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Post by mauvemorn on Jul 19, 2023 11:50:47 GMT -5
Well, the original cars dont have anything going on, no bones, no glass... s4s does not offer a straightforward way of adding another meshgroup for objects, so idk how well simply adding transparency will work, but you can tryAs for zooming out, you need to replace the lods as well
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Post by Fwecka (Lolabellesims) on Jul 19, 2023 12:58:04 GMT -5
You can just change how the object is rigged. To replace one blend with another, they have to be structured the same: - same number of meshgroups; - split the same way (for example, a shadow plane, a car, glass parts); - each of these parts must have corresponding cut numbers (so that the car replaces the car, not the shadow plane); - each meshgroup should have one uv map named uv_0; - each meshgroup should be affected by the same bones as an original one it is going to replace (a shadow plane is affected by nothing, the car and windows would be affected by transformbone). - export the blend from the cloned package, open it; - rename meshgroups (original_shadow, original_car, original_glass,etc); - File - Append - the blend with lorysims’s car - object - all s4studio_mesh_; - you can rename them to shadow, car, glass, etc; - compare original_shadow to shadow: the cut number, uv map name, what bone affects it. Fix, if anything is different; - do the same for all of them, the delete the original meshgroups, delete rig.001, bone-bone_shape.001, save, import. I really appreciate your help, but for someone like me, who knows nothing about modding and all that stuff, that just sounds like gibberish. I've opened blender once, and that was just now to try these steps out 😅 I mean, S4S is pretty much self-explaining but Blender looks to me like something I need a PhD for, and those steps don't even sound that complicated. The "file - append" is self-explaining, but if someone doesn't know what a mesh group even is it's not really easy to figure out where and what to compare. But thank you nonetheless. Mauvemorn explained what a mesh group is but it won't hurt for you to know why mesh groups exist. In gaming, and I think this is true for all games, no mesh group can use more than sixty bones (weights, joints, vertex groups. They all mean the same thing. Just different names). Some items, such as CAS items which use all kinds of animations and thus need a lot of bones, have to be split into more than one mesh group. For example. I converted some TS3 things to TSM. TSM meshes include shoes, so I had to add shoes to the clothing but that meant that I had a mesh group with more than sixty bones. To fix this, I had to split the mesh into two groups. One group with sixty bones and the other group with whatever bones left over that I still needed. Another reason that meshes are sometimes split into more than one group is that one mesh group may require a different shader than the other group. For example, items that contain glass parts. The glass parts need a specific shader so that those parts will render properly in the game. Shaders, by the way, are math formulas that are designed to mimic how light behaves in the real world. And yeah, Blender does have a steep learning curve. And it's capable of so much. I've been using it for years and I still don't know how to use a lot of its features. If you want to learn to use Blender my advice would be to watch YouTube videos that walk you through projects--you'll be making things you don't want to make but it's good practice. Only look at professionally made videos such as FlippedNormals, CG Cookie, or Blender Guru, etc. Don't bother with videos made by kids. They often teach mistakes. The professional videos will help you make meshes but you'll need to get your mesh into the game. That's what this site if for. (Edited to fix my terrible grammar)
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Post by kallmekris on Jul 19, 2023 15:16:16 GMT -5
Thank you both for your help and the additional explanations! I got the cars to work without all the blender and mesh importing hassle. Not sure what I did to get the rotating issue in the first place but everything's working now. mauvemorn Yeah, the original cars are somewhat weird, that's why I just let it be at this point. I tried the tutorial you linked and even another one I've found, but I've failed miserably 😅 Fwecka (Lolabellesims) The dedication to fix your "terrible" grammar 😂 I'll save the three names for the blender videos, in case I will ever dare to open blender again. But right now I'm done with Blender for at least the rest of the year 😂 Thank you again!
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