View Full Version : Tutorial: Transparent clothing meshes
CmarNYC
7th Jul 2011, 4:50 AM
We've known for some time how to make a clothing texture transparent or semi-transparent. The obstacle to more variety of see-through clothing is how to make a mesh that's transparent - that lets whatever's behind it show through instead of showing the skin texture under the clothing texture. While trying to solve another problem I stumbled across a method that works (isn't that always the way?) and that's what this is about. This is an overview for modders familiar with working with textures and meshes - it's not a good place for beginners to start.
What you'll need: CTU, SimGeomEditor from Delphy's Small Tools collection (http://www.modthesims.info/download.php?t=372169), s3pe, the graphics editor of your choice, MorphMaker. If you chop up a mesh, you may find the beta of MorphMatcher useful: http://www.modthesims.info/showthread.php?t=442393. If you do a complete job including lod 3, you'll need to know the BloomsBase method of adding a mesh to a CAS part using s3pe: http://www.modthesims.info/showthread.php?t=445332.
I'll use the sheer top with bra I completed a couple of days ago as an example. Start with the usual steps: extract the meshes and textures either using CTU or directly from Fullbuild0.package. For clothing with a transparent outer layer and a body visible underneath, you'll need two meshes, one of which is a nude or underwear mesh.
Run SimGeomEditor and open the mesh for your transparent outer layer. Set the Shader Type to CasSimHairSimple, click 'Set', and save. This setting prevents the skin texture from showing under transparent areas of the texture for this mesh, while still allowing morphing. This is the only really new part of this process - the rest of the tutorial just deals with setting up the texturing and how to deal with the problems you're likely to run into.
http://thumbs2.modthesims2.com/img/3/2/1/6/5/9/6/MTS2_CmarNYC_1212096_GeomEditor.jpg
For the top, I used the afTopSleevelessOverhangShort mesh and edited it in Milkshape to remove the arms and neck. This was really not necessary since the unneeded parts of the mesh can be made completely transparent and invisible, but it simplified UV mapping the mesh. For the body underneath I used the afTopBra_Strapless mesh which did not need any modification. I took the two base textures and combined them by selecting and copying the shirt texture, rotating and scaling it, and fitting it into the unused space for the top on the bra base texture. You can tell where the unused space is by overlaying a skin texture on the clothing template, or applying the template as a material on a mesh and taking a look at the UV mapping. (Thanks to Bloom who supplied the template.) Then, in the alpha channel, I filled the white area for the shirt texture with a light gray. As you probably know, in the alpha white = opaque, black = fully transparent, and shades of gray are somewhere in-between.
http://thumbs2.modthesims2.com/img/3/2/1/6/5/9/6/MTS2_CmarNYC_1212097_BaseTexture.jpg
I also modified the recolor mask. The bra top uses the red and green channels so I painted the area of the transparent part blue.
Going back to editing the shirt mesh in Milkshape, I applied the base texture to the mesh, went into the UV mapping window, and rotated and sized the mesh to fit the new location of the shirt texture.
http://thumbs2.modthesims2.com/img/3/2/1/6/5/9/6/MTS2_CmarNYC_1212099_UVWindow.jpg
I used MorphMatcher to generate new morphs for the chopped shirt mesh using the modified base mesh and the original game morph meshes; and to renumber the base and morph meshes starting with the next vertex number after the last number in the bra mesh for each lod. (The vertex ID numbers must run sequentially through each mesh part for each lod. Different lods can safely have overlapping vertex numbers.) I built a new clothing package with CTU using both meshes: the lod 1 bra top as lod 1, lod 1 transparent shirt as lod 1_1, lod 2 bra as lod 2, lod 2 shirt as lod 2_1, and just the lod 3 of the shirt as lod 3. In CTU there's only one slot for lod 3, but you can use Bloom's method linked above to manually add the second mesh as lod 3_1. Then I used MorphMaker to make new morphs using the same lod1, lod1_1, etc. assignments as in CTU for the morph meshes.
That's the basic process. Morphing and recoloring should work the same as with any other clothing.
