View Full Version : Why can't I replace Bump Maps in CTU?
Umbra.exe
13th Nov 2011, 8:28 AM
Hi, I'm trying to make a new swimsuit by retexturing an existing one. I didn't edit the mesh, but I did change the shape of the swimsuit.
I've replaced the base texture, Specular map, and RGB mask successfully, but when I went to put the package in the game, it looked like this:
http://i41.tinypic.com/2eqdyea.jpg
http://i43.tinypic.com/ofyjbs.jpg
I forgot about the bump maps! :faceslap:
I couldn't find where to replace the bump maps, so I looked around, and found another poster with the same problem. I think Whiterider had a solution/explanation, and I followed the steps.
Unfortunately, when I reloaded the package as instructed, and clicked "find" on the new map, it says:
"Key is not in the correct format!"
"Could not find an image with [filename].dds!"
The file was saved in DXT5 format. Did I do something wrong?
Whiterudder
13th Nov 2011, 9:33 AM
Yes - bumpmaps aren't saved as DXT5 for starters. Was it a blank bumpmap you were using, or a properly custom edited one? Would you mind linking to the thread where you found the explanation? I sure as hell can't remember what I said should be done... :p .
Umbra.exe
13th Nov 2011, 5:57 PM
Here's the thread I found: http://www.modthesims.info/showthread.php?t=456700
I tried using a custom bumpmap and a blank one, neither worked...
So what filetype should I save my map as? DXT1? That's the only other type I've come across so far, but there are a lot of options on that list... ^^;
BloomsBase
13th Nov 2011, 8:06 PM
You can not change a normalmap without adding/importing the meshes(GEOMS)
Those GEOMS contain a link to the normalmap texture file and need to be updated.(and only possible when you add them.)
If you use the nvidia plugins you save the file as DXT5_nm
Esmeralda
13th Nov 2011, 8:37 PM
You need to open the mesh in Milkshape, go to the Groups tab, click the Comments button, and change the TGIRef00: statement in the Comments to read TGIRef00: 00B2D882 00000000 75AECFAB C8FE9704 - that will change the mesh's bumpmap to a neutral one. (You need to do that with all three LODs for the mesh.)
Umbra.exe
13th Nov 2011, 11:24 PM
EsmeraldaF: I tried what you said to do, and this happened... ^^;
http://i44.tinypic.com/2s8g29e.jpg
Then I tried again with an earlier version of the package, now it looks like this.. :wtf: I wonder why it's back to normal?
http://i42.tinypic.com/25fhu1x.jpg
At least it's recolorable now... Those lines are still there though...
Bloomsbase: I didn't know that before I started this project. ^^; I made an accessory before with no bumpmap problems, but now I realize I had no problems because it was a new mesh! So automatically, I had to import a mesh... So that's why I haven't encountered this before... Interesting!
EDIT: Wait, nevermind, I looked at the accessory file, and apparently it had no bumpmap, that's why I haven't run into this problem... XD
And thank you for telling me the file format! "nm" stands for Normal map, right? That makes sense! :)
Unfortunately, the problem persists... I noticed that when loading the meshes back in, the "Mesh TGI Links" remain the same... they should change with the new meshes, right? All the old numbers and images are still there, though.
So I've loaded the LODs into Milkshape, changed the keys, and exported as a .simgeom. Then I loaded them into CTU. is that what I should be doing? It seemed to do something the first time, I'm just not sure what! :blink:
CmarNYC
14th Nov 2011, 12:09 AM
You can load a blank bumpmap directly in CTU on the Meshes tab before saving your CC package. I've attached a screenshot and an empty bumpmap. Maybe that'll work better?
Umbra.exe
14th Nov 2011, 2:06 AM
CmarNYC: Thank you so much for the screenshot! I had been loading the files into LOD0_1, LOD0_2, and LOD0_3. :faceslap:
I loaded the LODs I edited in Milkshape (correctly this time ;) ), and then put in a custom bumpmap. When I tested it, this happened:
http://i41.tinypic.com/2h4ztc9.jpg
The good news is, the bump maps are there! ^^;
...The bad news is, she's red from neck to toes! :wtf: The only reason I can think of why, is that red is the secondary color, meant to go on the little triangle on the chest. Sure enough, when I change the secondary color, the swimsuit also changes. Nothing happens when I change the primary though. This happened earlier with the primary color, but I hadn't put in the second channel yet...
Then I tried the unedited LODs, again with a custom bumpmap, and now it looks like this:
http://i42.tinypic.com/25jwmit.jpg
It looks similar, but the bumpmap is less pronounced. I did that on purpose though, so that's not a problem. She's still red though, and for some reason the triangle looks odd. It's supposed to be raised up and shiny, but instead it's slightly pushed in and very dull. XD I'm not sure what I did wrong there, either. The triangle is nearly white on the bumpmap...
So now my main problem is the all-over red...ness... Whatever it is... :wtf: I wonder how it fixed itself last time?
omegastarr82
14th Nov 2011, 3:19 AM
The issues with the whole red/green bodies looks like either an alpha problem or you have your mask/texture files mixed up.
Umbra.exe
14th Nov 2011, 4:48 AM
It works now! :giggler:
http://i44.tinypic.com/vy0abt.jpg
I ended up starting fresh from the original .package file, and loaded all my custom textures and the LODs back in again. I remember that's what I did when it turned all green the first time, and, sure enough, it worked! :D
Like omegastarr82 said, there was probably something wrong with the way I loaded the textures...
