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Post by daer0n on May 12, 2016 16:27:02 GMT -5
Hi guys, I keep having this same issue every time I convert cars from the Sims 3 game to sims 4. The meshes look perfectly fine in S4S, but once they're in game they look as though they've been divided? The light seems to affect only half of the car usually and the other half looks gray-ish. I have a screenshot to show what I mean: This happens every single time I convert any vehicle from Sims 3, and I have no idea how to fix that. If anyone knows how to fix this issue please let me know, I would greatly appreciate it. I tried removing doubles, and splitting edges but it doesn't seem to help much at all. :/ Here are the blend and .package files if anyone would like to take a look. blend file
.package file
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Post by littlecakes on May 12, 2016 20:28:30 GMT -5
I am actually having a similar problem, although it's not limited to just converted objects. The lamp is an awesims conversion but the plant is a frankenmesh. I've also tried splitting edges and removing doubles but no luck. Also it's worth noting that both DST files are empty, I made them blank when troubleshooting the problem so I don't think they are an issue. Anyone have any ideas?
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Post by daer0n on May 12, 2016 21:06:42 GMT -5
littlecakes I've had that problem with that type of object before, though I find it easier to fix. For me what's worked is re-unwrapping/uv mapping the mesh and re-positioning the uv map within the same texture or a new texture. I find that the splits that you get on a mesh like the ones you are showing have in some cases to do with the way that they were uv mapped. S4 lighting works in a really weird way, not the same as it was in s3 and s2, so it causes weird shadows to be cast on objects that have been split in half when unwrapped to uv map them.
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Post by inabadromance on May 12, 2016 21:21:24 GMT -5
hi!I'm looking at the blend file, and i'm noticing that you don't change the name of the groups. I don't really know if that changes anything but i would. Also, both UVs from the unnamed groups are wrong, it should be uv_0. Can you try this changes and see if it changes anything?
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Post by daer0n on May 12, 2016 21:33:07 GMT -5
inabadromance Ok, I will try those changes and test in game and see if that changes anything
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Post by daer0n on May 12, 2016 22:37:58 GMT -5
Tested in game after the changes but the problem is still there :/ I really do wonder what it is because the mesh looks fine to me in blender, and it looks good in studio as well, it just happens to look broken in game for whatever reason.
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Post by inabadromance on May 12, 2016 23:24:57 GMT -5
mm why not try deleting the uv_1 from the car group. Also, which item did you clone to use it as a base? isn't the glass part supposed to be on group 2?
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Post by brujah on May 12, 2016 23:49:21 GMT -5
I have a quick and dirty fix for you. On the Model resource click the Edit Items next to Lods. Change the Max Z on the HighDetail resource and Min Z on the MediumDetail resource to 0.
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Post by daer0n on May 13, 2016 0:19:24 GMT -5
mm why not try deleting the uv_1 from the car group. Also, which item did you clone to use it as a base? isn't the glass part supposed to be on group 2? Hmm I can try that too...I cloned a plant pot, and, yeah, group 2 is the glass part.
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Post by daer0n on May 13, 2016 0:20:15 GMT -5
I have a quick and dirty fix for you. On the Model resource click the Edit Items next to Lods. Change the Max Z on the HighDetail resource and Min Z on the MediumDetail resource to 0. Alrighty, that sounds good, I will try that as well and see what happens
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Post by littlecakes on May 13, 2016 7:15:11 GMT -5
littlecakes I've had that problem with that type of object before, though I find it easier to fix. For me what's worked is re-unwrapping/uv mapping the mesh and re-positioning the uv map within the same texture or a new texture. I find that the splits that you get on a mesh like the ones you are showing have in some cases to do with the way that they were uv mapped. S4 lighting works in a really weird way, not the same as it was in s3 and s2, so it causes weird shadows to be cast on objects that have been split in half when unwrapped to uv map them. Thanks Daer0n! I will give that a try
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Post by daer0n on May 13, 2016 12:06:54 GMT -5
inabadromance @brujah I tried both your suggestions this morning, but the car still looks the same in game. After changing the Max Z on the HighDetail resource and Min Z on the MediumDetail resource to 0 the in game thumbnail didn't show a broken car like it did before, but when I placed the car, it looked just as messed up as it did before, I am not sure why some meshes look like that but I guess this car is not making it out with the rest of the set. Thank you both though! littlecakes , you're welcome, I hope that fixes your issue with both objects
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Post by inabadromance on May 13, 2016 22:03:41 GMT -5
oh okay.so, why did you used a pot plant as a base? maybe that has something to do (I'm running out of suggestions haha, also sometimes packages get glitched and refuse to import new things leaving the object without the updates if it makes any sense)
since the object is solid and glass I would highly suggest using a similar object as a base. I usually use the typewriter and change the slot behaviour to 0. keep in mind the cut numbers. glass is always at 2.
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Post by daer0n on Jun 8, 2016 11:50:01 GMT -5
Thank you inabadromance for all your suggestions. I ended up figuring it out, and it was as simple as the bumpmap wasn't alpha, so I fixed that and the car looked fine afterwards and was able to finally release it
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Post by inabadromance on Jun 8, 2016 14:32:45 GMT -5
oh!! i would have never guessed that haha, glad you got it working now.
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