View Full Version : One Side of Mesh Darker?
omegastarr82
6th Nov 2010, 07:48 AM
I made a sliding door that looks like a bookcase on one side and for some reason one side is darker than the other. Any thoughts? Used all EA meshes and textures. Only thing I changed was the door way mesh to make it shorter to match the book case.
http://i16.photobucket.com/albums/b33/omegastarr/Sims%203%20Items/Screenshot-6-1.jpg
Deluxe Designs
6th Nov 2010, 12:45 PM
Well it looks like it's something to do with your mutliplier, what does that texture look like, could you upload a picture?
orangemittens
6th Nov 2010, 02:25 PM
It looks like it could be a normals issue to me. How did you make the two sides of the bookcase?
omegastarr82
6th Nov 2010, 05:18 PM
I just imported the meshes form the EA bookcases and the then just minimized the UV's and textures so that they all fit on one.
http://i16.photobucket.com/albums/b33/omegastarr/Sims%203%20Items/newtexture.jpg
Deluxe Designs
6th Nov 2010, 07:07 PM
I'm not sure now, it's clearly not a mutliplier issue, and i'm skeptical about it being a normals issue, perhaps you haven't deleted some of the alpha layers on the specular and overlay textures, that can cause shadowing on objects.
Lisen801
6th Nov 2010, 08:54 PM
omegastarr82...
Hi, I have the same problem with my custom sliding doors. If you look at the picture of my "steampunk" upload you can see. I've been searching for an answer without success so I think it's something we must live with!
Deluxe Designs
6th Nov 2010, 09:35 PM
Oooh that's a bit depressing :/ is it something to do with the wall mask? And we can all stare at my avatar to cheer ourselves up! :lol: hehe
HugeLunatic
6th Nov 2010, 10:24 PM
I'd guess it's the lighting and is done on purpose (or accident!) by EA. I've not looked into the LITE resources much, but you could take a look at that to see if it has different values for inside/outside or left/right. It might be because that door is considered on the other side of the wall. Ie: the one tile is "inside" and the other tile is "outside". It's probably not the physical location of the mesh, as your bookcase mesh isn't offset depthwise like the sliding doors. So this brings me back to how each panel is classified in the LITE resource.
BloomsBase
7th Nov 2010, 01:49 AM
my first impression was that its also due the normals(duplicate and mirroring one bookcase without fixing the normals can cause that)
You dont have the lightning issue in Milkshape i guess?
Wat you can try is to mirror the uvcoordinates of one bookcase so that those also become identical.(and ofcourse mirror the texture that comes with it.)
orangemittens
7th Nov 2010, 02:28 AM
That's exactly what I was thinking when I first posted Base...that mirroring caused the problem. But now I'm wondering if HL doesn't have the right idea...if part of the object is being perceived by the game as inside while the other is considered outside that could be the issue. This seems most likely since Lisen had the same thing happen...unless his(her) issue is also happening on a mirrored object.
Which object was this cloned from?
omegastarr82
7th Nov 2010, 03:53 AM
It's not a mirrored object though. I used the book cases from HELS, they're two different objects. I'm going to go investigate what HL suggested. The base object I used was the double sliding door, base game I think. Then I just replaced the glass panels and frames with the two Book cases. This also happened with a prototype of this door which did include a mirrored second door.
Raven Shadow
7th Nov 2010, 06:09 PM
OM, is correct, I saw this when I played with windows.
With windows, doors and arches one side is considered to be facing outside and gets more ambient lighting on it,
while the other side is treated as in inside facing surface and gets no ambient lighting.
This can proven by simply placing a floor lamp near the darker side and turning it on.
To fix it, open it is milkshape and rotate the darker mesh, on it's own axis, 180 degrees.
This will cause the shelves to be facing the wrong way, now.
So from within Top View select the vertices of the shelves that are not part of the wall mesh they appear to hang from
and move them (with the X and Y axis locked )along the Z axis until the shelves are the size you desire.
Check you normals, make sure none were reversed, and check the uvmapping.
all should look correct in-game now.
Lisen801
8th Nov 2010, 12:22 AM
Hello
I have now solved the problem. The door've three groups, of which 0 and 1 are the very door. Both the door halves are in both groups. By separating them, the groups, a little bit in the Z-axis direction, make the lighting good. For me it worked very well but I do not know if the same applies to the bookshelves.
BloomsBase
8th Nov 2010, 12:43 AM
It's not a mirrored object though. I used the book cases from HELS, they're two different objects. I'm going to go investigate what HL suggested. The base object I used was the double sliding door, base game I think. Then I just replaced the glass panels and frames with the two Book cases. This also happened with a prototype of this door which did include a mirrored second door.
If you put those 2 seperate cases next to eachother you also have the lightning issue?
If so it could be caused by the way the parts are mapped on the uvmap, then you should mirror one case(uvcoordinates) on the map.
orangemittens
8th Nov 2010, 12:57 AM
Congrats Lisen :)...and thank you for sharing your solution...very helpful :up:
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