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Post by fuyaya on Dec 16, 2015 8:19:44 GMT -5
Glad it helped.
i suggest you to edit the graphic file (dds) so that you havn't the texture from the cap.
Other things : - Dont' forget to select all you object and remove double, there was a lot of vertices like that. And you packages while be lighter - Use the decimate fonction in order to create the other lod
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Post by orangemittens on Dec 16, 2015 8:55:10 GMT -5
Unless you plan to share the item if the poly count isn't too high for you I wouldn't bother decimating it. The poly isn't really that high considering what some hair poly counts are and if your game is running smoothly having this one item in there undecimated won't hurt. When you swap out the low LOD meshes for your GM item make sure you check that you're giving your item the right cut number to replace the main mesh. I'm guessing that the hat you cloned probably only has a single mesh in each LOD so this won't be an issue with this item but if you go on to create other items this can sometimes be a concern. It's looking really great...congratulations
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Post by Joey XD on Dec 16, 2015 18:52:57 GMT -5
thank you fuyaya but can you please lead me on how to do that if possible with pictures? (sorry for the trouble, I'm not yet familiar with other blender tools) 1. removing the double thing 2. and the decimate thing orangemittens thank you as well never done it without your help, again to excited about it i forgot also the ''cut number'' thing and i don't know how to do that and the amount should i put on it please do guide me i think your right about the LOD co'z this what happened LOD 0 with gm mesh and lod 1 the cap is used can you check this one
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Post by Joey XD on Dec 16, 2015 19:07:17 GMT -5
meanwhile in the Game Zoom out Zoom in another problem. :'(
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Post by orangemittens on Dec 17, 2015 16:26:25 GMT -5
If you send the .package I can take a look at it. The reason that's happening is because hats trigger the appearance of the hat chop meshes. I think this can be fixed by fiddling with the region map but I need to see the .package to say for sure.
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Post by Asyli on Dec 17, 2015 17:53:26 GMT -5
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Post by Joey XD on Dec 18, 2015 0:43:08 GMT -5
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Post by Joey XD on Dec 18, 2015 8:01:53 GMT -5
update when i tried to decimate errors pops out cannot decimate while in edit mode :(
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Post by orangemittens on Dec 18, 2015 9:09:18 GMT -5
Decimate is a modifier. Modifiers can only be applied in Object Mode.
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Post by Asyli on Dec 18, 2015 13:45:34 GMT -5
oh sorry,I had forgotten to object mode the last photo
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Post by orangemittens on Dec 18, 2015 15:41:24 GMT -5
Editing the region map will do the trick. Here's what I did. Click to the Warehouse and select the Region Map resource. Click the Edit Items on the Entries line: Your .package had two lines on the left side. So I first ascertained that both were for the same models which they were. I deleted one of them and switched the other from hat to base. In game the GM now shows up without taking the Sim's hair off. Here is the .package.
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Post by Joey XD on Dec 18, 2015 20:40:32 GMT -5
oh my! thank you so much for that but i think this is the last problem on my project the zoom in zoom out co'z when i zoom out the banner again disappears
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Post by fuyaya on Dec 19, 2015 16:54:03 GMT -5
It seems to be a mater of lod. Did you replace all of them ?
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Post by orangemittens on Dec 19, 2015 17:05:36 GMT -5
The reason your mesh reverts to the hat when you zoom out is because you have not replaced the other LODs in the .package. The game has different LODs (level of detail) and they will appear at different times. In CAS and in the game when you're very close to the Sim you will see LOD 0. As you pull away from the Sim you will see LOD 1. If you pull further out you will see LOD 2 and so on. The game is set up this way because when you zoom away from the Sim the finer details of the mesh cannot be seen. This allows you to use a lower poly count mesh that doesn't look as good because the faults in mesh quality are not noticeable from a distance. That makes it easier and quicker for the game to render a scene full of Sims that are being viewed from far away. Since this is for your own personal game you don't need to worry about poly count unless your game is already running slowly. If your game is running smoothly it's completely fine to use the mesh you have for the lower LODs. Again, if you were using a clone that had more than one mesh group per LOD you would need to be sure your cut numbers were correct. In the case of the hat you cloned there is only one mesh group per LOD so this is not a concern. Open your .package in Studio and click the Meshes tab. By default it will be set to LOD 0. Click the drop down and select LOD 1 instead. Import your mesh to overwrite the EA hat mesh. Repeat that for all the LOD resources. If this was a mesh you were planning to share then you would want to decimate the mesh to lower the poly count of the mesh for the lower LODs. If your game is running poorly you may want to do that. The choice is up to you.
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Post by Joey XD on Dec 20, 2015 2:58:00 GMT -5
I done what you said admin and it went well now Im still confused on the part of decimate the vertise, when should i put it on object mode co'z on the mini tutorial of asyli 1st its on edit mode and when is the part should i put it on object mode?
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