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tontoinjun
17th Jan 2012, 07:45 PM
I am working on a helmet (eyeglasses). Everything looks fine but when the head moves the helmet bobs around and clips. What should I do to make it stay put?

fakepeeps7
17th Jan 2012, 08:14 PM
Make sure all the bones are assigned to the head.

tontoinjun
17th Jan 2012, 08:29 PM
Make sure all the bones are assigned to the head.

That fixed it! Thanks.

tontoinjun
18th Jan 2012, 02:21 AM
Make sure all the bones are assigned to the head.

One problem solved...just one more to go (I hope). In the game the shape of the head shows, not clipping, a shadow like form of the top of the head shows. Is this a texture mapping problem?

BloomsBase
21st Jan 2012, 11:32 PM
I once made a helmet aswell, as a object that sims can wear.
Feel free to clone it and replace mesh and textures if you like.
http://www.insimenator.org/showthread.php?t=90730&highlight=retro+helmet
In post 24 there is another recolor enabled for alpha edits

fakepeeps7
22nd Jan 2012, 06:33 PM
One problem solved...just one more to go (I hope). In the game the shape of the head shows, not clipping, a shadow like form of the top of the head shows. Is this a texture mapping problem?

It might be. Sometimes accessories can have weird transparency issues. I had that happen once. I think the fix was changing the NumSknWgts value in MilkShape. I either changed it to 1 or 3... Try that and see if it helps.

tontoinjun
23rd Jan 2012, 10:12 PM
I once made a helmet aswell, as a object that sims can wear.
Feel free to clone it and replace mesh and textures if you like.
http://www.insimenator.org/showthread.php?t=90730&highlight=retro+helmet
In post 24 there is another recolor enabled for alpha edits

Thanks Bloom...I will give that a look see...I need to try something different, nothing I have done so far has fixed the problem.

tontoinjun
23rd Jan 2012, 10:27 PM
It might be. Sometimes accessories can have weird transparency issues. I had that happen once. I think the fix was changing the NumSknWgts value in MilkShape. I either changed it to 1 or 3... Try that and see if it helps.

You lost me with NumSkinWgts...I did the fix underweight bones...none were...no change, still broke. Could you point me to a tut that addresses that subject or something close to it? I sure do appreciate help...thanks again.

BloomsBase
24th Jan 2012, 12:50 AM
MAybe a screenshot will give a bit more info.

tontoinjun
24th Jan 2012, 03:07 AM
I once made a helmet aswell, as a object that sims can wear.
Feel free to clone it and replace mesh and textures if you like.
http://www.insimenator.org/showthread.php?t=90730&highlight=retro+helmet
In post 24 there is another recolor enabled for alpha edits

WOW!! That worked! Looks Great! Is there someone who could look this over and see if I am missing something before I release it in the wild...I don't trust myself to get it right and give proper credit for the mesh, texture, and object.

tontoinjun
24th Jan 2012, 06:33 AM
MAybe a screenshot will give a bit more info.

This is what it looks like. The helmet glasses are on the left. Bloom retro helmet on the right. There is a split down the middle and the insides show thru. No problem that I can tell with the retro helmet object.

fakepeeps7
24th Jan 2012, 06:56 PM
You lost me with NumSkinWgts...I did the fix underweight bones...none were...no change, still broke. Could you point me to a tut that addresses that subject or something close to it? I sure do appreciate help...thanks again.

No need for a tutorial. It's in the Comments of your mesh. If it's set to 1, try changing it to 3 (or vice versa). If it doesn't work, it's easy enough to change it back.

tontoinjun
25th Jan 2012, 05:54 PM
No need for a tutorial. It's in the Comments of your mesh. If it's set to 1, try changing it to 3 (or vice versa). If it doesn't work, it's easy enough to change it back.

The numwghts were set to 1...then changed to 3, for both frame and lens. I could not see that there was any change in the image. Would it be ok to just leave it at 3 or change back to 1, nothing seemed to break or be any different with it set to 3? Thanks for the tip, I had no idea there were changeable parameters in the comments. What do the numwghts do anyway?

fakepeeps7
26th Jan 2012, 08:02 AM
The numwghts were set to 1...then changed to 3, for both frame and lens. I could not see that there was any change in the image. Would it be ok to just leave it at 3 or change back to 1, nothing seemed to break or be any different with it set to 3? Thanks for the tip, I had no idea there were changeable parameters in the comments. What do the numwghts do anyway?

I'm not sure exactly what the technical explanation is. Something to do with bone weights? All I know is that clothing is set to 3 and accessories are often set to 1 when you export them... but changing accessories to 3 sometimes helps them display properly in Body Shop and in-game (they won't look any different in MilkShape, though).

The only other thing I can think of is the alpha blending modes in the TMXT (in the recolour package in SimPE)...

Have you looked at the working helmet in SimPE and MilkShape? If you use all the same numbers and settings for your helmet, it should work.

