|
Post by Mathcope on Mar 12, 2016 1:06:30 GMT -5
Hello! Well I'm trying to make a new closet for my bedroom set, so i tried to clone one from get together. Although the modeling is pretty easy I cant understand all the the parts that it has!
There's a lot of animation joints i need to assign right?I dont know how to do it. Is it completly madness to go this way ? Should I clone a base game dresser?
|
|
|
Post by j on Mar 12, 2016 5:39:52 GMT -5
GT closet has more parts than your average wardrobe because of all of the new interactions - remember you can WooHoo in there, therefore the doors need to slide open (hence separate mesh group), the inside of the wardrobe is exposed when the door is open (yet more mesh groups), and so on.
If all you want is to use it as a stationary mesh, like the other wardrobes (as in no doors/drawers pop out), you can get rid of half of the stuff in the mesh and you definitely don't need the joints since they are there to accommodate the new actions. All you'd need to keep would be the outer parts of the body of the closet.
|
|
|
Post by Mathcope on Mar 12, 2016 15:08:12 GMT -5
So here I am again, I've cloned a closet from get together, and it worked! I just created a new mesh for the front doors and left the other stuff as the EA mesh. It was a headache but i got it working with all the animations joints and all that. However i have a problem with a texture. Apparently almost every part of the closet is like a normal object in the uv parts. Exept for one, "s4studio_mesh_1". This one has a second different UV map, and when i import the mesh into the S4S again the texture brokes. How should i fix this? I tried several times without modifing the mesh at all and it happens the same, if you export the EA closet mesh and import it without even opening in blender, the texture brokes. HERE is the package, hope you can help me!
|
|
|
Post by j on Mar 12, 2016 16:03:38 GMT -5
Hmmm I see what you mean. It does indeed break the clothing texture just by re-importing the same exact mesh. Oddly enough this does not happen with the other 2 ( Fashionista's Closet and Squaring it Square) closets, just with Perfect Size Closet. Okay, I see what the issue is. For some reason upon importing an exported mesh of Perfect Size Closet, the entire UV map of s4studio_mesh_1 decreases like twofold in size, and moves to the left. I'll tag orangemittens in case she can tell if this is a S4S issue. ETA: I even manually moved your UV map to the correct position and it still doesn't import correctly. There's something up with that object. I guess you could clone off of one of the other closets and just make the back not as wide? Append your new meshed doors from the broken mesh into the other one.
|
|
|
Post by Mathcope on Mar 12, 2016 17:07:46 GMT -5
Hmmm I see what you mean. It does indeed break the clothing texture just by re-importing the same exact mesh. Oddly enough this does not happen with the other 2 ( Fashionista's Closet and Squaring it Square) closets, just with Perfect Size Closet. Okay, I see what the issue is. For some reason upon importing an exported mesh of Perfect Size Closet, the entire UV map of s4studio_mesh_1 decreases like twofold in size, and moves to the left. I'll tag orangemittens in case she can tell if this is a S4S issue. ETA: I even manually moved your UV map to the correct position and it still doesn't import correctly. There's something up with that object. I guess you could clone off of one of the other closets and just make the back not as wide? Append your new meshed doors from the broken mesh into the other one. J, thank you so much for all the help! I'll try to clone the other 2 and append the mesh. Maybe it's something with the object. At least all the animations work nicely, it's just a texture glitch Thank you!
|
|
|
Post by Mathcope on Mar 12, 2016 19:57:18 GMT -5
So here I am again! I managed to clone the inside deco of the other two closets to the one I was working, and it looks fine now. However I have other problems. I had to remove the light from the warehouse and in the shader data because the doors looked really bright! Now the borders look really shinny too. They look fine in S4s but in the game The right one looks really bright and the opposite one looks dark. I tried to change the spec, but i didnt fix it. Here is the new file if someone could help! Thank you
|
|
|
Post by Mathcope on Mar 12, 2016 21:41:52 GMT -5
I finally sorted out!!! It was the bump map, the grey that i used was causing problems with the textures, so i changed it to full #848484 for the RGB and #a1a1a1 for the alpha layer and now the texture looks fine! So now it works with the animation and you can see some deco when it's open. j thank you so much for all your help! And hope orangemittens if you know something about that the object and why it brokes please let us know in case of future problems Anyways, thank you both P.S: These closets are the devil though! They have so many detailes and parts
|
|
|
Post by j on Mar 13, 2016 5:42:06 GMT -5
Glad you got it working.
|
|
|
Post by orangemittens on Mar 13, 2016 11:56:00 GMT -5
Thanks for the tags Mathcope and j...I've added this unruly closet to the list of things to take a look at
|
|