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Post by AlyssaJoltSims on Feb 18, 2020 17:20:19 GMT -5
I'm using 3.1.3.2 (Wishes) I started by "liberating" the debug solar panel from get famous but as it by default has a weird footprint, I wanted to rotate and center the mesh for a better lay and footprint. After doing this, now the rotated and adjusted footprint one shows the wall shadow through the mesh. Here are 3 screenshots of the issue: The first one I did a selective clone but then I wanted to rotate the mesh so for the second I clicked the create 3D mesh, exported all the meshes, centered and rotated each mesh individually, and then imported the adjusted meshes. Above is the footprint/orientation of the solar panel shown on the left (with no wall shadow showing through it), below is the footprint/orientation of the solar panel shown on the right (that seems to be getting transparency somehow). I can't find anything about "phong" or "alpha phong" like I've seen mentioned in some tutorials regarding object transparency but I don't know if stuff has been moved since tutorials were made. Do I need to import all the stuff for this to a deco object instead of using the create 3D mesh straight from the debug item itself? Is it something caused by blender? If you need to look at the package files, please let me know. Links to tutorials or google searches are more than welcome. Thanks in advance. Edit: I also just realized that for some reason it appears to not have a shadow at all for the second one. Is this because I stopped referencing the world object (via selective clone) and made it only reference it's own stuff (create 3D mesh)?
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Post by SAHS on Feb 19, 2020 20:28:26 GMT -5
Hi! I'm pretty new to meshing and such, but I had a similar issue recently that I resolved. I think that you didn't import the shadow LOD meshes. If those aren't there correctly, the objects look transparent. Hope that helps!
If you need to know, you make the shadow mesh by deleting the shadow plane thing in blender, then on your actual object mesh change the cut from 1 to 0 over on the properties panel on the right side of the screen. Save that one separately and upload that for all the shadow LODs.
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Post by AlyssaJoltSims on Feb 20, 2020 14:28:48 GMT -5
So what I had done was exported all the meshes (in this case LOD0, LOD1, Shadow LOD0, and Shadow LOD1) and re-positioned them all and imported them. (even ended up having to re-align some because they rotated weird)
This object doesn't appear to have a shadow plane when I export the original mesh (maybe because it's a debug world item?) but that's not really a problem imo cause I think the linked version looks just fine. Should I just do the process of making the shadow meshes from the rotated meshes themselves instead of rotating the shadow meshes and importing them?
I'll check the cut number in the meantime, I totally get if this is out of your wheelhouse/comfort zone! Thank you for the help!
Edit: It looks like the cuts are all 0, I tested Create 3D Mesh without importing anything and it still has the shadow, even still has a shadow if I adjust the footprint, I wonder if it's that something is staying linked to the world object that gets separated from importing the rotated mesh. I tested just importing the rotated LOD0 into the shadow LOD0 slot and the same for the LOD1 and no dice.
Edit 2: I think the problem is likely in that it's still "thinking" like a world deco object. There's no low LOD only medium and high, there's no Phong in the Model LOD 00000000 meshes. I think I need to pull the contents out and use a catalog base or rotate it in studio not blender (which seems to not be ideal) and since I want this to be usable by any player I think my only option is to use something with all 3 LODs. rip.
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Post by AlyssaJoltSims on Feb 20, 2020 18:18:24 GMT -5
Okay so we have some developments. My last reply was getting a bit long imo so I'm making a new reply. So I decided I'd give it a shot and I went ahead and started from the milkmaid can as a base, imported my rotated meshes (this time the texture ones had their cuts adjusted to 1 so they'd work on the base) and i just used the medium as my low as well and these were the results: the one facing the mailbox is using the non rotated meshes, the other is using the milk jug as a base I think I'll have to peruse the object tutorials again to make sure I won't miss anything if I go the route of using the milk jug thing as a base because I really do like the solar panels the way they are I just want to have them rotated for thumbnail niceness in the catalog. If anyone has any input or tips, I'm all ears.....or eyes in this case. And to llewella7, thank you for mentioning cut numbers because I used that in the milk jug base test!
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Post by AlyssaJoltSims on Feb 21, 2020 19:57:46 GMT -5
I have no solution (or knowledge as to whether there even is a way) for this question so I'm leaving this unsolved but in the meantime I ended up using a different object (sculpture object) as a base and imported my adjusted meshes, the original texture & bump/normal & spec and it has a shadow and isn't transparent.
In my amateur deduction, it's likely something to do with using the debug world object as a base and it not having "phong" for some reason. Maybe it's something to do with one of those shader flags (can't remember what it was called but it was a checkbox in the warehouse somewhere) but I haven't tested/I'm not advanced enough to give a confident answer.
I might test some stuff at a different time when I have more energy to see if I can find an answer to this but in the meantime, I'm going to leave this as unsolved.
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Post by SAHS on Feb 25, 2020 13:12:16 GMT -5
To make the shadow mesh you just have to delete the shadow plane in blender and make sure the object mesh has a cut of 0. You shouldn't have to export anything but the high LOD mesh, with a cut of 1. Then import that one to all the LODs. Save it as a separate blend file without a shadow plane and with a cut of 0 as the shadow mesh, then import that as all of the shadow LODs.
There is a tutorial on how to turn debug items into regular items, which I haven't looked at, but maybe there will be some help in there? The one time I made an object with a debug object, it won't show up in my game unless I have show hidden objects on still. I haven't read how to change that myself!
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Post by JPCopeSIMs on Mar 6, 2020 7:27:50 GMT -5
to fix the shadows through mesh problem read this tutorial it has to do with the with the the mesh ssao intensity
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