Notes:
Check the morphs. Your see-through clothing may look awesome at average thin/fat, but body sliders are likely to make the inner mesh start coming out of the outer one. With the sheer top with bra, it was hell on wheels trying to keep her boobs from popping out of the transparent top. (And not in a good way. :D) For tops you have to check not only fat/fit/thin but also the breast slider, and every combination of morphs. For bottoms, again check every combination of fat/fit/thin plus walking, bending, sitting, etc. Chances are the sim's hips or thighs or butt will poke out at some point. Fixing this requires a lot of fiddling with morph meshes and bone weights. To make the transparent parts and the body move the exact same way in animations and the breast slider the bone weights should be as identical as you can make them. In lods 2 and 3 especially the vertices may not be in the same places and there's not going to be much you can do about it except make the outer layer a little bigger.
In some cases you can save yourself a lot of effort by using the same mesh for both layers. Reshaping the mesh for the outer layer would most likely be less work than fiddling with bones, and you'll have all the same vertices and faces to work with.
Because of the limitations of mapping the meshes to the textures you have to scale the outer mesh down, which 'stretches' the texture on the mesh in-game, which means the image quality won't be as good. This probably won't be visible with semi-transparent solid colors, but you may notice it with patterns, especially at lower quality game settings. Adjusting the tiling in the patterns may help, and can prevent distortion due to squishing the UV map more in one direction than the other.
I've had preliminary success with using this method on accessories, and that may be the way to go for many items.
http://thumbs2.modthesims2.com/img/3/2/1/6/5/9/6/MTS2_CmarNYC_1212100_Bracelet.jpg
I hope some of you find this useful!
*Edited to add some details.
BloomsBase
7th Jul 2011, 7:47 AM
Can not remember how many times i tried this but never succeeded.....
Are you sure you dont need to update bonehashes if you choose another top?(i noticed that particular top has alot of them and might be the only one that can be used to achieve this??)
But nevertheless :) Thank you Cmar!!!
CmarNYC
7th Jul 2011, 8:34 AM
Hi, Bloom - I've seen you post about this many times and know you've worked on it. :) I did not change anything in the meshes or mesh comments except the shader. (EmbeddedType in comments.) And I also made see-thru harem pants, and experimented with the stacked bracelet, so it's not something unique to that top. Of course, we may find limitations and problems as we go along. Glad you like it!
Whiterider
7th Jul 2011, 10:52 AM
Ohh, this is fantastic, CMar! It's not affected by the issue Bloom had, with the transparency being lost when zooming out in-game?
Goddamnit, why on earth did I pack up my desktop to move the day before you posted this? I'll have to hurry up so I have time to try this on my heterochromia disaster before I go on holiday :p .
CmarNYC
7th Jul 2011, 2:03 PM
I hope you get time to at least try!
I had no problems with losing transparency at lod 2, just with the popping out issue since the inner and outer meshes don't have verts and faces at the same places. I haven't done transparency for lod 3 since you only see it well enough to tell when zoomed out at Low Sim Detail, and it's a pain to use two meshes for lod 3 with CTU. Since the game seems not to do the morphs (for all clothing) at lod 3, it may not render transparency either - it's worth trying at some point.
Hope your move goes well! :)
BloomsBase
7th Jul 2011, 8:18 PM
lod3 is prolly not suported, i hope i am wrong tho but it
wasn't with the edits on the alpha skirt i once made.
http://www.modthesims.info/showthread.php?t=411123
post 7, one of the reasons i never uploaded the skirt
CmarNYC
7th Jul 2011, 8:48 PM
You're probably right - I'll check the lod 3 in the next couple days. If it doesn't support the transparency, in a way that makes things easier since lod 3 is hard to work with anyway and using the outer mesh and texture without transparency seems like a good compromise. For me it's not a dealbreaker because it's only a noticable problem when using Low Sim Detail and since the morphs don't work at that distance it's kind of hard to consider it terribly important. (Makes me a little mad when I think of the time I spent on lod 3 pregnant morphs.) I'm not as much of a perfectionist as you! :)
BloomsBase
8th Jul 2011, 2:13 AM
You did see the tutorial i wrote for adding the 2nd lod3_1?
http://www.modthesims.info/showthread.php?t=445332
Are you sure the morphs dont work when zooming out, never noticed that....
CmarNYC
8th Jul 2011, 3:21 AM
Yes - in fact I was looking for it the other day and couldn't find it. Thanks for the link!
