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Post by cupidjuice on Feb 19, 2016 14:35:48 GMT -5
I separated the arm from the Mad Scientist career outfit, and categorized it as an accessory (for android and cyborg purposes) The arm is mapped in the same location most collars and parts of shirts are. So naturally, it overlaps collars and cuffs on t-shirts. Could changing the sort order possibly solve this? Also, is there a way to make the arm "tuck" shirts and jackets in? So it doesn't take on the shape or clip out of it?
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Post by inabadromance on Feb 19, 2016 15:16:18 GMT -5
no, sadly there's no way to avoid override of those things that are literally on the same spot. You will have to edit the mapping of the accesory and the texture to either move them to hat or other place you fill it would work.
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Post by cupidjuice on Feb 19, 2016 15:40:27 GMT -5
no, sadly there's no way to avoid override of those things that are literally on the same spot. You will have to edit the mapping of the accesory and the texture to either move them to hat or other place you fill it would work. HAT, that's actually a really good idea! The only part that -technically- overlaps is the forearm plate, which i'm sure will fit. * will report back in a moment or two *
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Post by GrilledCheese on Feb 19, 2016 17:19:21 GMT -5
i agree with laura, make it as a hat and map the heck out of it! thats what i do w/ most things like this. good luck! im absolutely DYING to see how this turns out
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Post by orangemittens on Feb 19, 2016 17:48:42 GMT -5
The problem with cloning a hat for this project is that when you put it on a Sim the Sim's hair will behave as it does when Sims wear a hat...that is they will display their hair hat chop meshes instead of their full hair mesh. If you decide to go that route you should also edit the region map so that your item will not trigger the hat chop hair meshes. I posted how to do that HERE.
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Post by inabadromance on Feb 19, 2016 18:44:29 GMT -5
yeah, i was referring only to the hat texture space, not the category per sei for all the reasons above.
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Post by GrilledCheese on Feb 19, 2016 19:01:28 GMT -5
we're trying that right now, hopefully it pans out
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Post by cupidjuice on Feb 19, 2016 20:23:46 GMT -5
The problem with cloning a hat for this project is that when you put it on a Sim the Sim's hair will behave as it does when Sims wear a hat...that is they will display their hair hat chop meshes instead of their full hair mesh. If you decide to go that route you should also edit the region map so that your item will not trigger the hat chop hair meshes. I posted how to do that HERE. Romance wasn't suggesting to clone from a hat... that just wouldn't work, period. Haha. It's still categorized as an accessory. I'm moved the uv for the lower forearm and inner arm to the hat area, which worked. But EA utilizes the space between the arms for collars and things too, so it still shows up on some EA items. The upper arm plate is mapped on both arms... I wonder if I resize the uv to fit in one slot of the arm if it will destroy the texture and make it crunchy?
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Post by cupidjuice on Feb 19, 2016 20:28:40 GMT -5
yeah, i was referring only to the hat texture space, not the category per sei for all the reasons above. Do you think if I were to shrink the uv map to fit a single arm, that the texture would be ruined later when I go to resize it in to fit?
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Post by orangemittens on Feb 19, 2016 21:04:00 GMT -5
Of course it would work to clone from a hat. All you would need to do is edit the region map and recategorize. Read the thread I linked...the person I was posting to did exactly that.
If you clone an accessory you are forced to map in the space allotted to that accessory. The space allotted to accessories for mapping is very small. If you want the map space a hat has, which is larger, you will need to clone a hat. If you do that you can edit the region map so your item no longer behaves as a hat behaves and you can recategorize it however you want.
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Post by cupidjuice on Feb 19, 2016 21:11:31 GMT -5
Of course it would work to clone from a hat. All you would need to do is edit the region map and recategorize. Read the thread I linked...the person I was posting to did exactly that. If you clone an accessory you are forced to map in the space allotted to that accessory. The space allotted to accessories for mapping is very small. If you want the map space a hat has, which is larger, you will need to clone a hat. If you do that you can edit the region map so your item no longer behaves as a hat behaves and you can recategorize it however you want. Sorry, I was in frustrated mode while replying to your comment, but I read over the link right after I commented- all works well and i got everything to get but the texture was belittled to crunchy pixels, and I hand painted it as much as possible, but it still came out lack luster. Considering I'm okay with having to be selective with clothing, I'll probably keep it the way it is. I'm just happy it's functioning, haha. I've got several asks- I'll probably end up releasing it with "cyborg friendly" clothing or some crappy marketing term for compatible clothing haha. Thanks so much though! I really wish EA had provided a larger map, or perhaps a separate map for some things.
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Post by inabadromance on Feb 20, 2016 23:52:40 GMT -5
yes, it is a struggle to make everything fit in the spaces we're given. To my knowledge, ts3 used to have a separate texture space not linked to the body.. i'm still wishing someone finds a way to do it.
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Post by brujah on Feb 21, 2016 0:51:15 GMT -5
Share the package and I'll see what I can come up with
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