Post by digitalgraffiti on Feb 25, 2023 22:05:54 GMT -5
(UPDATE AT BOTTOM)
SO I've spent a long time making this window and the frame's shadow has ended up all wonky. I'm fairly sure I split all the edges that needed splitting, because that's been an issue in the past for me, but the 3.3.1 version of blender is somehow even more confusing than 2.7 so I'm not 1000% sure of anything.
The red areas are where the shadows cast by lighting angles looks messed up, and I'm unsure if I screwed that up or its the the TS4 lighting engine being weird.
the blue circles are where I'm wondering if I screwed something up in the mesh, and if so:
1) What did I do
2) How do I fix it?
Other questions:
1) My cutout table looks unfinished in the warehouse tab, but appears to work just fine. Is that normal? Should I be worried? Windows are a whole new thing for me, and for some reason I do not have permission to access the How to make a new window mesh with a correct wall cut out tutorial, so I'm flying blind here and just looking at other modded and bg windows to figure it out
2) Is there any point in even making the LOD1? I put it in-game without having modified the LOD1 from the original bg file, and no matter how far I zoomed out it never appeared to shift from LOD0 to LOD1, in build mode or out of it, in the library, the map or anywhere else. Can I just entirely ignore the LOD1 with windows?
3) Should I go back to blender 2.7??Will it work with the new version of S4S? [YES 2.7 works with Star, but blender 3.3.0 files won't work in blender 2.7] (There are almost zero tutorials for using blender 3.whatever (for s4s and just generally) and the official blender 3.36.0 documentation is unfinished and unhelpful)
4) Personal opinion wanted, do you think I'm being too conservative with my LOD0 polys? Should I make the "round" front bevel edge higher poly (its only 2 atm)or will anyone even notice?
I'm super excited about this project and I really really want to finish this and release it. I've spent weeks in Illustrator making the glass that will be in the finished window, but I didn't include the fancy glass because I don't want to be a spoil the fun. Thank you for all your help
Package Link
The top row is the front and the bottom is the back. The columns are Evening, Day, and Morning light
UPDATE
If I extract the mesh from the package, it has put a bunch of random faces inside the edges of my mesh and screwed up my normals. Please tell me what is going on, because this is not in my source file. it did this for ALL of my meshes. all lods, all the shadow lods too.
Zip with both blend files Alt DL link
SO I've spent a long time making this window and the frame's shadow has ended up all wonky. I'm fairly sure I split all the edges that needed splitting, because that's been an issue in the past for me, but the 3.3.1 version of blender is somehow even more confusing than 2.7 so I'm not 1000% sure of anything.
The red areas are where the shadows cast by lighting angles looks messed up, and I'm unsure if I screwed that up or its the the TS4 lighting engine being weird.
the blue circles are where I'm wondering if I screwed something up in the mesh, and if so:
1) What did I do
2) How do I fix it?
Other questions:
1) My cutout table looks unfinished in the warehouse tab, but appears to work just fine. Is that normal? Should I be worried? Windows are a whole new thing for me, and for some reason I do not have permission to access the How to make a new window mesh with a correct wall cut out tutorial, so I'm flying blind here and just looking at other modded and bg windows to figure it out
2) Is there any point in even making the LOD1? I put it in-game without having modified the LOD1 from the original bg file, and no matter how far I zoomed out it never appeared to shift from LOD0 to LOD1, in build mode or out of it, in the library, the map or anywhere else. Can I just entirely ignore the LOD1 with windows?
3) Should I go back to blender 2.7??
4) Personal opinion wanted, do you think I'm being too conservative with my LOD0 polys? Should I make the "round" front bevel edge higher poly (its only 2 atm)or will anyone even notice?
I'm super excited about this project and I really really want to finish this and release it. I've spent weeks in Illustrator making the glass that will be in the finished window, but I didn't include the fancy glass because I don't want to be a spoil the fun. Thank you for all your help
Package Link
The top row is the front and the bottom is the back. The columns are Evening, Day, and Morning light
UPDATE
If I extract the mesh from the package, it has put a bunch of random faces inside the edges of my mesh and screwed up my normals. Please tell me what is going on, because this is not in my source file. it did this for ALL of my meshes. all lods, all the shadow lods too.
Zip with both blend files Alt DL link