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- Solved - 4t2 Creation Perches
Replies: 2 (Who?), Viewed: 1250 times.
#1
3rd Mar 2020 at 8:33 PM
Last edited by RainMilk : 4th Mar 2020 at 1:14 AM.
Posts: 86
Thanks: 176 in 2 Posts
4t2 Creation Perches
Hello all. Another issue, I only turn here for dire help need. Thank you. This time I converted the perches and crate of perches from soloriya TSR and in SimPE and in game the little fins are showing a square texture. I have tried blend, no help and DXT 5 format. Will link photo.
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#2
3rd Mar 2020 at 9:17 PM
Posts: 12,920
Thanks: 3 in 1 Posts
Don't use Blend for this - it causes issues with the mesh wanting to "bleed through" in all the wrong parts, especially ingame. For that line in TXMT, use None instead. Only use that setting for transparent textures like glass, and make sure that part of the mesh has been separated out and is its own group with a separate TXMT and TXTR (the TXTR can sometimes be shared via the TXMT, and you also need a MMAT if it's supposed to be recolorable).
If you need cutout textures (like leaves, or in your case the fins), instead set the "stdMatAlphaTestEnabled" to 1. This can be used on the entire texture, and no need for making extra groups. Use DXT 5 here, too (it works better for cutouts and transparency). It usually shows fine in SimPE, but if not, test ingame before panicking. Sometimes the 3D preview in SimPE doesn't show the exact result of what you're getting ingame.
If that doesn't work, can you post the files?
If you need cutout textures (like leaves, or in your case the fins), instead set the "stdMatAlphaTestEnabled" to 1. This can be used on the entire texture, and no need for making extra groups. Use DXT 5 here, too (it works better for cutouts and transparency). It usually shows fine in SimPE, but if not, test ingame before panicking. Sometimes the 3D preview in SimPE doesn't show the exact result of what you're getting ingame.
If that doesn't work, can you post the files?
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#3
4th Mar 2020 at 1:14 AM
Posts: 86
Thanks: 176 in 2 Posts
Quote: Originally posted by simmer22
Don't use Blend for this - it causes issues with the mesh wanting to "bleed through" in all the wrong parts, especially ingame. For that line in TXMT, use None instead. Only use that setting for transparent textures like glass, and make sure that part of the mesh has been separated out and is its own group with a separate TXMT and TXTR (the TXTR can sometimes be shared via the TXMT, and you also need a MMAT if it's supposed to be recolorable). If you need cutout textures (like leaves, or in your case the fins), instead set the "stdMatAlphaTestEnabled" to 1. This can be used on the entire texture, and no need for making extra groups. Use DXT 5 here, too (it works better for cutouts and transparency). It usually shows fine in SimPE, but if not, test ingame before panicking. Sometimes the 3D preview in SimPE doesn't show the exact result of what you're getting ingame. If that doesn't work, can you post the files? |
That was it! Thank You!!
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