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View Full Version : How do you add an object that is not clickable to the interior to a sub?


james_nix
05-03-15, 07:00 AM
Whenever I add an object to a sub interior, a poster or a souvenir katana, for example, it's clickable. It lights up when my mouse hovers over it.

How can I make it just static? I want it to ignore my mouse and not get highlighted whenever I pass it.

james_nix
05-06-15, 03:20 AM
It's not clickable in the .sim file. I don't know what is going on. It stays dark until I click around it then it get normal color. I just want it to be normal color all the time. The cups and binoculars don't light up and draken, why do my 3d objects do it?

EDIT: I added a UnifiedRenderControler to teh node and that stopped the highlighting, but it stays the same color even at night.... maybe I am getting closer.... or I could be messing it up further! LOL

jhapprich
05-06-15, 06:05 AM
your object doesnt have an ambiant occlusion map, right ( 2nd uv-mapping channel, annex -uv2.obj/mtl)? that way it is black because the interior lights cannot illuminate the object properly, but it will light up when you force the camera angle on it.

james_nix
05-06-15, 06:39 AM
your object doesnt have an ambiant occlusion map, right ( 2nd uv-mapping channel, annex -uv2.obj/mtl)? that way it is black because the interior lights cannot illuminate the object properly, but it will light up when you force the camera angle on it.

It does have a-uv2 and it's not totally black, just really, really, dark (until I mouse over). It would be totally black if I didn't add the ambient occlusion sub-node to the diffuse texture node.

I followed http://www.subsim.com/radioroom/showthread.php?t=135177 to make the -uv2, but it's definite possibility I could of done it wrong.

It's seems like it thinks it is a focusable object for some reason. It's a brand new node I make from scratch by appending to the parent, so it's not using the same id as something else that is focusable in the sim file.

Maybe I will try to re

jhapprich
05-06-15, 07:03 AM
hi, could you upload sreenshots for me to check over? best be one of the node tree and the 3d window of skwas3d, 2nd one ingame with the black object, 3rd with the focused and enlightened object?

james_nix
05-06-15, 07:56 AM
hi, could you upload sreenshots for me to check over? best be one of the node tree and the 3d window of skwas3d, 2nd one ingame with the black object, 3rd with the focused and enlightened object?

Thanks so much for taking the time to help me out~!:salute:


http://i.imgur.com/Rucztrg.jpg

http://i.imgur.com/JlMZbGS.jpg

http://i.imgur.com/7fakb6r.jpg

http://i.imgur.com/qHKfu07.jpg

Maybe I am doing the -uv2 mapping wrong. I'm just a beginner and really don't know what I am doing. Look at my 3ds, the scabbard is the first uv map so you don't include it, and the katana is the -uv2? Or is that totally wrong? :rotfl2:


http://i.imgur.com/qDUGxqb.jpg

jhapprich
05-06-15, 08:56 AM
does your ao-map have the greyscaled diffuse map in its alpha-channel? furthermore, you need to make the model you add a chield node of interior_root, otherwise it wont be recognized as to be using the same source of light the rest of the interior uses. that may be the fault afterall. your material has to be listet BEFORE the model node

ps ahh, just saw you did that. does the ao-map show up in s3d when you disable the swords diffuse map? last pictures seems to me as if the ao-map is missing. the map needs to be placed in the /data/textures/tnormal/ - folder, along with all the other texture files

another guess, you put the sword on the desk and there is a camera_behavior node for the desk view angle, could be it interferes withe the desk. have you tried putting it somewhere else?

derekb525
05-06-15, 07:59 PM
I think what you're doing is confusing the UVs the -uv2 is just for the AO map. it shouldn't have any texture data.

try exporting the katana twice, once as "katana.obj" and the 2nd time as "katana-uv2.obj" without making any changes to the model between exports. then import it into s3d and click the load .obj files and you should see both pop up.

I'm going off of memory so I may be mistaken, but this is how I remember doing it

james_nix
05-07-15, 05:50 AM
I think what you're doing is confusing the UVs the -uv2 is just for the AO map. it shouldn't have any texture data.

try exporting the katana twice, once as "katana.obj" and the 2nd time as "katana-uv2.obj" without making any changes to the model between exports. then import it into s3d and click the load .obj files and you should see both pop up.

I'm going off of memory so I may be mistaken, but this is how I remember doing it

That did it! Thanks so much! Now I can personalize my interior! :rock:

jhapprich
05-07-15, 06:18 AM
ahh, that would have made things much easier. great misunderstanding :D

derekb525
05-07-15, 02:21 PM
no problem, glad it worked out.