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Old 14th Dec 2011, 08:26 AM DefaultHelp needed: Problems reducing a dress to its skirt portion #1
meyomey
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Hi folks,

I got me an outfit from the S3 store. Converted it from sims3pack to package, it is called af_BoHo_Sarongdress and resembles a double layer of shirts over a wrapped skirt with a large belt. I appended an icon-sized image so you see what I want to describe. The mesh is unusual in the fact that it features a very high slit, leaving both legs partially visible, though part of a skirt mesh.

I thought, as Bloom's full-alpha skirt had come to a standstill, that (for now) this is the perfect holiday skirt for one of my S3 characters, and started removing the "upper" body with the help of S2PE, milkshape and the S3 mesh plugin from the low/mid/hires meshes. I also alpha'ed out any part from "above the belt" from the textures, just in case. Checking it on the original mesh, it is only flesh color on the top mesh now, the skirt remains. And yes, I re-categorized it as lower body so that it appears in the corresponding section.

But on finally replacing the mesh so that it was now truly skirt-only, I get weird results-
the skirt itself is still displayed correctly and the upper body mesh gone, but there are (misplaced) textures remaining on the "top" that should not be there (alpha'ed) and that were gone on the original mesh.

Since I only deleted parts of the mesh, not adding anything - what did I forget, or can anyone help me fixing this?

Thanks
Torsten
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Old 14th Dec 2011, 09:08 AM #2
whiterider
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I would assume that this is a part mask problem. You'll need to clone a skirt and import your edited mesh, so that the game treats it properly as a skirt - just changing the top/bottom/body flags isn't sufficient.

And don't forget that you'll also need to create new morphs for the mesh.

"On the page, punctuation performs its grammatical function, but in the mind of the reader it does more than that. It tells the reader how to hum the tune." - Lynn Truss, Eats, Shoots and Leaves
Old 14th Dec 2011, 05:08 PM #3
BloomsBase
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Let me see if i understand correct:
You made a new WSO files with base mesh and morphs were you cut off the toppart?
You have set the outfit as bottom and imported the 3 detail meshes back in TSRW?

Last thing you have to do is update the textures, on those you also need to cut off the top part and reimport that custom texture back in the WRK file.
The reason this happens is because the fullbody(including the shoes but not the head/face and hair) shares the same uvmap.
I do hope the setup/the uvmappin is done the same for the fullbody as it is for bottoms....
The last time i did this i had to completly rescale/reposition textures and mesh uvcoordinates.
Here is a texturetemplate you must follow:




I am not doing CASp because we still do not have a correct plugin.
Both TSRW and Wes H their plugin exports the file wrong on the tangents wich gives you the normalmap error when using the muscle sliders.
If this is fixed then i will pickup the alphaskirt and fix the tangents/normalmap.
Old 14th Dec 2011, 08:37 PM #4
meyomey
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Bloom,

it's great that you haven't abandoned the alpha skirts but only put them on hold until the plugin is fixed. I'm looking forward to the day when you can complete the project.

I was aware how the standard texture bitmap is mapped; this may also be part of the problem, since this outfit uses a non-standard layout. I appended a (resized) pic so you see what I mean- parts of the texture, especially the belt and the knot appear to be located in unusual places and/or orientations.

However, I did not add the morphs yet, but I doubt that this really leads to these problems.

Thanks fo replying
Torsten
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Old 15th Dec 2011, 12:25 AM #5
BloomsBase
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yes, the knot(is in the left upper corner?) you have to reposition.
It will appear on a sims right upperarm.
You might have to scale the rest of the texture a bit lower and do the same with the uvcoordinates as also the waist texture will appear on a top.
You can use my template and use it as overlay to see.

The skirt will clash with a few tops that have meshparts mapped on the left bottom corber but there aren't many of those.
I would definatly edit the morphs the same time as the base mesh as they must stay identical.
Old 19th Dec 2011, 08:30 AM #6
meyomey
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Okay,

again a big thanks to Bloom trying to lead me on the right path.

But I think it's time to face it: This is still too advanced for me. I spent the weekend trying to get this fixed and failed miserably, angering my wife due to the time spent on this project.

So if anyone is willing to complete this, pls contact me. Else I think I'll simply have to wait for someone experienced enough to create something like this.

Torsten
Last edited by meyomey : 21st Dec 2011 at 04:56 AM.
Old 19th Dec 2011, 01:07 PM #7
whiterider
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Just a gentle reminder that sharing paid-for Store stuff is illegal, and offering to share stuff illegally is against our rules, so you might want to edit the last bit of your post.

"On the page, punctuation performs its grammatical function, but in the mind of the reader it does more than that. It tells the reader how to hum the tune." - Lynn Truss, Eats, Shoots and Leaves
Old 21st Dec 2011, 04:57 AM #8
meyomey
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whiterider,

thanks edited that - no offence to anyone intended
Old 21st Dec 2011, 08:54 AM #9
whiterider
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Thanks.

"On the page, punctuation performs its grammatical function, but in the mind of the reader it does more than that. It tells the reader how to hum the tune." - Lynn Truss, Eats, Shoots and Leaves
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