envy3
New Member
Posts: 1
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Post by envy3 on Oct 17, 2023 20:52:11 GMT -5
Hi, im a beginner with both 3d modelling and ts4 modding. I followed some tutorials on how to create a mod (tutorials 1 and 2 ) but when i import the texture in s4s it makes the model dissapear, while in-game the object just turns all black. s4s when i import: prnt.sc/mXWhXgkB8aHRingame : prnt.sc/kY8rq9jykpEWI have seen in other posts that the file itself always helps so here they are. Original .blend of my model : www.file.io/DHDV/download/0bzd4r73WyW5After i merged both models : www.file.io/8QTA/download/g83niglhUsvGSince im a begginer in both things any direction/tip is always useful.Thanks.
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Post by mauvemorn on Oct 18, 2023 5:29:58 GMT -5
Hi. Joining the reference with your item does not transfer any information. You have 3 uv maps because of it and the correct one is being discarded. Delete uv_0 and uv_1, then rename UVmap to uv_0 In the future, instead of joining them, do this: - find a similar maxis item, clone it, export the blend. In the scene there will be an object, one or two shadows, possibly more objects ( for glass, for example );
- append/import/make your object, select it, rename uv map to uv_0. This does not happen when you join meshes; - ignore uv_1, objects have the same uv_0 and uv_1 maps;
- in most cases the original object will have one or multiple vertex groups. You need to double-click on it to rename, Ctrl C to copy the name ( usually transformBone ), then create a new vertex group on your mesh, paste the name. If there is only one vertex group, switch to edit mode, select everything with A, and assign the whole mesh to it. This is the part that does not happen when you join meshes; - give the mesh the same cut number;
- you may need to adjust uv_0 if it was not square or rectangular;
- you may also need to vertex paint the mesh if it needs to light up; - you may need to adjust the meshgroups of shadow underneath the object in edit mode; - delete the reference, save
There are other issues: - the mesh is not assigned to transformBone. Add a new vertex group, name it transformBone ( paste the name), in Edit mode select everything, assign; - flipped normals. In edit mode select the whole mesh and press Shift N; - the mesh must be split along sharp edges, otherwise it will be oddly shaded in-game, as well as the baking result would be bad. Add Edge split modifier, adjust the angle, then apply; - the way the object is modelled and unwrapped arent practical, it would be a good idea to watch a tutorial just on this subjected that is not ts4 specific ( and is not by blender guru) For the future, we only need a package, with which you encounter the problem, and the blend you imported in it. Right now it is unclear which one of the blends is the one.
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