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- Alphas in Sims 3 + Slots Question
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I'm trying to make an object that goes on walls that has a hole in it. I've made the mesh and the alpha for it but I can't find a clone that doesn't want to make my alpha mean colorable or not-recolorable. This would cause the hole to become a recolorable area which I don't want. I want it to be invisible.
Does anyone know of a way to do this or do I have to just remesh/remap so that the solid parts of my object surround the space I want to be empty? I've looked for an EA item with the characteristics I want and haven't found one.
Thanks for any help or commiseration.
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I don't know how to do this other than making an object with the right alpha setup and changing it to a wall object. There's a clock I wanted to make that needed this and meshing the holes would be impractical.
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Including the alpha for the RGB dds that controls the recolorable channels. Parts masked by the alpha in the RGB should end up not recolorable-- that's why I'm not sure I've understood right.
What you cloned it from shouldn't matter, you can add images and edit the OBJD as needed, AFAIK.
I don't have time to explain further right this second-- I'm going to be away from my computer for a few hours-- but I've attached an object I'll be releasing soon that should illustrate what I mean.
If I've understood correctly, that is. I'm rushed and unsure. Hope it helps though.
newpoppyvase.zip (201.6 KB, 19 downloads) - View custom content | ||||||||||
305170 01-31-10 18:31 newpoppyvase.package -------- ------- 305170 1 file |
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All bodymeshes and accesoires have seperate meshes for recoloring and transparancy.
To combine the 2 seems impossible, for now...
Hairfiles however do support a texture file and transparancy but you lose one or the other the moment you put it in another category....
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cmo, when you say, "other than making an object with the right alpha setup and changing it to a wall object..." are you saying I should clone a non-wall object and change it to a wall object? Maybe I'm misunderstanding what you mean but I don't know how to change a non-wall item into something that has the properties of hanging on a wall. Is it possible to do that?
BabaYaga you *are* understanding me. And your answer is very helpful. I've just recently learned how to change an alpha so there's a lot about using them that I just don't know because I've never had reason to investigate.
This part of what you said I don't understand and if you can find time to explain I would really appreciate the help, "What you cloned it from shouldn't matter, you can add images and edit the OBJD as needed, AFAIK." I don't know what AFAIK means either...I'm finding myself to be pretty much outta the loop as far as acronyms go lately...lol. Thanks for the download...I'm gonna check it out.
Base, this is how the object IMG's seem to me to be also. Perhaps the answer BabaYaga gave can help with the bodymeshes too?
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ETA: were you referencing the cute clock you recently posted in Buy? I am probably going to have to patch up to have that clock you know...it's super cute.
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I'm glad what I said was relevant. I'll be curious to find out how it works for you.
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That's another neat trick. Does it work in the opposite direction? That is, can you clone a wall item and change its properties so that it will be a table item? And when you change one property does the clone lose any of its other characteristics? Thanks for answering...and letting me in on the acronym. ETA: were you referencing the cute clock you recently posted in Buy? I am probably going to have to patch up to have that clock you know...it's super cute. |
I guess it would work both ways, haven't tried either. In theory it would just be a matter of changing the placement properties.
And no, not that clock. The one I was trying to make was iron. Why would you have to patch up? It's cloned from that ugly work/school looking clock.
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cmo, I would have to patch up because things cloned past about October require the downloader to have the same patch as the creator did when cloning. And I was talking about your retro clock. It's a must-have imo. I have a patch-free base game right now on the comp I generally use. So that clock will require a patch I'm guessing.
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It might not be the best example for that reason.
I'll see if I can come up with something clearer.
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BY, I'll wait then for the new item to learn from. Thank you for helping me. The simpler the better...I only learned alpha a few weeks ago.
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Here's what I did-- I added a black square to the alpha channel for the multiplier dds in a part of the image that's mapped to the side of the pot.
Like this-- this pic shows the multiplier dds with the alpha-masked parts showing in red:
It's been a while since I figured a lot of this stuff out, but it looks like it's not actually necessary to mask out the RGB dds in addition to the multiplier after all. And of course the specular map dds should always have an all-black alpha.
Since this is all done by changes in IMGs, the actual mesh is unaffected and your object's shadow will unfortunately not have a hole in it.
Hope that's clearer...
Babayaga_VaseExample.zip (46.1 KB, 13 downloads) - View custom content | ||||||||||
74242 02-01-10 19:20 Babayaga_VaseExample.package -------- ------- 74242 1 file |
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And if I can just add an alpha to the multiplier for an item whose multiplier doesn't already have one do I need to add an alpha to the red/green/blue IMG also? The towel bar only has those two IMG's plus the Spec which I'm thinking from what you said above that I should just leave all black.
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In terms of objects that will work, the thing to look for is an object that has some alpha-controlled transparency, so yeah, that would be objects that have an alpha channel on the multiplier and yes, you're correct about which image I mean by "multiplier". I think all those objects also have an overlay image.
A few examples would be: all of the decorative plants, the trophy shelf, the wall-mounted fish, the butterfly wall-art.
I don't think you have to do anything to the RGB image, or the specular, though I could be wrong. They should just work like the example with the Zinc Pot Perennials I gave earlier.
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Thanks so much for helping me with this BabaYaga...you've made my day.
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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Could it make a difference if there is a setting in the MATD to allow transparency or alpha blend? Maybe objects that didn't have alpha transparency originally don't have this set? Just guessing. |
This is the case with all the CAS parts but i dont know anything bout objects.
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Posts: 120
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Posts: 1,740
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Posts: 120
Thanks: 18107 in 13 Posts
Posts: 2,932
Thanks: 15574 in 28 Posts
Posts: 11,682
Thanks: 9680 in 11 Posts
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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