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It sounds to me more like it's something about the way the custom painting was uv-mapped (meaning that the painting only uses a part of the texture). I don't think contrasts in the texture could cause a problem like that. It might cause the texture to look different, but it would not crop it.
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Hmmmm yeah perhaps so, i;ll try and find out how to make the image fit there then by experimenting. Oh and just in case someone already knows how to do that, it's the mangosims mango-tableaux3 mesh (it's a 3x3 painting).I'd love to know.
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If you look at the original painting texture, the actual painting image only covers a small part of the texture, so it is an issue with the uv-mapping. Try using that as a reference to where to place your texture.
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corvidophile2,
How about posting the texture you're using and the recolour package here? Or, just make a new recolour file of that painting. I often just click back and next at the object workshop to massively make recolours... The extra unused recolours can be deleted, but at least I save my time to recolour the object again simply because of a serious editing error. By the way, Is the original painting a symmetric one? |
Thanks for the help guys, i never exported the texture initially because i thought it was a simple 512 image lol but i took your suggestions and the actual painting was set within the 512 image ,so now i have done it all from scratch and i'm about to test in game.Thanks so much !!
edit: ![]() Thanks in advance |
corvidophile2,
The shapen tool is actually just like the filtering tools in graphical softwares, so the resultant graphics will lose its original graphical accuracy when this tool is NOT deacivated with the value "none". Thus, in the tutorial, readers are suggested to use the value "none" unless they want the selected filtering. I don't think there's any limitation on how many times or which must go first or what for the graphical importation. So, one can imput with "import" and then "build DTX"and then probably something else :D... |
When you use Build DXT, I wouldn't recommend using the Update All Sizes anymore since that usually degrades the texture quality. Are you importing your texture as a PNG or something else?
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I see niol... thasnk you! Well i have tried for the 3rd time and i'm about to load game and see if the image is pixelated now.I'm really annoyed :-<
update:I used the DTX3 option this time and it seems that did the trick.They are ok now, yay! Thank you everyone! |
Seemingly, so it's the transparency that matters in such case...
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Everytime I try to recolor a painting, it never shows very clear. All of the other recolored paintings I've seen are so clear and crisp, but mine NEVER come out that way. I've followed this tutorial, but my paintings still never come out very clear. When I export the image back into SimPe, I can tell that it's not as clear as the picture I got it from. I don't know what I'm doing wrong.
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Hi Rainncandy, i have had the same problem, so reading above (about 10 previous posts) should give answer to your problem. First export the original texture to see how it's done. ( if your image is cropped).If that's not the issue then use the BUILD DTX3 option and set the sharpen tool to none, as this worked for me better .
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Ok, thanks. I will try that.
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Thanks Numenor for all the tutorials.
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Okay, I give up!
How do I go about getting the PDF format of this awesome tutorial? (I have a PDF viewer, just can't find the PDF "link" in the tutorial! ) -ZW |
In the screenshots, all the internal file names have [Numenor-8.11.2005-16236] in them. Is this a SimPE configuration option?
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Zirconia Wolf, you download the ZIP at the bottom of the first post
![]() miros1, when you register a username at the SimPE site and login in to SimPE with it, your username is added to the files automatically. |
Do you abosulutely need OW? I only got the CEP and i'm trying to cut down on my Mb downloadage since my computer is a 2001 and could get VERY VERY slow.(Like, 10 minutes to load a family up slow.)
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You absolutely need SimPE to create object recolors, and Object Workshop automatically comes with it (OW is not the only way to make recolors, but you always need SimPE). Having SimPE and Object Workshop installed won't affect the speed of your game in any way.
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Thanks for putting this guide up, and especially for the PDF version.. Now I can check this tutorial even when my internet's glitching. Which it normally is. Lol.
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recoloring timged blue hydranges shrub help needed
Is there any way to recolor the tinged blue hydrange shrub. I need that shrub for a house I am bulding. Can it be done at all
tks |
No, it can't be recoloured, and even cloning it is very hard (when the bush grows up, it reverts to the original mesh & colour).
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blue tinged hydragea shrub
Numenor
Tks. I did find an mesh that I an use from Aussie top enders. can not wait to see it turn back to orginal color. tks again |
Hi, sorry if this the wrong forum to ask but my question is if it's possible to add a bumpmap and/or a alfalayer to a texture using SimPE? If so, well, is there a tutorial for that?
/Lisen |
Lisen801,
I think the process to add bump-maps for object recolours is not much different from that for floor tiles. http://www.modthesims2.com/showpost...36&postcount=23 As for making alpha recolours, there're usually 2 ways to go. 1. To use the blend mode parameter "stdMatAlphaBlendMode = blend" "stdMatAlphaTestEnabled = 1" is necessary, too. http://www.modthesims2.com/showpost...384&postcount=8 In this approach, you can archive partly, partially, or completely transparent recolours or opacque recolours. You need the base texture map with transparency in at least txtr3 format. 2. To use the alpha texture parameter "stdMatUntexturedDiffAlpha = [0-1]" "0" means 0% of the base texture being drawn, so it's invisible. "1" means "opacque". In this approach, you can make partially or completely transparent recolours or opacque recolours as a whole. Your base texture needs no transparency. May also read Frillen's tutorial... yes, it's about floor tiles, but it's about transparency-recolouring. http://www.modthesims2.com/showthread.php?t=71559 |
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