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#1 Old Yesterday at 5:20 PM
Default Skin on 4t2 conversion texture
Hi, I've been trying my hand at 4T2 conversions lately and while I've learnt quickly, I have come across a problem that my converted mesh shows a skin texture when in body shop. I have fully uv mapped the mesh and sized the texture down to 1024x1024. I'm sure someone who will have figured out a solution to this so if someone could tell me that would be deeply appreciated. Thanks.
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File Type: zip  SP69Sweater.zip (349.9 KB, 2 downloads)
Mad Poster
#2 Old Yesterday at 9:08 PM
I think there's a few things off in the recolor file.
The "Top" group needs to have at least a TXMT (a "null group" would work fine, see here: https://whattheskell.tumblr.com/pos...ure-less-groups )
The "Top2" group needs to have the texture for the outfit.
The "Alpha" group doesn't seem to be needed.

The "Alpha" group can (and should) be removed if you don't plan to use it.
(In the PropertySet resource, delete the three lines called "override2shape" and change "numoverrides" from 3 to "2")

You can change the "Alpha" TXMT to be a Null group (see the tutorial, ask if you have any questions), and delete the "Alpha" TXTR.

When everything shows up, make a new recolor using the edited file (not the old project or the old file). This will fix a few things here and there. Occasionally, making a new recolor after doing the PropertySet step fixes the file.

--

in the mesh file, go to the GMND, and find "tsDesignModeEnabled" in the blocklist.
Add "top2" as an "Array" item (list at the bottom in SimPE).
For the "tsNoShadow" line, add "top2" as a "Value" item.
In the SHPE, click on the "top:aftopvnecklongsleeve_blue" line, then "add" (this copies the line), and change the bottom line to "top2".

The mesh changes aren't always 100% necessary, but on occasion, some CAS items (especially accessories) can flash blue or cause other issues if the mesh and recolor group names don't match.
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