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Post by koolaid1986 on Mar 27, 2024 16:55:04 GMT -5
I've encountered an unexpected snag that's left me stumped after hours of troubleshooting. Despite following my usual workflow, I'm experiencing a persistent issue with importing meshes. I've experimented with different EA meshes as bases and various custom meshes, yet each attempt stalls at the "loading mesh" stage, leaving me perplexed.
My typical process involves appending an EA mesh, y deleting vertices, and then seamlessly joining my custom mesh with the EA counterpart. I ensure that both "1" and "0" cut for shadows. Strangely, this problem has emerged out of nowhere, as my previous imports executed flawlessly.
I'm determined to pinpoint the cause of this sudden setback. I've meticulously combed through forums and resources, but to no avail. Could there be a misstep I'm overlooking? Any guidance or insight would be immensely appreciated as I strive to rectify this perplexing issue and restore seamless mesh importing functionality.
Thank you in advance for any assistance you can provide.
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Post by mauvemorn on Mar 27, 2024 17:21:24 GMT -5
Hi. We need to see the blend and package files. Most likely polycount is too high. Also, joining yours with the original is not the right way of doing things, weights arent assigned this way
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Post by koolaid1986 on Mar 27, 2024 17:35:33 GMT -5
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Post by mauvemorn on Mar 27, 2024 17:39:03 GMT -5
We need permission to download
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Post by koolaid1986 on Mar 27, 2024 17:41:24 GMT -5
ok did that
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Post by mauvemorn on Mar 27, 2024 17:45:34 GMT -5
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Post by koolaid1986 on Mar 27, 2024 18:10:54 GMT -5
ok i think i got it that time
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Post by Fwecka (Lolabellesims) on Mar 27, 2024 23:22:53 GMT -5
There's something wrong with the .blend file. I tried opening and appending in Blender 3.3 and Blender crashed. Then I tried opening the blend in Blender 2.78 and the mesh appeared empty. When I tried appending in Blender 2.78 Blender crashed. Go back to a previous save if you have one. Or you could just as easily use an .obj file, if that's all you have. You'd just need to open the EA mesh, append your mesh—you don't even need to append the floor shadow mesh as the EA mesh already has one—position your mesh where you need it, assign your mesh to transformBone, make sure your cut numbers are assigned correctly, resize the floor shadow mesh if needed, delete the EA mesh, then save. Just a simple mesh swap. This tutorial is old and it's for converting a TS2 item to TS4 but the concept is the same. The only thing that's different for you is that you're not exporting meshes and textures from SimPE. Anyway, your blend file is FUBAR. You'll need to use a different file. Oh, and if you're making a plant your mesh might need to utilize alpha transparency. If that's the case you'll need to clone something with two mesh groups because one of the mesh groups will need to be assigned to the Phong shader. In that case, clone something that has glass. The glass part will already be assigned to the correct shader. You just need to make sure that the parts of your mesh that need transparency (e.g. if the leaves are flat planes with a leaf texture painted on and parts of the flat plane to be invisible in game) are given the same cut number as the glass part of the EA mesh. I hope all that makes sense. I don't know what you're making so I can't say for sure if you can use the books you cloned or if you need to clone a mesh with glass parts.
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Post by mauvemorn on Mar 28, 2024 5:15:31 GMT -5
This model has an astronomical polycount. Most complex maxis meshes almost never go past 10k tris, at 60k the game starts crashing for many people, at around 130k s4s stops importing, yours has 627k. There is no point in even bothering to reduce the polycount of this entire model. If you really need this in your game, delete those stones. - in edit mode hover over the flower pot, press L to select it, then press H to hide; - choose Lasso selection tool, click and drag to select as much of those flowers as you can, then press Ctrl L to select the rest of stems; - Select - Inverse, press Delete - Faces; - Select everything with A, Edges - Un-subdivide, increase Iterations to 4; - in uv editor enable sync, select the uvs of the flowers, un-subdivide them some more; - press Alt H to unhide the pot; - you need to do something about your uvs, they must at least fit into the uv space; - rename a uv map to uv_0, assign the mesh to transformbone
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