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Post by dsanyal1234 on Jun 29, 2017 12:15:28 GMT -5
I'm converting a TS3 light to TS4. The object I used was a floral glass vase as the TS3 mesh had a similar glass mesh group. How do I now convert this glass vase into a working light? Because if I don't, then the item emits a dark light all over the room which exists from the floor upto approximately the height of the object. This does not fix when I turn the light off or change it's intensity(cannot do that directly though, the light has no lighting/intensity buttons).There seems to be like a "plane of dark light". Above that plane all is normal & below it as well (if I place it high enough to be able to get below). The effect is also limited to a closed room & obviously fades away after a distance. Solved the problem more or less. Thank you
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Post by hokieman on Jun 29, 2017 14:47:40 GMT -5
Dsanyl1234, the way to convert an object that is part glass is to not join the glass part of the mesh to the other. That causes the glass part to take on the solid characteristic of the other part or vice versa. They need to remain separate mesh parts. The key is in choosing the item you clone from TS4 carefully. You need to choose an item with at least 2 mesh parts and one of them should be glass. When you change the cut numbers on the mesh you are converting, the cut number of the glass part should be the same as the cut number of the glass in the object you're using as a clone. Don't be surprised when you import the new object back into Studio if the glass part looks solid. In game, it will show as glass if done correctly.
I recently converted a TS2 bookcase with glass shelves and faced the same problem. After several attempts using different TS4 objects, I finally ended up using a glass top nightstand for my base object since it had two parts and one was glass. In Studio and Blender, the glass looked solid but in game the glass looked correct. To get it act like a bookcase instead of a nightstand, I had to change it's definition in the warehouse to that of a bookcase. You may have to do that for your objects if you can't find a similar TS4 game object to use as the clone.
Hopefully, I haven't confused you further.
HM
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Post by dsanyal1234 on Jun 30, 2017 0:19:38 GMT -5
Hi! Thanks for replying I see well thanks for telling me this! I have been able to replicate the glass vase now as it is! Thank you so much! I do have a question, how can I smoothen a texture/mesh? The edges of the flower seem a bit rough/ragged, which I believe comes from the original ts3 item too. Is there a way to resolve this issue?
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Post by hokieman on Jun 30, 2017 12:21:43 GMT -5
I'm not sure what you mean exactly since you didn't attach an image. But I would guess that it is probably the texture not matching up exactly to the mesh edges. So the first thing I would do is bring the texture image into Blender and see how the uv map overlays it. You might find that the uv map doesn't line up as it should and parts are picking up the wrong part of the texture. If it is, all you have to do is adjust the location of the parts on the uv map over the texture so they do line up correctly and then save and reimport the blend. I've had that problem since Blender never seems to put the uv map on the grid and I always have to move the parts onto the grid and don't get things in exactly the right place sometimes. So having the texture there when you have to align the uv map makes it much easier getting that part right.
HM
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Post by dsanyal1234 on Jul 1, 2017 2:52:02 GMT -5
Okay! I will try that to see if it works. Thank you!
Btw, how do I change a normal vase to a light?
I'm trying to convert a light with crystal(glass) and I followed the method you stated and it worked out fine, except that the ts3 item is a light and the ts4 item I used to convert it with is a flower-vase/plant. So there is this entire line of light about the height of the item when placed in-game, which doesn't resolve when the item is turned off or intensity is made zero either.
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Post by hokieman on Jul 1, 2017 13:33:25 GMT -5
Ok, that's not hard to do at all. It's covered in one of the tutorials here but I couldn't find it right off the bat. Basically, what you'll need to do is open two copies of S4S side by side at the same time. In one copy, open your object and in the other, open up a game object that is the type and has the characteristics that you want your object to have. In your case, it would be a light. In the instance of S4S where you opened the game object, go to the warehouse tab and scroll down until you find object definition and click on it. On the left side, look for the tuning and tuningid lines. Do the same for the instance of S4S with your object. Then cut and paste the values in those two lines from the game object to your object. That should turn your vase into a light. I've not done any lights so I don't know if that is all that's needed for lights to work properly but it did work fine for me when I converted a nightstand to a bookcase. Hope this helps.
HM
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Post by dsanyal1234 on Jul 1, 2017 14:14:43 GMT -5
Thanks! I'll try and see if it also resolves the dark light issue. Everything is fine, but that issue remains.
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Post by brujah on Jul 1, 2017 15:33:07 GMT -5
Take a look at THIS tutorial.
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Post by dsanyal1234 on Jul 2, 2017 12:31:18 GMT -5
Hi brujah, thanks for replying!
Well, I tried that tutorial, but it didn't help my issue, I'm probably doing something wrong. Btw there seems to be like a "plane of dark light". Above that plane all is normal & below it as well (if I place it high enough to be able to get below). The effect is also limited to a closed room & obviously fades away after a distance. Also, I tried changing the tuning to the one called object_lighttablelamp one and the corresponding id. Tried to add lampshade light in the 'Light' Tab. I didn't know the values of the tab, but gave 0,the height I saw the "light" located at in TS3",0 and also tried pasting the values I saw in an EA table lamp for V1, V2, V3 (whose meaning I don't know) and "At" tab. It shows error when I do so. I also tried to copy the "text" from the light tab of an EA table lamp and import it in the light tab of my package and that did stop the error showing up, although no effect in-game was observed. If I try to clone the item with a lamp instead of the flower vase I used, then the plane of dark light remains, the mesh/texture becomes highly shiny and lots of light come out of the previous light's position.
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Post by brujah on Jul 2, 2017 12:50:07 GMT -5
Take a look at THIS tutorial and look at the third type of shadow, the occluder. This entry needs to be removed from your project since lights project light not shadow.
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Post by dsanyal1234 on Jul 2, 2017 14:01:22 GMT -5
Okay, the item didn't have any occluders so I couldn't remove any. But I tried the very last step: I used a similar lamp with glass mesh group which had shadow LODs as the flower vase I was using didn't have any, and was able to remove the plane of dark light effect from nearby, but it appears from afar.
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Post by inabadromance on Jul 2, 2017 17:26:39 GMT -5
hi! You have to modify all LODS of your mesh.
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Post by dsanyal1234 on Jul 2, 2017 23:19:25 GMT -5
The TS3 mesh I converted, I uploaded it to Lod0,1 and 2. And it's shadow LOD following the above tutorial to the shadow Lods 0,1&2 as well. I did the last one of merging the meshes since there were no occluders to delete? Am I supposed to do the first one as well?
Also I noticed that the white shadow (not the shadow lod) beneath my mesh in lod0(high) is slightly larger than that of medium and the lod low has the largest of all three. I had imported the same mesh after blending to all three lods & shadow lods (following the tutorial's last procedure)
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Post by dsanyal1234 on Jul 3, 2017 11:10:05 GMT -5
Update -- I tried to open the original mesh I was importing, and reduce its poly count for medium&low versions and imported them alongside their corresponding shadow lods as per the suggested tutorial. The issue has so far been resolved for both high & medium lods I believe, as I don't see the shadow being projected till I'm very zoomed out (at which point it's almost unnoticeable). I will try lowering the poly count to see if I can altogether eliminate the effect. If not, it's good enough for me to be satisfied. Thank you so much everyone for helping me out!
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