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Cheryl Mason
30th Nov 2011, 05:23 PM
Hello. Converting the sims3.com Beach Bunny hair (AF) for CF. Finally finished working on the mesh, at which point it looked like this in Milkshape:

http://i388.photobucket.com/albums/oo321/cheryl_bites/Sims/Creations/BeachBunnybraidsinMilkshape.jpg

Looked all right to me. I put it all back through CTU. The result was this:

http://i388.photobucket.com/albums/oo321/cheryl_bites/Sims/Creations/Godawfulmess.jpg

I made several more attempts, all of them failures.

http://i388.photobucket.com/albums/oo321/cheryl_bites/Sims/Creations/Godawfulmess2.jpg

It was sort of possible to change the hair colour, but since the whole mesh was splashed with dark patches, you couldn’t really see whether you’d changed anything. The beads usually only had one colour channel when they should have had four.

http://i388.photobucket.com/albums/oo321/cheryl_bites/Sims/Creations/Godawfulmess3.jpg

I did manage to make a yellow godawful mess instead of a white one (since it was using the textures of the hat I’d cloned it from), but I didn’t regard that as an improvement.

If it helps at all, the procedure was this:

• Do the meshing (retaining the Extra Data of the original)
• Select CF “hat” hair from CTU. Select “add new blank”
• Replace mesh (with new name) and tediously put in all the extra mesh parts
• Put in original bump map. Commit
• Make Category changes. Commit
• Put all the original textures back into the correct boxes. Commit
• Change the patterns to approximately the same as the originals, then the Other Details to Child instead of Adult. Commit
• Save As with new name.


Pretty please somebody help?

whiterider
30th Nov 2011, 05:36 PM
Perhaps you have the mesh parts combined, so the game is treating the hair as part of the hat? I notice in pic #2 that the beads (I assume they're the hat bit) are recolouring correctly, but not the rest of the hair; my assumption would be that that's because the hair is pulling the control map for the beads, instead of the control for the hair itself.

Cheryl Mason
30th Nov 2011, 05:43 PM
The LOD0 and LOD1 each consist of a main mesh part (the hair) and three subsidiary parts (the beads). I entered these into the boxes provided in the CTU (the ones that say LOD0 and then LOD0_1, LOD0_2, etc). The LOD2 is only allowed to be three parts and the LOD3 one, but the procedure is the same. If they're going in separately, I can't think why the game would be combining them.

It was possible to recolour the hair; it was just difficult to see the colour because of dark patches all over that looked like oil splashes or something. The halo was also going haywire.

whiterider
30th Nov 2011, 05:59 PM
Could you upload the file, perhaps? If the mesh is correct, then I suspect that textures are incorrectly referenced.

Cheryl Mason
30th Nov 2011, 06:05 PM
Certainly. Thank you.

Edit: And amusingly I have already figured out some of the things I'd done wrong, like that the reason the second and third colour channels weren't showing up was because I hadn't ticked the "enable" button. Doh. XP Not much further on, though.