Quick Reply
Search this Thread
Test Subject
Original Poster
#1 Old 6th Jun 2026 at 10:28 PM
Default Transparency issues with my 4t2 hair conversion :(
Hi, this is my first time doing a 4t2 conversion and I have been experiencing transparency issues (in body shop some parts appear visible through certain angles) and I don't know how to fix it. I tried looking at different post but, they don't seem to work.



Idk if the images show my problem well
Screenshots
Mad Poster
#2 Old 6th Jun 2026 at 10:31 PM Last edited by simmer22 : 6th Jun 2026 at 10:47 PM.
For hairs, it's usually a layering problem. If all the hair parts are fully opaque without any transparent/cutout parts, and if some of the hair parts are fully 3D (instead of "alpha cutout", where the mesh is made up of several front-to-back pieces), the Blend setting paired with a mesh layered wrong could be the problem.

You can try these settings in the "hair alpha" TXMTs (not the "hair" part, that one usually goes onto the scalp part of the head and should keep the original settings)

stdMatAlphaBlendMode: none
stdMatAlphaTestEnabled: 1

(This shuts off the "Blend" option but allows any cutout parts to show, though often with fewer details in alpha parts, because it doesn't work as well with greytoned parts of alphas).

(If you've tested the files ingame or in Bodyshop, delete the cache files after any changes done between testing rounds).

If that doesn't help, can you upload the files? It's easier to find/see the issue with the files available.
Test Subject
Original Poster
#3 Old 6th Jun 2026 at 11:21 PM
Quote: Originally posted by simmer22
For hairs, it's usually a layering problem. If all the hair parts are fully opaque without any transparent/cutout parts, and if some of the hair parts are fully 3D (instead of "alpha cutout", where the mesh is made up of several front-to-back pieces), the Blend setting paired with a mesh layered wrong could be the problem.

You can try these settings in the "hair alpha" TXMTs (not the "hair" part, that one usually goes onto the scalp part of the head and should keep the original settings)

stdMatAlphaBlendMode: none
stdMatAlphaTestEnabled: 1

(This shuts off the "Blend" option but allows any cutout parts to show, though often with fewer details in alpha parts, because it doesn't work as well with greytoned parts of alphas).

(If you've tested the files ingame or in Bodyshop, delete the cache files after any changes done between testing rounds).

If that doesn't help, can you upload the files? It's easier to find/see the issue with the files available.



Hi, ty for answering and I will try this right now. I assume this is all in SimPE and do I have to do it for each one that says bangs and not hair? (I am quite dumb at these things ToT) Also I don't know how to upload files here yet so I made a google drive.https://drive.google.com/drive/u/1/folders/1aETfUIL381IwgemhSoY3w6tTPsFv1wc9
Screenshots
Mad Poster
#4 Old 7th Jun 2026 at 4:39 AM Last edited by simmer22 : 7th Jun 2026 at 5:10 AM.
Yes, the ones that say "bangs", and not the ones that say "hair."


There seems to be a mismatch between the group names in the mesh and recolor file, which in most cases would cause the hair to not show properly - but in your case it doesn't seem to be a problem, at least from the pictures - unless you're using different files?.
Normally, you need to make sure all the mesh group names match between the recolor file and the mesh file matches.
The mesh has "hair" and "hair_alpha5" (the SHPE and CRES also refer to "hair_alpha3").
The recolor file has "bangs_l5", "bangs_l3", "bangs_l1" and "hair" for all except toddler (uses "hair_alpha5" for toddlers)

If you need to fix this, the easiest is to rename the mesh group (in SimPE, click the GMDC, then the "Groups" tab, select the mesh group you want to rename, change the name in the "name" box, click "commit".
Alternatively, use a hair recolor that already has only two groups (hair + an alpha group), as this needs a bit less fixing. Unused groups can occasionally cause trouble.

It can also be a good idea to fix the hair UVmap, because the game isn't too fond of using textures that are over 1024x1024 pixels. Half the texture map is empty, so there won't be a loss of quality in doing so, either. It's mostly a matter of shrinking the UVs to 0.5 of the size, moving it into place, and also reduce the size of the textures. I think some 4t2 hair tutorials show this step (possibly 4t2 accessory tutorials, too).
Test Subject
Original Poster
#5 Old Yesterday at 2:52 AM
Quote: Originally posted by simmer22
Yes, the ones that say "bangs", and not the ones that say "hair."


There seems to be a mismatch between the group names in the mesh and recolor file, which in most cases would cause the hair to not show properly - but in your case it doesn't seem to be a problem, at least from the pictures - unless you're using different files?.
Normally, you need to make sure all the mesh group names match between the recolor file and the mesh file matches.
The mesh has "hair" and "hair_alpha5" (the SHPE and CRES also refer to "hair_alpha3").
The recolor file has "bangs_l5", "bangs_l3", "bangs_l1" and "hair" for all except toddler (uses "hair_alpha5" for toddlers)

If you need to fix this, the easiest is to rename the mesh group (in SimPE, click the GMDC, then the "Groups" tab, select the mesh group you want to rename, change the name in the "name" box, click "commit".
Alternatively, use a hair recolor that already has only two groups (hair + an alpha group), as this needs a bit less fixing. Unused groups can occasionally cause trouble.

It can also be a good idea to fix the hair UVmap, because the game isn't too fond of using textures that are over 1024x1024 pixels. Half the texture map is empty, so there won't be a loss of quality in doing so, either. It's mostly a matter of shrinking the UVs to 0.5 of the size, moving it into place, and also reduce the size of the textures. I think some 4t2 hair tutorials show this step (possibly 4t2 accessory tutorials, too).


Hi, the renaming of the mesh group seemed to fix the issue, and I forgot to set the textures to 1024x1024, so thank you for reminding me and helping.
Back to top