- Site Map >
- Modding and Creation >
- Sims 3 Creation >
- Meshing >
- General/Other - Same mesh appears with different shine?
- Site Map >
- Modding and Creation >
- Sims 3 Creation >
- Meshing >
- General/Other - Same mesh appears with different shine?
Replies: 4 (Who?), Viewed: 3440 times.
#1
19th Jan 2015 at 2:27 AM
Posts: 256
Thanks: 7833 in 56 Posts
Same mesh appears with different shine?
As usual, I´m not sure if I´m in the correct thread, and I´m sorry if I´m not.I had this doll for sims 2 and I converted it for sims 3 using exactly the same mesh and textures, the only thing i did was to "pose" the mesh differently (you´ll understand when you see the pictures), anyway, I made several different poses with the mesh and I made a package out of each. I used the same base for all: the flamingo decor. The thing is the first time I did it the textures turn out perfectly, the shine was perfect everything went ok, but the next ones got this blurry texture (which i fixed) and no shine at all.And I want that shine back! I dont know what I did different for the result not be the same. Any suggestions?
And thanks in advance
Advertisement
#2
19th Jan 2015 at 9:09 AM
Posts: 997
Thanks: 22090 in 95 Posts
The term "pose" is confusing me and maybe this question has nothing to do with
your issue, but does the mesh have joints (I mean, other that the usual one)?
[I'm not sure of what I'm saying here] If not, then when you change the mesh
significantly you probably have to re-do the UV mapping again.
How did you fixed the blurry textures? Can the problem be related to the specular?
That texture is in charge of shining-ness if I'm not wrong.
EDIT: The technical sections of TS3 have low traffic/activity.
I'm not an expert of these things, just trying to be helpful.
your issue, but does the mesh have joints (I mean, other that the usual one)?
[I'm not sure of what I'm saying here] If not, then when you change the mesh
significantly you probably have to re-do the UV mapping again.
How did you fixed the blurry textures? Can the problem be related to the specular?
That texture is in charge of shining-ness if I'm not wrong.
EDIT: The technical sections of TS3 have low traffic/activity.
I'm not an expert of these things, just trying to be helpful.
#3
19th Jan 2015 at 9:45 PM
Posts: 111
double-check that your specular is ok
if not try going to the mesh tab in TSRW, give one click on the "default material" box for your object group (Group 1 if you have a groundshadow, if not group 0), three dots should appear, click on them and a new window comes up, check out that your specular is 255-255-255 for the RGB values
btw, is your object cast-able? because if it only uses an overlay or stencil texture and no mask/multiplier/specular then the shine that TSRW is showing won't appear in game. sometimes in the TSRW preview objects turn to that white shine that your first object is showing, but it really doesn't appear like that in-game
if not try going to the mesh tab in TSRW, give one click on the "default material" box for your object group (Group 1 if you have a groundshadow, if not group 0), three dots should appear, click on them and a new window comes up, check out that your specular is 255-255-255 for the RGB values
btw, is your object cast-able? because if it only uses an overlay or stencil texture and no mask/multiplier/specular then the shine that TSRW is showing won't appear in game. sometimes in the TSRW preview objects turn to that white shine that your first object is showing, but it really doesn't appear like that in-game
#4
19th Jan 2015 at 9:49 PM
Posts: 256
Thanks: 7833 in 56 Posts
Quote: Originally posted by Arsil
The term "pose" is confusing me and maybe this question has nothing to do with your issue, but does the mesh have joints (I mean, other that the usual one)? [I'm not sure of what I'm saying here] If not, then when you change the mesh significantly you probably have to re-do the UV mapping again. How did you fixed the blurry textures? Can the problem be related to the specular? That texture is in charge of shining-ness if I'm not wrong. EDIT: The technical sections of TS3 have low traffic/activity. I'm not an expert of these things, just trying to be helpful. |
Hey Arsil, yes, the mesh has joints and posing it was just like working with a child rig in milkshape (this is just an example). As you can see by the pictures, I did different "poses". And I edited the UV map when I converted it for the first time so I dont think that might be it because the problem only happenned with my second project, the first one turned out just great. Yes I thought about the specular, but again, I used the same file with both projects and only the second one went wrong.
The blurry textures happenned when I uploaded the texture files into TSRW and it asked me if I wanted to update the materials mask width and height cause "the texture had a smaller maskwidth and/or maskheight than the imported texture". The first time I said yes but the second time I refused it and that´s why it turned out blurry. But thanks for the options
Do you have more suggestions?
#5
19th Jan 2015 at 10:58 PM
Posts: 256
Thanks: 7833 in 56 Posts
Quote: Originally posted by soundtracks
double-check that your specular is ok if not try going to the mesh tab in TSRW, give one click on the "default material" box for your object group (Group 1 if you have a groundshadow, if not group 0), three dots should appear, click on them and a new window comes up, check out that your specular is 255-255-255 for the RGB values btw, is your object cast-able? because if it only uses an overlay or stencil texture and no mask/multiplier/specular then the shine that TSRW is showing won't appear in game. sometimes in the TSRW preview objects turn to that white shine that your first object is showing, but it really doesn't appear like that in-game |
Ok, I´ll try that, thanks. Hm I´m not sure what you mean by cast-able but I just tried these in game again (since I updated the one with the blurry texture) and they do look the same in terms of shining, so I guess you were right, TSRW was just tricking me thanks! Problem solved
Who Posted
|