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Post by fifthace2007 on Aug 18, 2016 13:04:52 GMT -5
Sorry for the lousy title, not great with the terminology.
I am creating a set of kitchen cabinets, but I want the normal flat units to have the glass panels like the corner ones have (Harbinger Cabinets is my cloned package).
I sort of get the idea of how the shaders work, IE, looking at the other models within the package that already have the transparent group, it uses the PhongShader etc etc.
I just need a step by step how to add one to the models that don't already have one...
Thanks in advance
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Post by fifthace2007 on Aug 18, 2016 13:47:34 GMT -5
Scratch this. Figured it out. I took the instance number from the model I wanted to replace, then deleted both that model and the model LOD. I duplicated one of the other models that had the 3rd group/glass mesh in, and pasted that instance number in, and the same with it's LOD. Worked a treat
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Post by fifthace2007 on Aug 22, 2016 2:10:16 GMT -5
Scrath the above, it didn't work. Wasn't quite as simple as I thought.
What I need to know, is if it is possible to add a mesh group to one of the models within a multi part package, IE, a cabinet set...I'm in the right area within Studio but I cannot find a way of adding a mesh group. (I've tried copying one of the other models that has the 3rd group (the glass/phong shader part), keeping the instance the same as the one without the 3rd group that I wanted to replace, but it screws the other models up in the process.
I did have a screenshot but I have no image server so cannot add it.
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Post by j on Aug 22, 2016 4:34:48 GMT -5
Generally speaking you should not add or remove meshgroups. So if you cloned off of something that comes with 7, your end product should have 7. If you cloned an object with 2, your end product should have 2.
Why not clone a different set, the one that comes with glass?
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Post by fifthace2007 on Aug 22, 2016 5:48:56 GMT -5
The object I am using, some of the cabinets have glass in, which they work fine with my new mesh, but I need, well want, to add the glass part to the ones that don't. In the set I am using the left/right/inner corner/outer corner cabinets have the glass doors, but the normal/short/tall one doesn't.
The glass all uses the phongAlpha shader and can be normal/specular mapped, which is perfect for what I am trying to achieve.
I've tried starting again using a different object, specifically the set that is included with Kitchen Stuff, as that is perfect, all the parts except the right end cabinet has glass in...but that's created a whole new problem, as it uses the Additive shader instead of PhongAlpha, and doesn't appear to be able to have a normal/specular map.
I've managed to change the shader to phongAlhpa and added the AlphaBlended property to it which gets it to display properly, but I cannot find anyway of getting a normal/spec map to work on it.
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Post by fifthace2007 on Aug 22, 2016 6:05:06 GMT -5
My original thought as per my op, was this:
Cabinet package has 7 seperate objects; left end, right end, normal, short, tall, inner corner and outer corner. The left/right ends, and both corners have glass parts in, the tall short and normal one doesnt.
So I thought if there was a way of, deleting the normal one, and replace it with a duplicate of one of the end sections, that way the normal one would have the glass part all set up, just a case of making it act like the original normal cabinet section. I thought it would be as simple as just changing the instance number when duplicating it to match the instance number of the original normal one...but The Sims is never that easy lol
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Post by fifthace2007 on Aug 22, 2016 6:51:59 GMT -5
AHA! Got it! Ok, What I was faced with was: A cabinet set where the normal large cabinet didn't have a glass part. So, I duplicated the left end cabinet that did have a glass part, replaced the instance number with the one from the normal cabinet, then deleted the original normal one. (Well the other way round as it wouldn't let me use the instance number until I did). That worked, in that the normal unit was now able to accept a mesh with a glass part, and displayed fine in game. The problem I then had was the left part, was displaying the same mesh, although it wored fine in studio. I checked for the original instance number was still appearing somewhere, and sure enough, it was, so I changed that to the correct one. (Data Tab > Lods > Edit Items : Instance number there for the High Detail and Shadow High Detail flags needed changing as well. Works like a charm
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Post by annigo on Oct 4, 2023 5:13:17 GMT -5
Thank you very much @fivethace2007. I know, its a really old thread but it's exactly what I search. ❤️
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