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MTS Movie Night #3 - posted on 20th Oct 2017 at 10:54 PM
Replies: 2 (Who?), Viewed: 972 times.
Field Researcher
Original Poster
#1 Old 10th Oct 2017 at 12:42 PM Last edited by sam&skye : 10th Oct 2017 at 3:03 PM.
Default Running into problems trying to remove shininess (need help editing specular)
I'm currently trying to edit the ranch kitchen set that came with I think Pets. I've successfully made some defaults and edited their masks and stencils so that the golden handles would be CASTable, but they're shiny. (By that I mean they're always shiny no matter what material you choose in CASt, and if you choose a shiny material in addition they will be way too dark, see screenshot #2.)

Now I've already figured out that it's the specular that makes them shiny, but I'm getting the weirdest issues trying to edit it. I have this completely empty specular saved that I pulled out of the corner counter and never touched, and that is the only one that ever seems to work.

The counters and fridge get weird shapes on them even if I do use said untouched empty specular (but only when choosing a shiny material in CASt), see screenshot #4.

The trashcompactor and dishwasher just won't give up on their shininess either way, see screenshot #5.

The stove has a cooktop that I want to leave unCAStable and shiny as it is. So what I did with that one is I cut the previously golden parts that are now CAStable completely out of the specular. (As in, I selected everything that's handle/metal part around the knobs, and hit Ctrl + X) and left the parts that are the cooktop alone. That was just an (un)educated guess and as you see, it hasn't worked. (See screenshot #3 for what happens when I import anything but the empty specular that I've used on the counters, everything previously perma-shiny will look pitch black when choosing a shiny material in CASt.)

Can anyone point me in the right direction as to what my mistake is, or is there a tutorial that can help me here? (I've tried to find one, I promise)
Screenshots
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#2 Old 11th Oct 2017 at 3:18 PM
There could be 2 reasons why this is happening. One being the fact that the specular map isn't done right, the other might be your material settings So in TSRW, if you go to the mesh tab, and your group (In this case just the mesh's group, not the shadow map one). And go to the materials tab. You should now see this 3 dotted button. Click that one

Now a window will show up. These are the materials/shader settings. What we want to look for is the shininess level. The orignal shininess level is always set to 10. 20 being the highest for it not to go all glowy. If it's over about 200 or 50, things will be quite glowy. What it does, is increasing the highlights spots on your specular map, so they're more visible and thus, more shinier.

If that isn't the case, would you mind if I looked at your specular map? Just the package/sims3pack file or even just the dds file is fine!
Field Researcher
Original Poster
#3 Old 11th Oct 2017 at 4:08 PM
Thanks for your answer, it would be really awesome if you'd have a look at this.

Do you by any chance know what part of a package is responsible for settings like the shininess level exactly, so I can try to do this in s3pe? I tried in TSRW, but TSRW seems to bork defaults (they show up as custom objects after exporting them from TSRW rather than replacing the originals.) If I know what resource gets changed when doing these settings, I can do it in TSRW and then import it into my package using s3pe.
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