I checked with several EA base game outfits, female and male, in case the lod 3 not morphing was a problem with my meshes, but they lost their morphs too. Either that's the way the game works or something's wrong with my computer!
Edit: Transparency DOES work with lod 3. :) I'll redo my top and bottom and replace them when/if they pass the mod queue.
Whiterider
11th Jul 2011, 12:30 PM
Have you done any further experimentation with accessories, using full/no transparency rather than partial? And which DXT level did you use for your translucent bracelet?
I've been able to get fully transparent areas working on an accessory. However, for some reason completely unknown to me, the other areas - which should be fully opaque - are appearing as pure black. It's most frustrating. I also have one version of this file in which the game seems to be misinterpreting the RGB channels as being an alpha channel, and creates the transparency based on the RGB... most odd.
CmarNYC
11th Jul 2011, 1:24 PM
I used DXT5. The default (for the bracelet) DXT 1 will only give you invisible or fully opaque.
I'll do some experimenting tonight and get back to you!
Tsany saadi
12th Jul 2011, 1:12 AM
Hmm... is it affect the texture? i mean, will the texture become bigger? because the uv map is so small.
monca533
12th Jul 2011, 1:19 AM
Oh Cmar, how long I was waiting for this! :beer:
For some reason, CTU doesn't work in my pc after I changed the operating system to Windows 7 (everybody says that it must work fine, but for me, it doesn't...).
So, can I use this method with TSRW? If yes, what kind of programs more I'll need?
CmarNYC
12th Jul 2011, 1:43 AM
Hi, Monca. I don't use TSRW so I can't say for sure whether it works with this, but I don't see why not. As far as I know all you would have to do is export your base mesh and use SimGeomEditor to change the shader setting, then import it again. If that doesn't work, you could make your clothing package, use s3pe to export the mesh, make the change and import it again with s3pe. We need a TSRW user to give it a try!
Re: CTU - I found on Win7 I had to put it in a folder that's not in the Program Files folders. It's got some kind of permissions issue and wouldn't run in a protected location even with an admin account. Just in case that's your problem.
monca533
12th Jul 2011, 2:23 AM
Thank you very very much!
I'll try your tip about CTU.
CmarNYC
12th Jul 2011, 2:28 AM
Hmm... is it affect the texture? i mean, will the texture become bigger? because the uv map is so small.
The texture gets stretched on the mesh. You can correct this to some extent at least by increasing the tiling numbers for the patterns so the pattern gets mapped into a smaller block when it's applied to the mesh.
CmarNYC
12th Jul 2011, 2:32 AM
Have you done any further experimentation with accessories, using full/no transparency rather than partial? And which DXT level did you use for your translucent bracelet?
I've been able to get fully transparent areas working on an accessory. However, for some reason completely unknown to me, the other areas - which should be fully opaque - are appearing as pure black. It's most frustrating. I also have one version of this file in which the game seems to be misinterpreting the RGB channels as being an alpha channel, and creates the transparency based on the RGB... most odd.
I poked at it a little more, still with the stacked bracelet, and got an interesting glass-like effect by using an alpha striped with black, white, and gray and an RGB of solid light gray. I'm not seeing a problem with opaque areas turning black. Which accessory did you clone?
I've attached the bracelet package if you want to have a look.
Whiterider
12th Jul 2011, 10:54 AM
Thankyou, Cmar. I cloned the same bracelet, as your pics showed it working; I'm wondering if perhaps the problem is with my mesh comments, since the mesh is a mangled piece of the face mesh. Problem is, I have so many versions now that I can't remember what I've tried! I'll have to start making spreadsheets soon...
ETA: It looks like this problem may be a reincarnation of an earlier one (seen using Bloom's transparency map method), whereby the mapping of accessories causes alpha accessories to display bits of other accessories in their invisible sections - your bracelet is affected too, see attached pics for the bracelet as part of various different combinations of accessories. It's not surprising, but definitely frustrating, especially as it has been fixed before but no-one knows how any more. >.< I guess I'm back to poring over emh's files to see how she did it!
