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Post by kitkat on Aug 27, 2018 7:34:25 GMT -5
You'll need to use ctrl+j to join the two groups together then resize their UV maps to fit on the mapping area. If you use the scale function to resize, you should be able to scale the corresponding parts of your diffuse texture as well. If you post a link to the original mesh, someone here can step you through it if you need more help
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Post by kitkat on Aug 26, 2018 14:08:45 GMT -5
Create a new Standalone Recolor for each wall, import your textures, and you should be fine
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Post by kitkat on Aug 26, 2018 13:22:47 GMT -5
That's what the issue is then. I guess you could try random numbers, but I wouldn't advise it. I'm sure the game has some kind of numbering convention that S4S accounts for in its software. When creating a new item of this type, always make a separate Standalone Recolor, and S4S will assign all the right numbers for it.
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Post by kitkat on Aug 26, 2018 12:40:18 GMT -5
Okay, added more of the files in, and I do see a problem with some of them. For example, The Croft manor bedroom walls shows up for me but not the Croft manor hall walls. When I looked in the warehouse, they have the exact same instance number. IIRC, the instance has to be different for them to both show up in game. How did you create these? Did you create a new Standalone Recolor each time, or did you change out the textures and save the same .package with a new name? You need to do a new Standalone Recolor for each wall design you create.
For the floors that are showing up on the same mesh as different swatches, did you to a Standalone Recolor for each? Or did you do Add Swatches?
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Post by kitkat on Aug 26, 2018 11:42:09 GMT -5
linz I tested one of your wood floorings, and it shows up fine for me in game. Are you sure you're putting the packages in your Sims 4 game's mods folder and not in the Sims4Studio's mods folder?
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Post by kitkat on Aug 26, 2018 11:19:42 GMT -5
Oh, that's fantastic, inabadromance ! I learned something new today nakedankles - your refrigerator seems to be missing its insides. With the door correctly animated, there's nothing inside, and you can see through it. Can you get the shelves, etc. out of the original mesh?
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Post by kitkat on Aug 26, 2018 9:01:46 GMT -5
The shadow issue is because your shadow group in blender is another copy of the fridge mesh instead of a flat plane on the ground. Delete your s4studio_mesh_0 and replace it with a flat plane.
The MOO issue is because the bottom of the mesh is below the ground. You need to raise it up in blender so that it is level with the red & green x/y axis lines. Those indicate where the floor is in game. If looking at your mesh in front ortho view, make sure the bottom of your fridge is level with the red guideline.
Making it animate correctly in game is going to be a little trickier and beyond my level of knowledge. Hopefully someone with experience in this can help you (@augold45 ?). As an alternative to adjusting the animation, you could try "frankenmeshing". (add the Drifter fridge handles and trim to an existing fridge) The closest fridge to the Drifter's shape is the Icebox of Steel. (See inabadromance's reply below about animating the door)
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Post by kitkat on Aug 26, 2018 8:23:03 GMT -5
You'll need to upload your .package to a file hosting site like SimFileShare (get a code HERE) or MediaFire. Then post the download link here.
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Post by kitkat on Aug 25, 2018 22:55:14 GMT -5
There are likely a number of issues going on with this. Please share your .package so that someone here can take a look and give you detailed feedback
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Post by kitkat on Aug 25, 2018 20:22:58 GMT -5
Please share your .package so that someone here can take a look at it.
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Post by kitkat on Aug 25, 2018 18:15:26 GMT -5
You don't want a transparent/empty bump and normal. You want a blank one. In this case, blank means with no effects in it, not with empty channels. A blank specular has black in the RGB channels and white in the alpha. A blank bump has 132 grey in all channels. Try these: BUMP SPECULAR Edit to add: It doesn't really matter what size the blank textures are. I used 128x128 for both. And I cloned the base game activity table for the test.
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Post by kitkat on Aug 25, 2018 13:28:40 GMT -5
As inabadromance said, it might be something with your bump/specular textures. I recloned the activity table and imported your LOD 0 and Shadow LOD 0 into all the relevant spots. Then I replaced the EA speculars and bumps with blank ones. It appears to be lighting properly now. This is the order of the DST Images in the Warehouse for the Base Game "Creative Art Thou" activity table. Yours appear to be in a different order somehow or have the incorrect type of texture inserted. Don't remove any of the them. Just Import and replace the Bumps and Speculars with blank ones (or ones created to fit your object) in the order shown below. Then add your new diffuse images in the studio tab.
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Post by kitkat on Aug 12, 2018 17:02:45 GMT -5
I think bringing it out of S4S is just making the polys visible. Your mesh has polys (shown as the number of tris [triangles] on the blender menu bar) even though they don't show unless you do the triangulate modifer on your mesh. Your lamp looks fine in game. (The screen shot is from one of my meshes. Yours actually has 798 tris/polys)
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Post by kitkat on Aug 12, 2018 15:36:57 GMT -5
Thank you again! I will remember all this for the rest of the set and can take it back to the brass table I made even to clean up the maps! I will be using a brushed metal texture that is seamless on the top two cylinders so I think having the seam marked in the back should be fine? If the texture itself is seamless there should be no seam. However the texture I'm using as the wood on the very bottom is not seamless it is horizontal striped sort of so maybe I should play around with no seam on that piece or try a different wood texture. Will see. I'm curious about the project from view it makes a very neat looking map but does it only do the one side? Does that mean if I pan around the object in game to the back view it won't show? Confused on that bit. The funny thing is I love the texture part where I get to mess around in photoshop and puzzle piece it together but the mapping part has really been killing me with this set I'm making. I've never re-done something so many times LOL. Project from view only shows the side you see in the mesh window. In ortho view (which is a dead-on view, unlike user perspective), you can select just the faces you can see from that view and map them. You can do this from all views (on your numpad: 1 - front ortho, ctrl+1 - back, 3 - right, ctrl+3 - left, 7 - top, Ctrl+7 - bottom). If you don't zoom in or out all all while doing this, everything will be mapped to the same scale. It's most useful when you have flat planes or sides to map. It's a handy kind of shortcut when marking seams is cumbersome. [Sometimes my brain does seams well, and some days I just can't picture where they need to go to get the best unwrapping ] Texturing and modeling are way more fun to me than mapping! Mapping is a necessary evil. It does get better with practice. I'm not an expert by any means, but I'm getting much better at it. It gets a lot more manageable once you learn some of the hot keys and little tricks to it.
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Post by kitkat on Aug 12, 2018 12:24:12 GMT -5
Happy it helped UV mapping is a giant pain, lol. I just used the "unwrap" option. I don't really understand how "smart uv" works. I generally use unwrap (or "project from view" in ortho on individual parts if I don't like the overall "unwrap" result). The main difference I see is that you've marked seams to separate out the little beveled edges. I mapped them as part of the circular plane since the angle difference is so slight. So, just a seam on the bottoms of the bevels instead of top and bottom. (and remember to remove the little seam between the bevel faces if you want it all stay connected) You definitely don't want parts of your map overlapping, but you do want adjacent bits of the same geometries (like your cylinders) to touch and line up if they will be taking the same texture. I also forgot to add that I mapped the light bulb filament using "project from view" in front ortho view. Since it's so small and thin, that should work fine.
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