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Author Topic: Making clothes non-transparent on invisible skin?  (Read 4837 times)
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Gastalt
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« on: April 23, 2010, 11:50:48 pm »

I'm trying to make some new EA clothes convertions for my skeletons using an invisible skin but some clothes will not remain solid as you can see below when put on.



So if anyone know how to fix this, let me know, Thanks? I think it related to a coding in SimPE, but don't know which one since some EA clothes are translucent proof and most are not.
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BlooM
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« Reply #1 on: April 24, 2010, 07:50:33 am »

Open the recolor with Simpe and click the materialdefination(TXMT) and again in the right window.
When in plugin view(at the bottom) you see a tab cMaterialdefination, click it.
At the type box you should fill in SimStandardMaterial instead of SimSkin.

At the properties tab you will find the line ''stdMatAlphaBlendMode''
Fill in Blend instead of None, this will give you the option to make the textures transparant.

If you dont need the transparancy you also can use ''stdMatAlphaTestEnabled''
When set to 1 instead of 0 you be able to cut away the parts on the texture file without any transparancy.
click commit after changes have been made

But seeing your screenshot the settings are already correct, might be a case of blacking out the alpha completly.
Or maybe it has envcube(reflection) options?

You need to edit that texture file also then.
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Gastalt
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« Reply #2 on: April 24, 2010, 03:33:21 pm »

Thanks, Bloom.  I couldn't find the answer at MTS for some reason.
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Gastalt
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« Reply #3 on: April 25, 2010, 12:54:37 am »

Bloom or anyone one else that my know.  This is more followup question on the subject.  I tried to do the same thing with a face mask and it not seem to work, is it beacuse they lack a mesh or  is there a certain code missing that makes it posible?  is there a way to make a blush, face mask, etc also transmucent proof?
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BlooM
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« Reply #4 on: April 25, 2010, 02:19:20 am »

is there a way to make a blush, face mask, etc also transmucent proof?

Those are overlays and will not have any effect on the meshes/shapes.
You need to edit the underlaying layer, the skintone files.
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Gastalt
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« Reply #5 on: April 25, 2010, 03:10:17 am »

Okay, thanks Bloom for clearing that up, scraps my plans to a pealaway face mask for the skeletons, but atleast they now have more everyday clothes now Grin
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BlooM
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« Reply #6 on: April 25, 2010, 07:01:48 am »

hmm, now i see wat you getting at....
It might be possible to link a faceoverlay to the skull meshes, never tried it tho.
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Gastalt
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« Reply #7 on: April 25, 2010, 08:48:05 pm »

Not know how to do that eather since i'm only using SimPE to edit the codes at most (no harddrive space for any mesh editing program sadly)  It was by guessing I learned how Drachenfels created some of the clothes for the skeletons (changed tham all to "Pants" in coding)

Well thanks for all the help, Bloom
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BlooM
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« Reply #8 on: April 26, 2010, 11:49:46 am »

I also made some clothing for his skeleton, thought you already seen them?
Here's the link:
http://www.insimenator.org/index.php/topic,87444.0.html
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Gastalt
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« Reply #9 on: April 26, 2010, 07:13:01 pm »

I remember that on the old site, but totally forgot about it during the move.  Converting to an accessory is far better and flexable then just as pants, that's for sure.  Grin
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