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Post by kitonlyhuman on Jan 23, 2016 15:23:48 GMT -5
I've been battling this all day and I'm sorry if this topic has been asked before. I am currently frankenmeshing the Luxury Party dress with a base game skirt. It's nearly finished except for one major flaw: The dress mesh seems to still be in place even though it's been deleted. Here are links to my blender file and package file. This is my first time frankenmeshing so I appreciate any advice or feedback.
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Post by orangemittens on Jan 23, 2016 18:26:39 GMT -5
The link to your .package is going to a .dds file.
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Post by lavsm on Jan 23, 2016 18:37:27 GMT -5
Hi, have you made sure that the cut numbers match the dress you cloned? I looked at your blend file and saw there were no cut numbers, and the package links to a dds file only. I might be able to tell more if I could look at that.
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Post by kitonlyhuman on Jan 23, 2016 18:44:21 GMT -5
I'm so sorry! Here ya are. Link As you can imagine, I'm a bit scatter brained atm. Lol. Cut numbers?
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Post by orangemittens on Jan 23, 2016 18:57:56 GMT -5
Cut numbers are what Studio uses to determine which EA mesh to replace with your new mesh. They are assigned in Blender. Change your mesh cut number to match the EA one you want to replace here:
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Post by lavsm on Jan 23, 2016 19:05:40 GMT -5
I was thinking, since you are making a shorter dress it might be best to clone a shorter dress in S4S because they have less cut numbers to deal with. I have some things to do right now but I will be free in a couple of hours if you need more help.
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Post by kitonlyhuman on Jan 23, 2016 19:06:22 GMT -5
Cut numbers are what Studio uses to determine which EA mesh to replace with your new mesh. They are assigned in Blender. Change your mesh cut number to match the EA one you want to replace here: *snip* Oh. Okay! So how do I know which cut number to use exactly?
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Post by kitonlyhuman on Jan 23, 2016 19:07:53 GMT -5
I was thinking, since you are making a shorter dress it might be best to clone a shorter dress in S4S because they have less cut numbers to deal with. I have some things to do right now but I will be free in a couple of hours if you need more help. I actually considered this as well but I had no clue how to get the top to replace another dress without having problems with the weights which I still don't know much about. Lol. I tried this mesh over a swimsuit and it went haywire! XD
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Post by kitonlyhuman on Jan 23, 2016 19:21:05 GMT -5
Cut numbers are what Studio uses to determine which EA mesh to replace with your new mesh. They are assigned in Blender. Change your mesh cut number to match the EA one you want to replace here: *snip* Oh. Okay! So how do I know which cut number to use exactly? Oh, I found it in your accessory tutorial. Thank you!
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Post by kitonlyhuman on Jan 23, 2016 20:29:31 GMT -5
Okay, so I fixed that problem, and now am facing another. Her boots don't know what to do. XD And her dress kinda went crazy. Any ideas? Getting closer!
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Post by lavsm on Jan 23, 2016 23:04:11 GMT -5
My guess is that the boot issue is from the uv map, and the dress could be a weighting or uv_1 problem. I would have to see the new package to know more.
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Post by kitonlyhuman on Jan 24, 2016 1:09:12 GMT -5
My guess is that the boot issue is from the uv map, and the dress could be a weighting or uv_1 problem. I would have to see the new package to know more. Well the dress isn't a concern now because I completely remade it. But the boot thing is still going on.
Package | Blender
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Post by orangemittens on Jan 24, 2016 14:23:00 GMT -5
Hi kitonlyhuman, the dress you're using has different region map numbers than the dress you are replacing it with. The region map is not yet perfectly understood but it has to do with placement of meshes/textures over one another in the game. What I think is going on here is that the game is expecting a garment with the region map numbers of your clone to lay over the top of boots rather than leave the tops of the boots exposed. It may be that sloppy EA didn't bother to make the boots work correctly in that circumstance or it may be that the game is otherwise confused by the .package set up that you have. Alternatively, EA is purposefully taking part of the boots mesh away to insure that it doesn't stick out through the mesh it is expecting to be layered over it. In any case, what I did was clone the skirt you used in your new garment. I looked at its region map numbers and edited your item's region map so that it matched the numbers I saw there: This fixed the problem with the boots but there was a faint line showing around the ankles after I fixed the diffuse image to get the dress fabric off the model's legs. I fixed that by deleting all the redundant cut groups in your .blend and reducing the 0000 cut number to a single face which I hid in the model's calf area. In the game it all looks pretty good now although the bump and specular are not edited yet: If you have more questions about the garment please post again
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Post by kitonlyhuman on Jan 29, 2016 19:06:07 GMT -5
Thank you so much OM! I actually ended up restarting over with a shorter dress to avoid the cut line all together. Lol. But I'm so grateful to understand what was going on with this situation now. My mesh did end up being released today and I'm so happy with how it turned out. Thank you all for your advice, tutorials, and tools.
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Post by orangemittens on Jan 30, 2016 9:31:49 GMT -5
You're welcome
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