Amel
New Member
Posts: 9
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Post by Amel on Apr 4, 2016 7:50:39 GMT -5
Hi, I wanted to make a bed with a separated frame, blanket and pillows. I've isolated a Maxis mattress (that I'll use with bedding recolors) and it's working fine. For the frame, I used a rug to be able to place it without bb.moveobjects on. (I wanted to do the same for the blanket and the pillows) Here's what my model looks like in Milkshape and S4S. And here's what I get in game.. the texture is very weird. It's transparent and some parts of the model are not showing. Besides, I can't place it indoor without using bb.moveobjects on. I tried to find an answer on the forum and I've changed the textures many times, exported DDS both with DXT1, and DXT5 but nothing works. I don't understand also why I get the weird shadow. I've replaced the shadow LOD with my model. Please can you help me, I've spent so many time on the 3d model, it's very frustrating to not to see it in the game.. Here's the file if someone want to take a look : DownloadThank's in advance for your answers, I hope that I'll not have to bother you too often..
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Amel
New Member
Posts: 9
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Post by Amel on Apr 4, 2016 8:50:25 GMT -5
Sorry for opening this thread, I've found my answer.. I shouldn't have used the rug.. I found the tutorial on removing footprint and I used the 2 books from decor.
And it's working !
My texture needs some work (I still need to lean how to "bake") but at least it's not transparent anymore.
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Post by orangemittens on Apr 4, 2016 10:08:18 GMT -5
Hi Amel, I'm glad you have things working now I think the issue you had where you needed MOO on in order to place the bed might be caused by vertices hanging below the 0 line in your 2D editor. If you use Studio's automatic design tool editor and your item is a standard floor item (ex. coffee table or chair) then you must have your item set on or above the 0 line in Blender. If your item is hanging below that line, even just a stray vertex or two, your item's footprint will be updated in a manner that indicates the item is partially in the floor in the game. Items like this, that the game thinks are partially in the floor, will not place properly indoors and in some outdoor situations. For objects you can use .png for alpha and non-alpha images. If you choose to use .dds instead you should only use .dds DXT5 (interpolated alpha) if your item requires an alpha image. If the item does not require an alpha image you should use .dds DXT1.
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Amel
New Member
Posts: 9
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Post by Amel on Apr 4, 2016 10:31:30 GMT -5
Thank you so much for your advice, you've already been a huge help with your tutorials and replies on the forum. I've finally made my first custom object. My baking attempt on the frame is awful, and I'm not very happy with the 3d model so I'll redo it. But after 7 years off, I'm pretty proud of myself ! You're right it's like riding a bike ;-)
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Post by orangemittens on Apr 4, 2016 15:03:31 GMT -5
Congratulations on your first object! It's looking very cute
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Post by Mathcope on Apr 4, 2016 15:30:36 GMT -5
I looks amazing! And by the way I had a problem with cloning rug for this purpose too. Rugs use a different Shader (not Phong) for the object I think and that's why the texture apply differently
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Amel
New Member
Posts: 9
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Post by Amel on Apr 6, 2016 14:43:37 GMT -5
Thank's orangemittens and Mathcope It's the 2d day that I leave this page opened to thank you and post a picture of my set finished.. and finally I'm done ! I just need to finish the recolors and I'll post it for those who are interested. Btw orangemittens your tutorial on slots is great, it was so easy to put new slots on the night stand.
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Post by orangemittens on Apr 6, 2016 16:56:54 GMT -5
Hi Amel, thank you for showing your finished meshes...the set looks fantastic! I'm happy to hear the slots tutorial was helpful too
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Post by Mathcope on Apr 6, 2016 21:01:34 GMT -5
It looks amazing!
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