CmarNYC
12th Jul 2011, 1:50 PM
Hm. Perhaps there's some kind of layering of accessories going on, or there's a mapping of accessories into areas of the texture like with clothing. I see some of them like the gloves and socks have part masks like the clothing. What does the part mask do exactly?
Whiterider
12th Jul 2011, 2:10 PM
I would assume - and I may be wrong - that those accessories have part masks because they use the body mesh, although they don't actually include or link to the nude mesh themselves, and are instead applied onto the clothing mesh. Perhaps the part mask serves to ensure that gloves and socks are layered underneath the multipliers of clothing?
Accessories are indeed layered somehow. It seems that a composite texture is created containing the textures of all the sim's accessories; however, I don't know how that composite texture is then actually applied to the meshes.
Ordinary EA accessories - those which have meshes (so excluding gloves and socks) and those which, well, aren't that one WA necklace - don't use transparency or alphas at all. The whole of the mesh is textured, and any "invisible" areas are simple gaps in the mesh. There, my knowledge stalls a little because I don't know how compositors work. I tend to imagine the composite textures as being rather like layered PSDs, with each accessory mesh being "keyed" to use a particular layer of the texture: that would explain how having transparency in one "layer" can cause other textures to appear to show through. However, I have no way of confirming or disproving that suspicion... and if I did manage to confirm it, I'm not sure how I'd use that information in any meaningful way.
This is all a side point, really, since transparent accessories can be achieved by cloning the WA necklace which uses a transparency map - I only ask because I have a project for which that, otherwise much easier, method isn't viable, and I refuse to give up on it. :)
Hackenberg
1st Aug 2011, 2:21 PM
I can not find: SimGeomEditor from Delphy's Small Tool, can someone give me a link to that program. :wtf:
CmarNYC
2nd Aug 2011, 12:40 PM
I can not find: SimGeomEditor from Delphy's Small Tool, can someone give me a link to that program. :wtf:
Here you go: http://www.modthesims.info/download.php?t=372169 It's the "SimGeom MTNF and TGI Editor".
BloomsBase
19th Sep 2011, 11:52 AM
You might want to mention you need a 4 color outfit to start with?(if so?)
I am trying to update a default GEOM and its texture.
But the multiplier(base)texture has no alpha by default(it uses DXT1noalpha since its a 3recolor outfit)
I did update both the GEOM and texture(DXT5 now) file.
but no luck sofar.....
CmarNYC
19th Sep 2011, 1:05 PM
Don't all the clothing base textures have alpha channels to control transparency?? The fourth color should only affect the mask since the mask alpha is the fourth recolorable channel.
BloomsBase
19th Sep 2011, 2:12 PM
You are right, normally they have.(i am wrong about the recolor story, that only aplies to the mask texture)
The outfit im working on however uses DXT1 as muliplier :(
Why do i always run in these issues when creating lol
CmarNYC
19th Sep 2011, 5:05 PM
LOL, the game likes to give you a challenge!
BloomsBase
19th Sep 2011, 6:02 PM
I wanted to make a replacement for the simbot from Ambitions but that file seems a bit complicated....
Both male and female share the same body mesh but both have a extra GEOM for the head/face(listed as hairfiles)
First i thought about replaceing the CASP for it but that didn't work out.
And, there are 2 versions of the Simbot, one you buy and one you create
Both share the same meshes and textures exept for the overlay texture(wich is rusty for the one you buy)
I suspect the rusty one only uses a full overlay while the created one is colored
Another thing is that whenever i make a change to the textures they wont get aplied(even when deleting my caches...)
As always i have awsome ideas but have to give up early.....
Wanted to give the bot eyelashes, thats why i asked :)
But with one texture conflicting with another it seems impossible(for now)
Edit,
The lashes do show up now......so therefore.......i thank you :)
Just need to make em bigger
Here is a teaser
CmarNYC
19th Sep 2011, 9:16 PM
LOL, that's a bit scary! I'm glad you had some success.
BloomsBase
22nd Sep 2011, 1:38 AM
I have figured it out but its not possible to make a replacement for both the male and female.
BloomsBase
1st Oct 2011, 9:53 PM
i am still having problems.....
I did a simple test with the earrings(hoops) but no matter wat i try i do not get them transparant.
Cloned the hoops with TSRW and changed it to 4 color file(maybe i shouldn't have done that?)
