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Post by avisbird on Feb 8, 2024 11:03:58 GMT -5
When I try to import a custom mesh it gives me an error message. I also wanted to know if it is possible to import meshes with outlines on them.
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Post by avisbird on Feb 8, 2024 11:12:13 GMT -5
Someone said my mesh is missing something, how do I know what it is missing?
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Post by mauvemorn on Feb 8, 2024 11:55:44 GMT -5
Hi. Export the original blend and compare it to yours. It must be adapted in the same exact way If you have troubles with that, share your blend and package files
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Post by avisbird on Feb 8, 2024 12:32:44 GMT -5
I don't understand 'adapted' the same way. Do you mean the shape? I am very new to this
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Post by mauvemorn on Feb 8, 2024 12:40:35 GMT -5
You’re creating a gaming asset, meaning it must be made in accordance with rules imposed by game developers. It must perform certain functions in-game and the process of defining how it will happen is called « adaptation » There are many things that can be missing or wrong with your object. Here’s an example of the adaptation process. Make sure everything is as it should be. - 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
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Post by avisbird on Feb 8, 2024 12:54:42 GMT -5
I see! Is it at all possible to import objects with 'outlines' on it?
Or will that not work with the texture? :3
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Post by avisbird on Feb 8, 2024 13:21:02 GMT -5
I tried it and I am still getting the error message.:(
How do I send the packages?
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Post by mauvemorn on Feb 8, 2024 14:50:15 GMT -5
Upload the package and blend files on mediafire.com and share a link with us
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Post by avisbird on Feb 8, 2024 15:07:56 GMT -5
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Post by mauvemorn on Feb 9, 2024 12:08:15 GMT -5
well, its not adapted to work in s4s at all It would be best to watch a tutorial on making objects for ts4 from scratch specifically to get an idea of what you're doing, but in short: - make cones selectable; - select all parts of the bottle and join them; - in UV editor select everything and UV - Pack islands; - rename a uv map to uv_0; - rename Group to transformBone, assign the whole mesh to it; - delete the color attribute; - save the blend and close it; - clone an object that behaves in a way you want yours to behave, export the blend, open, append your bottle; - select the original object, switch to edit mode, select everything with A, Delete - Faces; - in this order: select your bottle, then this empty meshgroup, join with Ctrl J, save, import back into the package
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Post by avisbird on Feb 9, 2024 15:39:18 GMT -5
Thank you!
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