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Post by purplebex on Jun 14, 2023 21:02:04 GMT -5
I made default skin replacements for newborns but I'm running into a problem I can't figure out. It seems like the newborns eye color is bleeding onto their heads. It's a little hard to get a picture of since it comes and goes as I move the camera around. You can see it here on top of the baby's head: I can't figure out what's causing it. I've tried replacing the texture with other people's versions and EA's image I exported then imported back in but it still happens so I'm not sure what to do.
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Post by mauvemorn on Jun 15, 2023 3:29:08 GMT -5
Hi. The highlighted uvs are those of the eyes. The rest are of the scalp. See how there is some padding of texture outside of each of these uv islands? You need yours to be the same, not bigger or smaller. Use the original baby texture as a guide and edit yours
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Post by purplebex on Jun 15, 2023 21:50:03 GMT -5
mauvemorn thank you for the response. From what I can tell my eye texture looks the same. Also the problem happens even when I import the original baby texture into my package. The only time I've gotten it to work is when I export the original texture as DDS then import that into my package, though I haven't quite figured out how to convert my texture to a DDS to see if that fixes the problem. But this makes me think the problem is related to PNGs somehow? Here's my texture file if that helps.
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Post by mauvemorn on Jun 16, 2023 3:58:47 GMT -5
When s4s converts png to dds, it floods the empty area with color. When you zoom out, the game shrinks textures to improve the performance, so the area outside of uvs becomes visible. So I assume the original texture had the color that matched the skin or the padding was bigger.
You can use an online converter and convert your png to dds. Alternatively, you can check if your image editor has dds saving option and put the transparency mask into the alpha channel
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Post by purplebex on Jun 16, 2023 11:27:27 GMT -5
When s4s converts png to dds, it floods the empty area with color. When you zoom out, the game shrinks textures to improve the performance, so the area outside of uvs becomes visible. So I assume the original texture had the color that matched the skin or the padding was bigger. You can use an online converter and convert your png to dds. Alternatively, you can check if your image editor has dds saving option and put the transparency mask into the alpha channel Thank you! Converting to dds using an online converter seems to have done the trick. I haven't really done much with transparency before so I didn't realize PNG would be a problem.
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