Thanks so much for the help, everyone!
SIMpleMinded
12th Nov 2012, 12:36 PM
Hi. First off, your creation looks great! I'm trying to do something along the same lines, but I'm making a lingerie teddy instead.
I'm using the same base mesh you are and I'm pretty much having the same problem as well. Looks like you had this solved, but I'm having trouble decoding what you did exactly.
Could you maybe take me through what you did step by step?
A different (and maybe faster and easier) way to help me out, would be if there was a full body nude mesh that someone could point me at and tell me how to load into CTU. I created this from scratch and only chose the SwimsuitOnePiece mesh to put it on because there's no full body nude mesh. There's only top and bottom nude meshes and that doesn't really work when you're trying to make a full body CAS part.
Hope you can help...
EDIT: BTW, I don't do meshing myself. I've tried, but I just don't have the kind of time it takes to properly get into it.
BloomsBase
12th Nov 2012, 1:07 PM
if you are using CTU you need to import the meshes, then changing or updating the normalmap will work
Whiterudder
12th Nov 2012, 1:11 PM
...a lingerie teddy?
SIMpleMinded
12th Nov 2012, 1:47 PM
@ BloomsBase: Which meshes would that be? Can you point me in the direction of something I can use?
@ whiterider: You're thinking "teddy" as in teddy bear, aren't you? :P
What I mean by teddy is a one piece lingerie item. Kind of like what you made, but instead of it being shiny spandex/lycra and a swimsuit, it's cotton/lace/mesh/satin or whatever and it's lingerie. Like this: Teddy (http://www.attractivewear.net/pc/Dl-8021/bo/8021-dreamgirl-clubwear-snakeskin-print-stretch-knit-teddy-with-front-back-side-elastic-lace-up.html)
This is not the one I'm trying to make at the moment (though I'd like to eventually), but it gives you an idea of what I'm talking about.
EDIT: Sorry. Just realized it wasn't you who made the green thing above. What I'm making is like that, but not a swimsuit.
daluved1
12th Nov 2012, 2:42 PM
My tutorial may help, there's a section on bump maps (written by Elexis):
http://simswiki.info/wiki.php?title=Tutorials:CAS_Creation_From_Start-To-Finish_-_Creating_A_New_Package
SIMpleMinded
12th Nov 2012, 2:53 PM
Thanks daluved1. This is going to help once I find the LOD's I need. Now I just need some help on figuring out how to do that, since I don't know the slightest thing about meshing...
Could it possibly work to just extract and use the ones from the original SwimsuitOnePiece file, or would that do nothing for what I'm trying to accomplish?
daluved1
12th Nov 2012, 2:55 PM
Yes, that's what you should do.
SIMpleMinded
12th Nov 2012, 2:58 PM
Okay. Can I do that in CTU or do I need to use something else?
Just to make sure: The lines from the original mesh showing up on my new creation IS a bumpmap issue, right? If it's something with the mesh itself, it'd be kind of rediculous to spend a whole lot of time figuring out how bumpmaps work, just to find out that it doesn't solve my problem.
SIMpleMinded
12th Nov 2012, 7:44 PM
I think I can get this to work without all the trouble.
daluved1, is it okay if I try using the mesh from your "Let's get physical" leotards? Everything I need to do with my new texture will fit within the confines of your mesh. From past experience I know that if I can keep within the lines of the original mesh, the lines will show up on the skin in CTU, but they won't in the game.
daluved1
12th Nov 2012, 11:01 PM
It's just the EA mesh, but that's fine. If you flip back a few sections in that tutorial linked to, it'll show you how to import/export meshes. :)
ETA - And yes, what you are seeing is a bump map (normal map) issue.
SIMpleMinded
13th Nov 2012, 12:26 AM
Thanks. I'll try it out tomorrow. I'll post here again if there are any issues.
SIMpleMinded
13th Nov 2012, 10:56 AM
Okay, so I tried your tutorial with extracting the meshes, naming my own creation, putting the LOD's back in place, putting in a blank bumpmap and then saving the package.
Upon opening it again, everything seems fine and I start to put in my own textures. I only change the base texture and the clothing specular. Looks great and the lines from the original mesh are gone, just like you said they'd be. Changed the part category to fit what I wanted and saved the package again.
Put my new package in the game and fired it up, but when I entered CAS, all I saw where my nice new clothing item should be, was a pair of feet with a head and everything in between was blank.
Closed the game and opened CTU again. Loaded up my package and in the upper right corner of the preview window it said: "Sorry, we could not find a mesh!"
What am I doing wrong? How can the meshes just disappear after only editing the textures?
daluved1
13th Nov 2012, 4:22 PM
You have to go to the Design Tab in CTU to get the mesh to show up. Can you post your package here so I can examine it?
SIMpleMinded
14th Nov 2012, 2:53 PM
Got it to work. Somehow...
I just went ahead and did everything in one swoop, adding the mesh and the bumpmap, texturing and assigning part categories without the "put in mesh - save to package - close CTU - re-open package and THEN texture and categorize" steps. I'm not sure if that's what made the difference, or if it was a small change I made to the clothing specular before doing this, but it seems I did something right :)
Thanks for all your help.
Now it's off to find more tutorials on how to make the design even better, so I can finally make something worth sharing with all of you.
vBulletin v3.0.14, Copyright ©2000-2013, Jelsoft Enterprises Ltd.