|
Post by serpentebianco on Aug 18, 2024 22:53:50 GMT -5
|
|
|
Post by serpentebianco on Aug 19, 2024 5:21:50 GMT -5
I think I forgot to add that my tea set displays fine if I use this config file. That's the reason I didn't notice the problem at the very beginning of creation. And it's very confusing to me...UPD: It turns out that all this time in my GraphicsRules, ssao was disabled, because of this I did not see the problem. But this knowledge did not help me to understand what the mistake was.
|
|
|
Post by peacemaker on Aug 20, 2024 0:20:53 GMT -5
I don't usually deal with objects with geometry states so i don't really have an answer. Something weird is happening here though. Firstly, the issue you are seeing is exploding polygons causing the branching out of shadows. This usually happens because a bone isn't assigned. It does look like the shadow lods seem to have a transform bone thats not assigned, so i would start with that. However I did try that but it's still an issue. The other thing I noticed is polycount seems to be additive; every time you import it's adding the polycount to the previous number, hence why they are not lining up. I am wondering if that is contributing to the issue and that mesh data is being preserved and it's affecting the mesh.
Honestly, I would 1: go an assign the transform bones to the meshes affected, both the regular and shadow meshes (use the original item as a reference to make sure your bone assignment is similar if not all the mesh is assigned to it). Secondly, i would probably reclone the package files for the 2 items affected. Something really weird is going on. Third, I would report that bug because it shouldn't be happening. This issue could very well be out of your hands and be an issue happening while importing the mesh into S4S, but I am not sure
|
|
|
Post by mauvemorn on Aug 20, 2024 3:12:39 GMT -5
Hi, andrew , would you mind taking a look at the shared file? Everything seems to be done properly, but it’s not working, so could be a bug?
|
|
|
Post by serpentebianco on Aug 20, 2024 22:39:18 GMT -5
Hello again! I hope I haven't bothered you too much with my tea set (I'm tired of it myself, honestly). Anyway, I thought about what peacemaker said and decided to conduct an experiment. I cloned the tea set again. Exported the shadow mesh. And loaded it back. I didn't open the blend file or do anything with it, just export and import. As you can see, the shadowmap value has doubled: I went into the game to check out the new object and it still looks fine (I turned on AO in GSHADE to see it better): However, I continued the experiment and loaded the shadow mesh a few more times, I still did not touch the blend file. Now I went to check it in the game and saw that the shadow mesh was simply torn apart: I didn't touch the mesh of the object itself this time, but later I noticed that the phong value also increases if I do. Maybe this is good news for me, I think I'll try to recreate my file and load all the ready meshes only once, maybe in this case the shadow mesh will hold up and will be displayed correctly in the game. However, I'm sure that it definitely shouldn't work like that. I checked it on another object. In this regard, I have several questions: 1) Is it possible to edit the shadowmap and phong values manually? I don't fully understand what they mean. 2) If I recreate my file and load all the meshes once, so that the shadow mesh doesn't explode and the object looks fine in the game... can it somehow ruin the game or is it not critical? I want to share this file with others, should I do it if the phong and shadowmap values are higher than they should be? 3) Should I write about this in some other topic or is it enough that I write about it here? UPD: I noticed that this also applies to the cups from the debug, but the lid is fine.
|
|