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Post by saucegoblin on Aug 23, 2023 16:33:57 GMT -5
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Post by BokchoiJo on Aug 23, 2023 22:47:50 GMT -5
Hi, you need to give public access to your shared file so others can download it. If the game crashes when you use a CC usually the package is corrupted, make a new package & reimport everything to the new package.
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Post by Fwecka (Lolabellesims) on Aug 24, 2023 1:17:21 GMT -5
BokchoiJo is right. The package may be corrupt...but it also could be an issue with the mesh. Someone needs to take a look at your files but, as BokchoiJo said, your link doesn't work. You need to give permission. Here's a screenshot showing what to do.
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Post by saucegoblin on Aug 24, 2023 15:20:24 GMT -5
Sorry, the links should be public now
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Post by BokchoiJo on Aug 24, 2023 22:03:15 GMT -5
Hi, here's some things you can try: 1. Try deleting all vertex group except b__Spine1__ (the only bone that affects the sword) 2. The object doesn't have a uv_1, try transferring from the top body mesh or you can planar project from the front & place the uv around the uv_1 chest area 3. The uv_0 is occupying the hair area, if the sims have a hair the sword texture will show up overlapping on the hair or vice versa. You can try moving it to the hat region if your not planning to wear hats with this CC, or move it to the bracelet or necklace/choker region to have more space. 4. Make sure the specular map matches the diffuse map position (maybe you haven't gotten to it yet) 5. Make a new package & reimport everything to the new package.
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Post by saucegoblin on Aug 25, 2023 0:39:32 GMT -5
Hi, here's some things you can try: 1. Try deleting all vertex group except b__Spine1__ (the only bone that affects the sword) 2. The object doesn't have a uv_1, try transferring from the top body mesh or you can planar project from the front & place the uv around the uv_1 chest area 3. The uv_0 is occupying the hair area, if the sims have a hair the sword texture will show up overlapping on the hair or vice versa. You can try moving it to the hat region if your not planning to wear hats with this CC, or move it to the bracelet or necklace/choker region to have more space. 4. Make sure the specular map matches the diffuse map position (maybe you haven't gotten to it yet) 5. Make a new package & reimport everything to the new package. It looks like the vertex group has to include Spine2 or else it doesnt move correctly with the body unless im mistaken. (this is probably the big issue but IDK how to fix it without it ruining the rigging) Unsure what/how to do planar project, can't find tutorials with the phrase. Also not sure what part I need to transfer. As for the hair texture issue while it is a mistake on my part its simply that the CC crashes my game entirely not that the textures are broken which Is an easy issue that I can/will fix, if the file was good but the textures were the problem it wouldnt crash the game it would just look wrong ingame. Maybe the diffuse map/specular thing is an issue but Ive converted/retextured stuff before without it straight up crashing my game with also making that mistake, it just looks like a weird shiny part? Ive also reimported and recompiled(?) the package without modifying it since I made this thread several times and got the same result its weird because I easily made CAS CC before and at some point here I must have messed up because its not normal clothes or something I will try deleting the vertex group aside from spine1 but I think having it bound to other bones, that would just make it rigged incorrectly in-game other than actually crashing it. I will keep this updated EDIT: IT WAS THE BAD VERTEX GROUP THING! thank you everyone that helped, my dummy self assigned every vertex group on the base ts4 model when doing weight/vertex stuff, idk how it messed up but for now it seems good, its not perfect right now but all i have to do is fix the weight (i missed a spot) and fix the textures
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Post by Fwecka (Lolabellesims) on Aug 25, 2023 4:05:28 GMT -5
Hi, here's some things you can try: 1. Try deleting all vertex group except b__Spine1__ (the only bone that affects the sword) 2. The object doesn't have a uv_1, try transferring from the top body mesh or you can planar project from the front & place the uv around the uv_1 chest area 3. The uv_0 is occupying the hair area, if the sims have a hair the sword texture will show up overlapping on the hair or vice versa. You can try moving it to the hat region if your not planning to wear hats with this CC, or move it to the bracelet or necklace/choker region to have more space. 4. Make sure the specular map matches the diffuse map position (maybe you haven't gotten to it yet) 5. Make a new package & reimport everything to the new package. It looks like the vertex group has to include Spine2 or else it doesnt move correctly with the body unless im mistaken. (this is probably the big issue but IDK how to fix it without it ruining the rigging) Unsure what/how to do planar project, can't find tutorials with the phrase. Also not sure what part I need to transfer. As for the hair texture issue while it is a mistake on my part its simply that the CC crashes my game entirely not that the textures are broken which Is an easy issue that I can/will fix, if the file was good but the textures were the problem it wouldnt crash the game it would just look wrong ingame. Maybe the diffuse map/specular thing is an issue but Ive converted/retextured stuff before without it straight up crashing my game with also making that mistake, it just looks like a weird shiny part? Ive also reimported and recompiled(?) the package without modifying it since I made this thread several times and got the same result its weird because I easily made CAS CC before and at some point here I must have messed up because its not normal clothes or something I will try deleting the vertex group aside from spine1 but I think having it bound to other bones, that would just make it rigged incorrectly in-game other than actually crashing it. I will keep this updated EDIT: IT WAS THE BAD VERTEX GROUP THING! thank you everyone that helped, my dummy self assigned every vertex group on the base ts4 model when doing weight/vertex stuff, idk how it messed up but for now it seems good, its not perfect right now but all i have to do is fix the weight (i missed a spot) and fix the textures Your blend file seemed to have a broken rig. At least, I couldn't get the rig to show in the 3D viewport in order to add an armature modifier and test the weights. It may not be a big deal. Just something to note in case you have more problems. I ended up cloning an earring, exporting the mesh, opening it in Blender and then appending your sword. Yes, the sword needs to be assigned to b__Spine1__ and that's it. It would be helpful to first delete all of the other weights (if you haven't already) then select the sword, tab into edit mode, press the "assign" button in the vertex group area to assign b__Spine1__ 100% to your mesh. The sword will be pure red if you go into weight paint mode. Assigning the mesh 100% to b__Spine1__ will solve any weird spiking when your sim moves. You will need to move your textures, just as BokchoiJo says. BokchoiJo is also correct about using hats as equipping a hat and the sword at the same time will result in the hat picking up the sword's texture. Your next best option is to use the glasses category but you won't be able to equip the sword and glasses at the same time without the same problem. If you choose to use the glasses category you can easily bake the old texture to a new UV layout. This way, you can rearrange your UV layout and try to use up as much of the glasses section as you can and you won't have to manually edit the texture in Photoshop. If you need to resize a UV island resize all of them at the same time to avoid texture issues. I'm not clear on what planar project is either. Maybe something like this? Honestly, I think it would be easier to just vertex paint the sword black and not bother with a uv_1 at all because do you really want it to change sizes with the game's sliders? That doesn't make sense. You need to rename "UVMap" to "uv_0."
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Post by BokchoiJo on Aug 25, 2023 5:40:11 GMT -5
saucegoblin Good to know you found the problem. Since the sword is a rigid object & stuck to the rib cage it probably would be better to assign only 1 bone to it so it doesn't bend when the sims move. For the vertex group thing, I once encountered the same problem that's why the first thing I check was the vertex group. Now for the planar project thing, I use 3dMax for most of my edit so that's the term I usually use. In Blender it's like using "Project From View" from the front ortho view. Fwecka (Lolabellesims) I didn't know you can vertex paint an object black to ignore morphing, thanks for that info
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