And i updated the DXT1 multiplier to DXT5interpolatedalpha(edited with a transparant alpha layer)
After extracting and converting i opened the file with s3PE etc etc
But no transparancy :(
CmarNYC
2nd Oct 2011, 8:25 PM
I tried the hoops using CTU and got a change in shape I don't understand - less smooth, as if it's using the wrong lod. I tried twice and got the same thing. No transparency, just like you. All I did was change the shader in the meshes and import them, and change the alpha in the base texture. Maybe it just doesn't work with earrings? Or maybe with this particular mesh?
BloomsBase
2nd Oct 2011, 8:47 PM
yes, CTU doesn't always uses the correct meshbox for accesoires.
Delphy just used one setup for all while some have a veryhigh lod( lod0)
Ill use the bracelet instead, no problem :)
Celebriton
31st Jan 2012, 11:29 AM
This is awesome if it can be implemented to Master Suite Stuffs lingeries.
EA lingerie transparency is fake!
Trainerwho
5th Feb 2012, 8:57 PM
Hi.
I'm trying to make a transparent dress but I really can not get the hang of this. I am perfectly fine at making stuff for the sims 3, however this tutorial just stumps me.
Everytime I try to scroll down to my dress in game it crashes. I have more experience with TSRW than I do making clothes with other programmes, however I do have some knowledge with such programmes (s3pe, ect.). If theres any tutorials I should look at or if someone could develop a more indepth 'dummies' guide that would be greatly appreciated :)
All help given will be highly appreciated :)
Thanks :)
CmarNYC
5th Feb 2012, 10:42 PM
Maybe I do a more in-depth tutorial at some point, but this is a pretty advanced topic and IMO any tutorial of the type you're talking about would be pretty involved. Maybe if you get more familiar with meshing and texturing you'll be able to follow this one.
Cat_Kira
27th Sep 2012, 5:32 AM
can smbd help with transparent accessory?
http://www.modthesims.info/showthread.php?t=487910
tutorial
http://forums.thesimsresource.com/index.php?/topic/269073-durchsichtige-kleidermeshes/
CmarNYC
27th Sep 2012, 11:29 PM
SMBD? I don't know what that is.
Accessories often have coloring problems. Maybe it's just worse when they're transparent - I don't know.
Cat_Kira
28th Sep 2012, 2:53 AM
smbd = somebody .... like smth = something...
we lerned it in scool... may be it's wrong XDDD
BloomsBase
28th Sep 2012, 8:04 AM
downloading the file, 22.5 mb!!!????
curious wats in it :D
Edit,
Beautiful work!!
There are 2 or 3 things that might will fix the file:
You mixed 2 setups, you either use the simhairshader and edit through the multiplier or
you use the ep6 shader and edit through both multiplier and trancsparancymap.
In your file you used the transparanymap but enabled the simhairsimple shader.
And i dont know if that shader works correct with accesoires.
SO, you best use the ep6 shader:
-open project contents
-right click the GEOM
-open in s3PE
- select the GEOM and click the GRID button at the bottom
- open the Chunkentries and open the RCOLblock till you see the shader listed
- Change the shader number into 0xDC077A45 (3691477573)
- commit and save the file
The ep6 shader needs transparancy enabled, you need to enable it at the bottom of each texture preset tab
IT is under parthighlighting, open the + and enable transparancy(set to true)
Another thing that needs changed is the specular texture, those are DXT1noalpha
You either save as DXT1noalpha or you save it as DXT1onebitalpha(with a completly white alpha channel, it gets killed when saving)
Cat_Kira
28th Sep 2012, 11:08 AM
well if it help to somebody
http://forums.thesimsresource.com/index.php?/topic/269950-transparent-mesh/page__gopid__2300737#entry2300737
but we have not solved the problem =))
it works
http://www.modthesims.info/download.php?t=412485
but i cant open it in TSRW... try to use CTU and s3pe
Cat_Kira
28th Sep 2012, 12:14 PM
omfg, it works!
1. mask must be dtx5 with black areas* on alpha
2. mult must with black areas* without alpha
3. spec must be none
*areas - what must be transparent
upd
but... there is other problem...
