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- Hair normal map TGI link problems
Replies: 2 (Who?), Viewed: 5202 times.
#1
25th Nov 2018 at 6:27 AM
Posts: 1,259
Thanks: 7391 in 47 Posts
Hair normal map TGI link problems
So I'm making a very small mesh edit of a basegame hair, and I cannot get the normal map working, no matter what I do - I've made the package using DABOOBS, cloned from scratch using s3oc, manually edited the GEOM TGI links, connecting both to the original texture in the game files and to an imported copy of it - no dice. I am 110% sure the TGI links in all the GEOM files are present and correct, and the normal map is a direct rip from the game files so that can't be the root of the problem here, and the mesh normals are completely fine, so I am sure it's this damn TGI mismatch. Anyone want to poke around in my package and give me a hand? Cheers!
Attached files:
Qahne_afHairTwiggy_DABOOBS.zip (2.70 MB, 4 downloads) - View custom content | ||||||||||
3309633 2018-11-25 04:38 Qahne_afHairTwiggy_DABOOBS.package --------- ------- 3309633 1 file |
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Originally Posted by jje1000
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#2
2nd Dec 2018 at 6:21 PM
Posts: 2,823
Thanks: 12634 in 61 Posts
I'm not really seeing an issue with the hair, the TGI links seem to be OK. If you're referring to the shininess, I've encountered that before in CAS, but the hair looks fine in-game.
Or is it another issue you're talking about?
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Or is it another issue you're talking about?
Tumblr - more downloads! ◾ CC reuploads / creator backups ◾ TS3 CAS Conversion Catalog - for basegame, EP, SP, and Store clothing!
#3
6th Dec 2018 at 3:42 PM
Posts: 3,860
Thanks: 8546 in 67 Posts
If it's the shininess, easiest to make it non-shiny in CAS is to edit the shininess shader settings By default its set to 20.
Just click on the GEOM> Grid> ChunkEntries> RCOLBlocks> Mtnf> and collapse every dropdown till you find shininess somewhere usually it's somewhere around the bottom. Just change the value to 0, that's what I usually do.
Just click on the GEOM> Grid> ChunkEntries> RCOLBlocks> Mtnf> and collapse every dropdown till you find shininess somewhere usually it's somewhere around the bottom. Just change the value to 0, that's what I usually do.
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