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Post by John-Sims on Nov 1, 2016 15:58:20 GMT -5
While I did blank the specular there seems to be another issue with the shine... It looks good under lighting but when under shadows it looks creepy-ish The specular I blanked was one from a random object then I kept importing the same blank specular to save time... Was that my mistake? Btw the specular was blanked with black paint on both alpha and reqular view... Now what?? ~Thanks~
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Post by Mathcope on Nov 1, 2016 16:39:06 GMT -5
It could also be a problem with the normals. Can you share the .package and blend?. I can't really tell from the picture.
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Post by John-Sims on Nov 1, 2016 17:21:15 GMT -5
Yep sure. But first quick note: The bed here isn't the only object that has this issue...a tooon more objects I converted seem to have this issue... Anyways here you go: *Click Me*And also...there seems to be another issue with transparecy where EA meshed planes and then uv-maped them on a png texture along with the apropriate alpha...uhm..it doesn't appear clear in that spot..is that caused by normal too? Please let me know ( *click me* )
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Post by inabadromance on Nov 1, 2016 17:33:11 GMT -5
hi! can you please share the .blend files too?
edit: from what i'm looking in the package i believe the issue relies on the bumpmaps. The bumpmaps should have an alpha channel too that is grey-ish just like the main texture. i suggest cloning a base game bed (or any object for that matter), export the original bump map and seeing how it's composed. The texture you imported isn't quite it.
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Post by John-Sims on Nov 1, 2016 17:40:44 GMT -5
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Post by Mathcope on Nov 1, 2016 17:43:01 GMT -5
I just blanked the bump map and the specular. Plus made the shadow lods and the problem is still showing up. I don't know what is going on in this project... What did you do to convert this item? Can you try re-cloning it? The normals seems to be fine too. Edit: If you want a blank specular and bump map, I'd suggest you download THis
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Post by John-Sims on Nov 1, 2016 17:46:32 GMT -5
I cloned an EA bed then exported the mesh changed the cut numbers and afterwards imported the mesh blanked the specular and then imported the mesh to all LOD's....after some time I changed the slots a bit so that the sim wouldn't sink in the bed while sleeping..
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Post by John-Sims on Nov 1, 2016 18:01:14 GMT -5
Well that would be useful In my case i raised them a bit so that the sim could sleep on the bed and not sink inside it
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Post by Mathcope on Nov 1, 2016 18:18:42 GMT -5
I understand what you mean, that's beacause the mattress in sims 4 is a lower than sims 3. But what I mean is that you should delete the Sims 3 mattress and leave the Sims 4 one. It won't look the same but you can edit the clipping issues afterwards. That way you garantee the weight already assigned and the bed working. You would just use the frame.
You would have to edit the uv map though...
Basically there's a lot of trouble converting bed froms ts3 beacause of that issue.
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Post by inabadromance on Nov 1, 2016 18:34:48 GMT -5
i'm not sure if what i wrote earlier was read, i edited my last post so i might aswell post it again.
"edit: from what i'm looking in the package i believe the issue relies on the bumpmaps. The bumpmaps should have an alpha channel too that is grey-ish just like the main texture. i suggest cloning a base game bed (or any object for that matter), export the original bump map and seeing how it's composed. The texture you imported isn't quite it."
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Post by Mathcope on Nov 1, 2016 18:43:34 GMT -5
Y es I read that above, however the bump map doesn't seem to have fixed the issue this time,I checked that before. Although I could be wrong... Do you see it fine in game with a proper bump map?I was try to fix the others issue, since as I said before this bed won't actually work beacause of the mattress, it won't be a bed were the sim would sleep. Sims 3 and Sims 4 mattress are in different heights, and moving the slots is not quite a good idea to solve it. So what I mean is that this project is really advance in difficulty if you're just starting. Edit: Never mind, you're right inabadromance . The thing is there's 2 bump maps, i forgot about that, John-Sims you need to blank them both.
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Post by John-Sims on Nov 1, 2016 18:57:45 GMT -5
Uhm...How do I do that? Which are the maps I need to blank?
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Post by Mathcope on Nov 1, 2016 19:40:09 GMT -5
Ok, let me explain a little more about this project. I know you opened this thread because of the shine issue, that, as inabadromance said, is a problem with the bump map. That is easily fixed importing a BLANK bump map (You can also make one, but it's not necessary). If you don't want to look for a blank bump map, as I linked you before, HERE you can find the files already. A blank bump map and a blank specular. You can import those files in the bump map of the original conversion. TS4 Beds have two different bump maps and two different speculars. One of them is for the mattress and the other for the frame. You will notice those images in the original object you converted. See the pic below. (1. Frame Bump map, 2. Frame Specular, 3. Mattress bump, 4. Mattress specular) Answering you question, yes, the specular must be black in the texture and the alpha in order to look matte. As for the other issues, your bed is not able to work as it should. That is because EA changed the height of the mattress between games. That means, that the mattress you extracted from Sims 3 won't work the exactly for Sims 4, also, you would loose the weight in the process. The mattress is a very complex item, for that reason you shouldn't be doing the weight or moving slots at all. For this reason, is really complex work to convert a bed from Sims 3 if you don't know the basic of blender editing and uv map. The way I find it to do it is the following: Since we don't want to touch the mattress at all, I cloned the bed frame from Sims 3 and then imported it in blender. I deleted the Ts3 mattress and shadow plane, since we won't use them. Then, you should look at the Ts4 mattress from the original clone you used. You will notice that the uv map for that mattress is different from the one in Ts3, that means that the textures you exported from the previous game won't fit your uv. Now you have 2 ways to go: Edit the textures or edit the uv map. I decided to edit the uv map of the Ts4 mattress to fit the original texture, I think this was the easiest way, since otherwise you would have to edit the 3 texture you exported form ts3. Along with the uv editing i did some mesh edit, so the fold part is thinner just like the sims 3 one was. The ts4 one is a little more thick. After that, you should edit the shadow planes, make the shadow lods and import everything to Studio. You should be able to get it right. There won't be issues with the light (since we fixed the bump map) and the sim will be able to sleep and interact with the bed just fine. I already did this process so I thought you would find useful the .package. You can download it HERE. This doesn't mean you can't try it yourself and learn from the experience, however, if you get stuck I think that could help you to compare. That bed is not the same to the one in ts3 (because the mattress limitations EA made ) but it quite looks like it. If you have more questions, feel free to ask. edit: This is how it works.
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Post by inabadromance on Nov 1, 2016 21:23:44 GMT -5
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Post by John-Sims on Nov 2, 2016 17:59:20 GMT -5
Hmmm...lil' bit tricky but I think I'll get it after some time... Now this appears to other objects too...what shall I do in that case? For example a chair a counter a bunch of sofas (that's all I can remember now but there's surely more) As long as I understanded I'll have to edit the maps you showed me in the pic?
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