BloomsBase
28th Sep 2012, 12:44 PM
that is the ep6 shader, the simhairsimple is much more smooth and supports transparancy
Cat_Kira
28th Sep 2012, 12:48 PM
yes, but will be problems with multiple may be... will try and write results here
upd:
doesn't work...
may be there is some flag that block intersection of textures at different objects...
BloomsBase
28th Sep 2012, 1:47 PM
The problem is that EA never uses diffrent multiplier setups in one file, it something toolmakers discovered.
It does work when you use the ep6 shader and the transparancymap but the simhairsimple shader has diffrent setup.
I think that if you try this on clothing you have the same results
BloomsBase
28th Sep 2012, 2:21 PM
i can not get it to work in CAS, i am sorry
Only thing you can do is release the wings as seperate accesoires.
Not sure if you want to release it as sims3pack?
If i would release this i prolly go for the dxt1 texture(less space) and make one file with the mesh in it.
I would delete the vpxy files and GEOMS and clone the file few times for the other texture setups
Then stuff everything together as dbc package
On the other hand, its a small meshfile so you also could release 5 seperate sims3packs
you still have to test if it works with just one multiplier setup(when using other accesoires aswell)
If even that is not going to work then it is definatly the simhairshader causing this and not the diffrent multipliers
I could try a clone with s3OC but i doubt if it will make a diffrence
Cat_Kira
28th Sep 2012, 2:35 PM
if multiple is one, have same issues.
it is never mined s3pack or package it will be.
i just want make it work correctly...
Cat_Kira
28th Sep 2012, 3:36 PM
pfff, i cant make clear texture...it is too blurry
BloomsBase
28th Sep 2012, 4:47 PM
to crispy arround the edges you mean?
There is another shader that works with the transparancymap, the one from the store hula.
It uses 0xDC077A45 (3691477573)
But i doubt it will be better, i used it on a alphaskirt testfile: http://www.modthesims.info/showthread.php?t=411123&highlight=alphaskirt
Not sure but i thought i never got it to work without the hash or correct Bone file
Cat_Kira
28th Sep 2012, 5:17 PM
no... i about texture
look at attachments - in TSRW is good, in game is awfull
about 0xDC077A45 (3691477573)
i tried use it, but it was like here (http://www.modthesims.info/showpost.php?p=3972974&postcount=41)
i want to clone mesh with high, medium and low meshes, does it help with textures problem?
Cat_Kira
28th Sep 2012, 5:55 PM
try use clothes to use normal map... when transparent (0xA7B368FB) sets i get this...
BloomsBase
28th Sep 2012, 7:30 PM
Did your sim has more accesoires on?
EA made a stupid setting that when you put on more then one accesoire the textures get worse.
http://www.modthesims.info/showthread.php?t=411330&highlight=shoppinbag
Cat_Kira
28th Sep 2012, 8:10 PM
?? in one category only one accessory....
or you asked not about category?
i know, that if using normal map, accessories looks better
BloomsBase
28th Sep 2012, 8:58 PM
See wat happens if you put on the fairy wings + earrings + watch for example
http://img716.imageshack.us/img716/2293/shoppingbag.jpg
Cat_Kira
28th Sep 2012, 9:04 PM
i saw this, but might be your bag was in braslets category. thats way i asked you.
ok, lets it is so
i want try to use normal mapping and separated s3packs...
but if i use clothes, set it like accessory, set 0xA7B368FB i get wrong display in game...
http://www.modthesims.info/showthread.php?p=3973140#post3973140
sorry for my awfull english... =))
BloomsBase
28th Sep 2012, 10:54 PM
Do you have ep6?
It has a neckless with normalmap(and set to alphaedits)
Cat_Kira
29th Sep 2012, 7:42 AM
no
and this cc from necless will work only with ep6... it is bad
BloomsBase
29th Sep 2012, 7:54 AM
well, i tried the wings yesterday on that ep6 necklace file but all errors are the same
It is not possible to make ep stuff basegamecompatible.
Some files look liked they have been cloned but still uses the original source(like the BONE files)
Those original files are needed so you need to include them but no longer work if you change the group#...........
Cat_Kira
29th Sep 2012, 8:38 AM
ok... thats way i cant make this wings, yes?
i should make meshes for each wings what i want?
