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Post by brittpinkiesims on Jul 27, 2016 9:16:06 GMT -5
Hi everyone! So, when I first started doing conversions, I made the rookie/dumb mistake of using a blank bump map for both my spec and bump map files. Obviously, that made everything look super shiny in game (something I never noticed when I would test my stuff in laptop-mode, oi). Now I'm going about fixing the spec maps, but I'm running into an issue. When I go into the Warehouse tab, it's impossible to tell which one was the spec map file originally, and when I try importing a spec map into either of the bump map files, the item looks really weird in-game with some odd coloring and shadows. This has happened with any object I've tried to "fix." Here's an example of what it looks like when I try changing one of the two bumps to a spec: Those flecks of black shouldn't' be there...that mottled look is not correct :( Can anyone help me with this? This is one of the .package files I'm trying to fix, for example: Original .package with 2 bump maps | "fixed" .package with bump and specIt would be easiest if I could just fix this problem from the Warehouse tab, without having to do the entire conversion again, so any help is appreciated.
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Post by anska on Jul 27, 2016 14:24:45 GMT -5
Hi, in the warehouse tab pick the Model LOD > Meshes: Edit Items > Your Mesh (probably phong) > Material: Entries > Click any ordinary variant listed > Materials: Edit Items and you should get a list of the different maps and settings of your item. Look at the Instance numbers of the normal and spec maps listed here and compare them to your two files in the warehouse tab and you'll know which is which again. Meaning: E3D936406F0CFADA is you spec and E3AB5363916F68B0 is your normal.
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Post by arwenkaboom on Jul 27, 2016 15:45:14 GMT -5
Normal map should always be first. then spec. I think, its so for me.
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Post by brittpinkiesims on Jul 27, 2016 20:07:47 GMT -5
Hi, in the warehouse tab pick the Model LOD > Meshes: Edit Items > Your Mesh (probably phong) > Material: Entries > Click any ordinary variant listed > Materials: Edit Items and you should get a list of the different maps and settings of your item. Look at the Instance numbers of the normal and spec maps listed here and compare them to your two files in the warehouse tab and you'll know which is which again. Meaning: E3D936406F0CFADA is you spec and E3AB5363916F68B0 is your normal. Ah, thank you so much, that should do the trick! I will give it a try when I get home this afternoon and report back :D
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Post by brittpinkiesims on Jul 27, 2016 20:42:20 GMT -5
Normal map should always be first. then spec. I think, its so for me. Yeah, I thought the same but when I replaced the second ones it ended up with the result in the picture above, haha.
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Post by inabadromance on Jul 27, 2016 21:14:24 GMT -5
This is just a random reply, but yeah i always doubt which one is what. Not when you first clone an item, because you can differentiate the base game ones. But maybe with other's ppl cc or when both textures look pretty similar. The trick that shared anska is the best way to go
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Post by brittpinkiesims on Jul 28, 2016 18:26:32 GMT -5
Yup, that did the trick! Thank you anska, and everyone for the suggestions and help <3 Now to go about fixing 100+ conversions, hahaha. Lesson learned
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