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Accesory Fading Problem #1 |
| Akihiro | |
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#2 | |
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maybesomethingdunno
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Join Date: Apr 2005 |
I don't know if this advice will be true for accessories (or objects-turned-into-accessories), but I had a very similar problem with an object that had magic overlapping when the camera moved. Quote:
-source (my thread if you're interested) | |
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I don't mind if you call me "MSD" or something for short. Perhaps someday I'll have leisure time back...
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#3 |
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please_dont_crash_my_game
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I had an incredibly similar problem with the corset piercing mesh I made. What ended up solving it was making sure to import it with three joint weights - by default, SimPE (or perhaps MilkShape; I can't remember) seems to want to import it with only one by default. (It might even require four joint weights to work properly.) Check the MilkShape mesh comment thing, as that dictates a lot of mesh properties like how many joints an object uses. Fakepeeps7 was the person who originally pointed this out to me, in this earlier thread. |
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Yes, my username is obnoxiously long. I thought of it while I was still just downloading, and having CC not crash my game was one of my primary concerns. Sorry. >_> |
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#4 |
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Diekatze
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And if none of the above works, you can always check up this solution too concerning changing the material definition for accessories with overlapping problems: Accessories:Fixing Accessories to Display Properly with Pets EP (or later) I once converted shourlderpads which worked well as clothing, but had an odd texture problem when turned into an accessory, also had the same overlapping problem with a hat too. I have no idea why accessories can be so difficult concerning texture and alpha if they function almost virtually the same way as clothing or body meshes 0-0; |
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"Sometimes you have to make alot of mistakes before you get it right" |
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