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Post by wabbithabits12 on Mar 28, 2023 0:46:27 GMT -5
I was trying to edit a mesh when I realized there was some weird shadows going on, and so I tested to see what was going on. To test I clicked "Create CAS Standalone" and chose a top from High School Years, exported that mesh, closed S4S, reopened and imported the exported mesh. I made no changes to the exported mesh. And once I imported it, I saved it and viewed it in game, and saw that there was a new weird shadow, and also, it's subtle, but the arms lay closer to the sim's body too for some reason. If I don't export the mesh and then reimport it, it looks exactly like the EA version. Does anyone know what's going on? Normal EA item already in game (also what the mesh looks like in CAS if I don't export and reimport): The top after exporting and reimporting with no other changes: Blender mesh after exporting the base EA mesh: www.mediafire.com/file/uo3o2dgoynv3jnw/weirdtop.blend/filePackage file: www.mediafire.com/file/ad0ebsw7pyzazal/weirdtop.package/fileBase mesh with no importing or exporting: www.mediafire.com/file/dpg20pyp328xj59/top_noimportexport.package/file
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Post by mauvemorn on Mar 28, 2023 5:20:34 GMT -5
Hi. This is normal and how things work in (probably) all games. It is related to how the uvs of 3d models are converted to text information. What you should do is just remove doubles in blender For example, you select all body parts, then remove doubles. Then the lines along the body will not appear Alternatively, you could remove doubles on all of the mesh, but then would get a different type of shadows along sharp edges that will need to be split. If you plan on modifying the shape of the mesh and, as a result, retransffering data, this is what you should do It would go like this: - in edit mode select all of the mesh with A, quandrangulate it for convenience of editing (Mesh - Faces- Tris to quads) - Remove doubles with Merge distance set to 0,0001; - reshape the mesh and re-transfer all the data; - then switch shading to Solid and you will see these shadows along sharp edges. You need to Alt-click on edge loops along them and Mesh - Edges - Edge split
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Post by wabbithabits12 on Mar 28, 2023 13:03:42 GMT -5
Thanks so much for the help! I tried following the steps, but for some reason the issue is still occurring. I don't know if I'm doing something wrong or missing something. To test it out, I selected the mesh and just removed doubles, and exported. I figured since I'm just testing out the mesh and not editing it yet, I didn't have to do the alternate process. Does it matter that I'm using Blender 3.3.3? Before removing doubles: www.mediafire.com/file/e4qel8jo4kjs36c/hsytop2_6.blend/fileAfter removing doubles: www.mediafire.com/file/pehdg3n2w5xxwtq/hsytop2_9.blend/fileAlso, everything looks fine in Blender and Sims 4 Studio itself. It's only in the game when these weird shadows appear
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Post by mauvemorn on Mar 29, 2023 9:58:12 GMT -5
Hm, so i did some testing and this seems to be a problem with how this specific mesh is split into meshgroups. Why this happens and, most importantly, why this does not happen in the original is a mystery to me 1). exporting and re-importing the file into this package results in the shading problem 2). exporting and re-importing the file into a different package results in the same shading problem. So its not the package or maps 3). joining all meshgroups together and importing into a different blend fixes the problem. So its a matter of how the game shades the borders of meshgroups, not split edges 4). reshaping the meshgroup moves the problem in a different location, confirming the previous assumption 5). this does not happen with similar items
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Post by wabbithabits12 on Mar 31, 2023 15:31:39 GMT -5
Thanks so much for the help! I tried joining all the mesh groups, but was having trouble importing it into a different blend file. I used S4S to quickly make a copy of a base game mesh and tried importing in the combined file, but for some reason it had no effect in S4S. I combined all the mesh groups and simply imported into the new copy, and matched the cut groups, so I don't really know why it won't import in S4S. I also tried importing it all into a new blend but when I imported it into the original package file using S4S, nothing happened. Also, when combining the mesh groups and then reimporting to the original file, it seems like the weird shading is still there. Blend file: www.mediafire.com/file/tiurbslwimkzbqw/fty_1.blend/filePackage file that I'm trying to import the mesh into: www.mediafire.com/file/49polgg2uqxxhpu/test.package/fileEdit: Nevermind, I was just changing the wrong things for it to be the cut group. I think it's all working now. Thank you so much!!
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Post by mauvemorn on Apr 1, 2023 11:57:12 GMT -5
After combining all meshgroups, you need to change the cut to 0000, clone an item made of one meshgroup ( a tank top, for example) and import the blend there. Do not create those empty meshgroups, that is not the correct way of doing that
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