BloomsBase
26th Jan 2012, 03:07 PM
yup, its a blend issue.
Your opacity(also in the comments) should be -1
And when you open the recolor file with Simpe you should check the material definations and the blend settings(standardmaterial and blend settings to 0)

tontoinjun
27th Jan 2012, 04:31 PM
yup, its a blend issue.
Your opacity(also in the comments) should be -1
And when you open the recolor file with Simpe you should check the material definations and the blend settings(standardmaterial and blend settings to 0)

Roger the opacity...was set to -1, I have been tweaking the txmt with no luck, also in the process am trying to tone down the shiny and reflections in your retro helmet. I'm guessing the statements about evercube? and spark? have something to do with it. That retro helmet is a marvel to me...masterful!

tontoinjun
27th Jan 2012, 04:42 PM
I'm not sure exactly what the technical explanation is. Something to do with bone weights? All I know is that clothing is set to 3 and accessories are often set to 1 when you export them... but changing accessories to 3 sometimes helps them display properly in Body Shop and in-game (they won't look any different in MilkShape, though).

The only other thing I can think of is the alpha blending modes in the TMXT (in the recolour package in SimPE)...

Have you looked at the working helmet in SimPE and MilkShape? If you use all the same numbers and settings for your helmet, it should work.

Yes, I have looked over the working helmet in simpe and ms....interesting that the numweights were set to 2, but I haven't gotten to try that yet, but I will....I did four different glasses bases thinking of the harry potter warnings but all showed the same effect. I found some military hats that use glasses bases and intend to give them a close look. Also interesting is that the helmet shows good in bodyshop and CAS but cracks open in the game. Sooner or later I'm gonna figure this out. You and Bloom are wonderful resources, Thank you.

BloomsBase
27th Jan 2012, 10:08 PM
For the helmet you should use the frame meshgroup, not the lenses as those are set to transparancy.
You do want to include a placeholder for them tho, to avoid blue flashing accesoires. :)
If you can not figure it out you can always upload your file.

tontoinjun
28th Jan 2012, 03:00 PM
For the helmet you should use the frame meshgroup, not the lenses as those are set to transparancy.
You do want to include a placeholder for them tho, to avoid blue flashing accesoires. :)
If you can not figure it out you can always upload your file.

I have been using the frame group. On one try I deleted the original frame instead of regrouping it with the import, and then renaming the imported mesh to frame. I got an empty head. Thanks for upload offer. I have a few ideas I want to try and if they don't pan out I will upload the file and change my name to simpleton if it hasn't already been taken.

fakepeeps7
28th Jan 2012, 07:58 PM
... and change my name to simpleton if it hasn't already been taken.

You're not a simpleton. We've all been there at some point (especially if we've tackled accessories (http://www.modthesims.info/showthread.php?t=418166)).

tontoinjun
4th Feb 2012, 04:20 PM
You're not a simpleton. We've all been there at some point (especially if we've tackled accessories (http://www.modthesims.info/showthread.php?t=418166)).

Thanks for the kind words and encouragement. I will try to do better, someday I hope to get out of my sophomore year with these wonderful things.

BloomsBase
4th Feb 2012, 11:35 PM
The shininess(envCube) you can simply disabled in the TXMT's settings

tontoinjun
10th Feb 2012, 03:44 PM
I once made a helmet aswell, as a object that sims can wear.
Feel free to clone it and replace mesh and textures if you like.
http://www.insimenator.org/showthread.php?t=90730&highlight=retro+helmet
In post 24 there is another recolor enabled for alpha edits

Here is the finished helmet with two recolors. I can't thank you enough Bloom. Your retro+helmet is outstanding. A road to Damascus experience.

BloomsBase
11th Feb 2012, 03:53 AM
sorry...missed your previous post. :(
Glad you got it working tho, as object or as accesoire?
looks good btw ;)

tontoinjun
12th Feb 2012, 06:46 PM
sorry...missed your previous post. :(
Glad you got it working tho, as object or as accesoire?
looks good btw ;)

This is an object, Decorative/Misc, "put in your house, or on your head". The accessory approach to headgear does not give you the 'in game' flexibility an object does. I'm going to save accessories for something else, your retro helmet is too effective and useful for headgear. I have a couple more pieces of headgear using the retro helmet that will be finished soon.

tontoinjun
13th Feb 2012, 04:23 PM
The shininess(envCube) you can simply disabled in the TXMT's settings

Found it...Thanks. Is there a list of explanations of all the things in the TXMT? A lot of the parameters can be guessed at with some confidence but others are some what cryptic.

Mootilda
13th Feb 2012, 07:17 PM
http://simswiki.info/TXMT/Parameters

Other useful links for TXMT:
http://www.modthesims.info/showthread.php?t=35769
http://www.modthesims.info/showthread.php?t=86151
http://www.modthesims.info/showthread.php?t=155779
http://www.modthesims.info/showthread.php?t=316260
http://www.modthesims.info/showthread.php?t=102356

tontoinjun
13th Feb 2012, 08:13 PM
http://simswiki.info/TXMT/Parameters

Other useful links for TXMT:
http://www.modthesims.info/showthread.php?t=35769
http://www.modthesims.info/showthread.php?t=86151
http://www.modthesims.info/showthread.php?t=155779
http://www.modthesims.info/showthread.php?t=316260
http://www.modthesims.info/showthread.php?t=102356

Thanks, that should keep me busy for a while.

tontoinjun
29th Aug 2012, 04:55 PM
I once made a helmet aswell, as a object that sims can wear.
Feel free to clone it and replace mesh and textures if you like.
http://www.insimenator.org/showthread.php?t=90730&highlight=retro+helmet
In post 24 there is another recolor enabled for alpha edits

I would like to make a set of headphones using your retro helmet and do not need the hair override. I see it in the text lists but not in the bhav. Can you just delete it from the text list and everything be ok?