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Lab Assistant
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#1 Old 9th Mar 2026 at 9:55 PM
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I'm creating a smoke stack/funnel in TS3 and I cannot figure out how to get the texture on the inside of the funnel. I separated all the groups to make things simple when it comes to UV mapping. I'm still a beginner and not really quite sure what I am doing half the time. If anyone can take a look at my files and make them castable or tell me how that would be great! In TSR Workshop it doesn't display correctly.

Link incase anyone can take a look and assist is!
https://drive.google.com/file/d/1qi...iew?usp=sharing
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Scholar
#2 Old 10th Mar 2026 at 12:40 AM Last edited by CardinalSims : 10th Mar 2026 at 12:54 AM.
Many parts of the mesh are inside out, which renders them invisible (faces in 3D modelling are one-sided).

Looks like you're using an older Blender version, so you may have to look up where Face Orientation is for your version.
For 2.93- in the top-right of the viewport, next to the shading options and Toggle X-Ray, there's a button of two overlapping circles with a dropdown arrow. Click the arrow, then enable Face Orientation.


Blue is the visible side, red is the invisible side. You'll have to select all of the red parts, then press ALT + N to open the Normals menu and choose Flip.
The normals may need to be recalculated from the same menu, if they have weird shadows / edges afterwards (Average > Face Area).

The UV needs a fair bit of fixing too, but I'm unsure if it's finished in the .obj provided.

As long as you use a CASTable object as the object you clone / start your project with, your new object will also support it.
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Lab Assistant
Original Poster
#3 Old 10th Mar 2026 at 8:47 AM
Default Thanks so much!
Thank you for downloading and checking out my file!! I reviewed your comments and I managed to get it working based on your suggestion! Really appreciate it!! I tested my file in-game and its not too bad! I still have some tweaking to do but it is looking great so far! Really appreciated.

If there are options to tick off in TSR Workshop to enable double-shaded meshes like curtains, ect. P;ease let me know! I am still learning to mesh and replies to these threads are very helpful.
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Lab Assistant
Original Poster
#4 Old 10th Mar 2026 at 8:54 AM
Quote: Originally posted by zelda101
Thank you for downloading and checking out my file!! I reviewed your comments and I managed to get it working based on your suggestion! Really appreciate it!! I tested my file in-game and its not too bad! I still have some tweaking to do but it is looking great so far! Really appreciated.

If there are options to tick off in TSR Workshop to enable double-shaded meshes like curtains, ect. Please let me know! I am still learning to mesh and replies to these threads are very helpful.


If you can also direct me to a way to make these objects not disappear when afar, I could be wrong but I think community objects are the only way but there aren't many castable objects that I know of..

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Scholar
#5 Old 10th Mar 2026 at 11:25 AM
To have a flat mesh that's visible from both sides, you duplicate the mesh and flip the faces of the duplicate

If I remember correctly, it's the LargeObject flag that allows an object to be visible from the map. In TSRW, that's under Project > ObjectTypeFlags.

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Lab Assistant
Original Poster
#6 Old 10th Mar 2026 at 7:24 PM
Quote: Originally posted by CardinalSims
To have a flat mesh that's visible from both sides, you duplicate the mesh and flip the faces of the duplicate

If I remember correctly, it's the LargeObject flag that allows an object to be visible from the map. In TSRW, that's under Project > ObjectTypeFlags.



Thank you! I have gone into TSRW and my only issue is that the object is not castable, is there a way around this in TSRW? I do not see an option to add them!
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Scholar
#7 Old 10th Mar 2026 at 9:53 PM
You'll either have to start with an object that is already CASTable, or you can run your package through Texture Tweaker and choose 'Upgrade to CASTable'.

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Scholar
#8 Old 11th Mar 2026 at 1:35 AM
Just to add to what @CardinalSims wrote earlier... If you double the mesh and flip normals, do not merge vertices. Actually, you can try it with face orientation turned on, and you'll see why, then just hit the undo button. My best friend!

Another way is in edit mode, to use Face> Solidify, then adjust the thickness.

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Lab Assistant
Original Poster
#9 Old 11th Mar 2026 at 3:57 AM
Thanks!!

I do have another question.. what can make the mesh light up with nearby lights? It seems to be unaffected by lights at night no matter how near it is to the object.
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Come checkout my Project Titanic on Sims 3!
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