for this is still present in the package. While you can remove it, you cannot edit the list of bones inside the package that affect each of them. For example, in the original package the first meshgroup in the list is in the upper left arm area and is affected by only 4 meshgroups. You replaced it with the torso with different and a lot more bones. Disregarding the structure of the package and the reasoning behind it can cause
problems that may not appear on your computer but will show up for others ( seems to be related to graphics settings and cards). To avoid problems, you are meant to add transparency the maxis way: separate all parts of the mesh that need it into one meshgroup, assign it a different cut, create a new meshgroup inside a package, give it Simglass, import the blend.
What to do:
- join all meshgroups into one, remove doubles;
- in uv_0 enable sync, select all uvs of the garment, in 3d view press P - Selection to separate, rename to "garment";
- expand the rig, make "top" visible and selectable. Re-transfer uv_1 and weights from this top to the garment with the following settings;
- join the garment with the body;
- in uv_0 move the uvs of the lace and whatever else you need to be transparent in the bottom right corner, then separate them. Give the separated meshgroup 0001 and the original 0000, save;
- clone yfTop_Camisole, Tools - Modding - Embed all externally referenced resources;
- select the first Geometry in the list, click on Duplicate, change the last number of Group's number to 1. Select the second geometry, duplicate, change the number to 2. You do not need to add transparency to lod2-3, it wont be visible from afar;
- choose Region map, click Edit items, then again on Edit item. Select the first entry in the list, click Copy, select the second, copy. Select the fifth entry, change the last digit to 1, select the sixth, change to 2. Save all changes;
- select CAS parts, in the search bar to the right type LODs, Edit items. Same process: select Level 0, Edit items, copy, change the number to 1. Repeat with Level 1;
- select the added geometries ( at the bottom of the list), change their shaders to Simglass;
- save package, import the blend, edit textures