BloomsBase
29th Sep 2012, 9:21 AM
i had same results with just one wing. :(
Maybe it is the accesoire you pick(clone) because i have made one accesoire that did not have these issues
BloomsBase
29th Sep 2012, 9:52 AM
Ok.....
After some testing i finally figured out wats causing this.
The moment you add a alpha channel to your multiplier all hell brakes loose :)
Cat_Kira
29th Sep 2012, 10:01 AM
???
i didn't undestand you =)
have you solve the problem?
BloomsBase
29th Sep 2012, 10:11 AM
The accesoires we cloned(ringglass and bracelet) do not have a alpha channel, they have a DXT1noalpha multiplier.
If you edit those and give it a alpha channel and save as DXT5interpolatedalpha all goes wrong......
You need to clone a accesoire that has a DXT5 multiplier instead of a DXT1
I tried one of the glasses for your wings and they work fine in CAS(did not change shader yet....)
Cat_Kira
29th Sep 2012, 10:17 AM
hm... you just use glass object for mesh...
but glasses have 2 groups... i tried use it... but texture was solid....
and what glasses has 4 recolors? i cant find, but i need it
BloomsBase
29th Sep 2012, 10:24 AM
You use group_0 for your wings(the frame)
Keep group_1 as placeholder but delete all faces(from the lenses) exept one.
Place that one face(move) to the center of the sims head and boneassigne it to the sims head joint.
Change the shader of GEOM group_0 to CASsimhairsimple
Use the following texture format:
Mask= DXT1noalpha
Multiplier=DXT5interpolatedalpha
Spec=DXT1noalpha
You do not need a transparancymap or enable transparancy
srry for highjacking this thread Cmar.... :blink:
Edit,
You need 4 recolors?
The file you send me has 2 and 3
Cat_Kira
29th Sep 2012, 10:28 AM
yes, it works! thanks a lot! where your paypal button, i want send you some for your time for me =)
i have another wings, that need 4 colors =)
BloomsBase
29th Sep 2012, 10:42 AM
Sweet
You dont have to give me something but if you insist:
http://www.bloomsbase.net/
I dont know if there is a accesoire with 4 recolors, neither have i looked for more accesoires that uses DXT5 as multiplier.(you must use one)
You have to look
Cat_Kira
29th Sep 2012, 10:51 AM
i have found this tutorial, how do you think, can it be used for accessory?
http://www.thesimsresource.com/resources/view/category/creating-sims3-workshop/id/342/
BloomsBase
29th Sep 2012, 12:34 PM
no, its a diffrent setup with diffrent shader.
I once made CAS glasses with recoroble lenses so it is possible.
The file got rejected on MTS2 and i lost it due a HD crash, have to figure it out all again. :)
IkariViolet
24th Oct 2012, 5:06 AM
thaaaaank you so much♥
Nelus
8th Apr 2013, 7:00 PM
Update: Found it out after alot of trys. TSRW is unable to handle transparency created this way. It will always replace 100% transparency with Skin texture. Does only show things like 90% transparency but also bugged with that.
Hi, great tutorial.
I tried doing some ragged clothes since Island Paradise is around the Corner.
Started with the Teen Female Long skirt.
Did follow the tut(clear and easy). Export mesh, change shader with geom(Simsimplehair), make a package out of it and load it into TSRW. Still the mesh has no transparency and shows the skin texture. Did included some underwear mesh for legs and Pants and their textures also paint on the (outer) skirt mesh.
So am i missing some step or did i run into an object thats incompatible with transparency? Did read alot about changing maps type dx1 dx5 and so on. Any clue if its requiered with this item?
If it helps i did include the package file, but didnt do more than changing the shader with these.
Any help would be appreciated :)
CmarNYC
18th Apr 2013, 11:35 PM
Sorry, didn't see this question until now! :(
I tried importing one of your packages and exporting a new package from TSRW. The meshes kept the shader settings. Most likely TSRW doesn't use the transparent shader when rendering the preview, so I'm not surprised the transparency doesn't show in TSRW itself. Did you try in-game? You didn't include textures in your packages so I didn't try it myself.
vBulletin v3.0.14, Copyright ©2000-2013, Jelsoft Enterprises Ltd.