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bakafox
7th May 2009, 12:48 AM
Ok, I've been trying like mad to fix the problems inherent in these two wall decor pieces, with no luck whatsoever. Both are in the one .rar since they're pretty small.

First object problem: the package Bakapaintingcoll01
This was my first mesh attempt, it's a painting with a contemporary sculpted frame (that I was hoping to put lights in on the top overhang but I gave up on that COMPLETELY until I'm better at this whole meshing thing). The problem with it is no matter HOW I've tried to UV map the darn thing in UVMapper, the map is *backwards* when I try to set it up for recoloring! The images that I try putting on the front are instead on the backside of the painting, against the wall. It has me boggling, it truly does. This is cloned off the Artig painting from Apt Life, so I think anyone interested in looking at it will need that expansion.

Second object problem: the package ladyofnewmex_by_bakafox
I managed to cut down the polys though it's still probably too high for most folks' tastes- but I can't figure out how to fix it so it reads the included recolors of the different .obj files it is made up of. I have all the texture files up with temporary placemat textures, but when I've tested it in game there's no recoloring options. - This is based off the propeller from Pets, so anyone that wishes to help will need that expansion ^^;

plasticbox
7th May 2009, 12:57 AM
The backwards thing sounds like your normals are flipped. In Edit mode, hit Space and then Edit > Normals > Flip. (Assuming you use Blender, which I think you mentioned not long ago)

For recolouring issues, I can recommend IgnorantBliss' tutorial on adding subsets and making them recolourable: http://www.modthesims2.com/showthread.php?t=103379

It would help if you'd also include screenshots of your objects, in-game and in your editor (both wireframe and textured), so that we can more easily see where things are going wrong.

Have you looked at doing the uv mapping directly it in blender, by the way? I'm finding that very convenient, particularly with the realtime preview turned on. (I actually never attempted to use an external uv mapper, so I have nothing to compare it with, but it may be worth a try -- backwards normals and such are much easier to see when you can look at everything at once. Here's the blenderwiki rtfm: http://wiki.blender.org/index.php/Doc:Manual/Textures/UV -- note that different tutorial pages assume different blender versions, but so far I've always managed to find what I need)


Why are you cloning your objects from EP objects?

bakafox
7th May 2009, 02:42 AM
I tried UV mapping in blender using the wiki instructions but got confused at some point, though I don't even remember what confused me, so I'll probably go back and try it again later tonight. I'm having problems taking screenshots at the moment too, my 'print screen' button has ceased to work and I'm a bit of a luddite in some ways and don't know any other way to take them in blender ^^;

I'll do the flipping normals thing tonight too, thank you =)

As to the cloning from expansion objects, well when I started the painting clone I was thinking I really had to stick close to original mesh's size, and the Artig painting was the size I was looking for pretty much (I now know I can do more free things, so I guess I should change the object clone for it) And for the second item, I couldn't offhand think of any non-expansion wall hangings that had two colorable fields... the propellers from Pets were the first that came to mind that I knew had the separate obj groups.

Thank you for the link to Ignorant Bliss's tutorial, I somehow overlooked it when searching through tutorials and had only found the older one by Numenor and I tried to follow it but couldn't find any file names to change where he said there should be.

HugeLunatic
7th May 2009, 06:07 AM
You forgot to click the Update MMAT in the main OBJD, so the GUID listed in each MMAT was not directed to the new main GUID of your object but still the one you cloned it from. I also made it so it should be base game compatible.

bakafox
7th May 2009, 06:45 AM
You forgot to click the Update MMAT in the main OBJD, so the GUID listed in each MMAT was not directed to the new main GUID of your object but still the one you cloned it from. I also made it so it should be base game compatible.

Thank you very much!