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Post by zellieda on Mar 3, 2023 22:03:44 GMT -5
I made a mesh edit of the Little Campers blanket fort. This is my first time doing just about anything other than a simple recolor, so a lot has been learned and I'm sure I've made some mistakes along the way. I got it to the point where I was ALMOST done - just needed to sort out the specular map as the "lights" had been moved in the mesh and were glowing in the improper spot. Somewhere along the way, I have seriously messed this up. I'm at a loss and am nervous I will only make things worse if I keep messing with the package. I can tell enough by the way the distorted texture is laid out that it is related somehow to the fact that the original object had two meshes/textures/specs/bumps etc. I just don't have a clue what to do about it. TIA .blend and .package files
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Post by simmerish20 on Mar 3, 2023 22:58:29 GMT -5
The textures look to be the problem - it's 2048x3072, which isn't a size the game normally accepts. In this case you either need to use 2048x2048 or 2048x4096. Same goes for the specular and bump maps, too.
(Going by the "power of 2" rule, ...512, 1024, 2048 and 4096 are acceptable sizes for the sides. Half-sizes like 3072 usually aren't accepted)
You can either resize the texture to the appropriate size (this will either stretch or comprimize it on one side), or you can change the UVmap to have empty space for the remaining parts, so the main texture is the same but the texture map has the right dimensions.
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Post by zellieda on Mar 4, 2023 9:22:37 GMT -5
That makes a lot of sense. I'm not sure I fully understand what you mean by the latter option. How would I go about doing that?
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Post by zellieda on Mar 5, 2023 12:52:25 GMT -5
The textures look to be the problem - it's 2048x3072, which isn't a size the game normally accepts. In this case you either need to use 2048x2048 or 2048x4096. Same goes for the specular and bump maps, too. (Going by the "power of 2" rule, ...512, 1024, 2048 and 4096 are acceptable sizes for the sides. Half-sizes like 3072 usually aren't accepted) You can either resize the texture to the appropriate size (this will either stretch or comprimize it on one side), or you can change the UVmap to have empty space for the remaining parts, so the main texture is the same but the texture map has the right dimensions. So I ended up trying to simplify the issue by going back to the original two meshes, two textures, and two UV maps. Now I'm dealing with this. Looks fine in S4S and Blender, but like this in game. Here's a link with the updated .blend and .package files. I am absolutely clueless at this point.
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Post by zellieda on Mar 5, 2023 15:16:59 GMT -5
The textures look to be the problem - it's 2048x3072, which isn't a size the game normally accepts. In this case you either need to use 2048x2048 or 2048x4096. Same goes for the specular and bump maps, too. (Going by the "power of 2" rule, ...512, 1024, 2048 and 4096 are acceptable sizes for the sides. Half-sizes like 3072 usually aren't accepted) You can either resize the texture to the appropriate size (this will either stretch or comprimize it on one side), or you can change the UVmap to have empty space for the remaining parts, so the main texture is the same but the texture map has the right dimensions. So I ended up trying to simplify the issue by going back to the original two meshes, two textures, and two UV maps. Now I'm dealing with this. Looks fine in S4S and Blender, but like this in game. Here's a link with the updated .blend and .package files. I am absolutely clueless at this point. Figured it out. Still had the uv_1 in my mesh.
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Post by S4Player on Mar 8, 2023 8:32:49 GMT -5
I looked a the file and saw that your LOD0 is different from the rest of the LOD's and Shadow LOD's. There might be the issue. Make sure that the rest looks like the 1 LOD0 mesh.
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