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OBF not working, and so many of your other assets as well


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We're about to start our kickstarter for our upcoming game, and were ready to make some screenshots using your assets but unfortunately, a bunch of your UMA stuff doesn't work properly.

 - A lot of recipes on all your costume sets are on the wrong slots;

 - Most of the beards and hairs cannot be used in URP, are too dark to tint, or are looking like a picture was taken of a beard and simply applied as material;

 - The Celts & Vikings for Female is nowhere to be found on the download section, so I can't even test these;

 - All the Paladin armors, both male and female don't even load as they don't even have a uma material assigned;

 - Most of the helmet recipes don't hide any slots, meaning that all Hairs are just clipping through them;

 

A lot of those costume sets are indicated as being made for UMA 2.5, so there's no reason for all these errors to not be fixed. Over a year ago you replied that you would provide "new or updated hairs/beards" that would be desaturated as to allow tinting, and no news since. Would you please let us know if these are a few of the things you could fix rapidly? We did fix a bunch of things on our side, but unfortunately for the hairs/beards and URP shaders we need your help. We also need the download link for the C&V for Females.

Thanks

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Sorry to hear your having problems, the celts link has now been fixed to incorporate the female version 

As you can appreciate I have a lot of experience with uma, and all of the packs do work with the current uma version , and indeed anything over 2.5

All of the correct slots are attached to the recipes in all of the packs.
 

The paladin pack requires the spec material which is part of its download on the download section, otherwise it won’t work, please try that as it seems you haven’t downloaded the spec material listed as required , see image below pleasePaladin Duo Costume set for Male &Female UMA2.5 - UMA - Arteria3d.pdf

 

 

With respects to urp , this is something I don’t use at the moment as surprising a lot of users still use the inbuilt original pipeline. I’ll consider these other pipielines in the very near future. 
 

Regarding your hair clip issue, it would be impossible for me to incorporate mesh hides for each helmet for every single hair slot…. It’s just not viable as it would require dozens and dozens of mesh hides, therefore hair is not used with helmets and indeed most of my helmets are enclosed also

For the hair, I think this is always a case, where it never quite looks realistic enough and has always been a quibble of mine with 3d hair production in especially its colourisation 

The hair was re tinted about a year ago, but possibly urp isn’t getting the best results with it 

Steve

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Thank you for your answer. After verification, we had some of our packs that were outdated. We don't really know when a pack is updated so it's hard to keep track of what is and isn't up to date.

Nevertheless, with the latest packs, here are a bunch of issues we decided to take note of, for you to fix in further versions

Packs checked : Hairpack, Celts&Vikings, Paladin

 

-UM_Beard_D slot is Hair instead of Beard

-UM_HairStyle_A_FEMALE_Recipe has HumanMale as a race

-HairStyle_C_MaleVersion doesn't fit the HumanMale head, and has hairs clipping through the head (See picture)

-UM_Beard_A and UM_Beard_B slot is set to Underwear

-UM_Moustache_A and B slot is set to Complexion, while UM_Moustache_C is set to Beard, UM_Moustache_E is set to Tattoo

-Moustache_DBeard_D_Recipe slot is set to Ears

-UM_HairStyle_G slot is set to Face

-All CV_Tabards have clipping issues near she shoulders on base HumanMale race (See picture)

-PAL_Boots Overlay has no overlay name and as such is not getting indexed, breaking the PAL_Boots Wardrobe Recipe

-All Moustache looks wierd and uneven. Might be due in part to URP and not being able to find the right settings, but so far all Moustaches are not symmetric and the tips (left and right) looks way different (See pictures)

 

I will let you know if we find anything else as we go through all recipes again.

 

hairstyleCMale.png

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Also, if you could please explain how not to lose the "breast size" dna when using any of the OBF armor for human female it would be appreciated. The only time we can make the armor look "OK" is by using a tabard underneath the armor, and the tabard seems to completely flatten the breast area, yet the armor seems to fit correctly if for example you expand the belly/waist areas.

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Yes, we understand that, but the tabards flatten the UMA's breast instead of fitting the UMA's dna. Notice in the image how the belly is kept, while the boobs are gone when putting on the tabard. I'm sure you can understand why this isn't even usable for playable characters where the players chose how to create their characters the way they like them.

And I've just noticed that the tabards are not fitting the uma female at all. The butt is clipping through that tabard, which means that it doesn't fit the dna in many areas.

And as we need each set of armors in our game to be available for both male and female alike, that means that we currently cannot use any of the armors from OBM/OBF until that is fixed, unfortunately.

TabardBreasts.png

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That’s the way the tabbards were created,  as this area needed to be flatter in order to accommodate the way the chests armours where made and repurposed from the male version, and as a tabbard is a loose fitting garment, and would look extremely strange following the contours of this are too

All my tabbards are created in this more realistic way 

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I just thought I'd share my fix, in case it helps.

I don't think anyone would argue that wearing armor is going to compress your bust. The armor isn't going to grow breasts to fit your body shape.
However, the armor doesn't do that. The tabard does. The armor allows breasts to clip through.
Additionally, a lot of the extra bits and bobs require custom locations because the armor was made in too many pieces.

I added the tabard slot and overlay to the chest recipes, and disabled the body parts under the tabard. That made everything look correct and clean. Everything gets equipped together, and the tabard is never equipped alone.
Then I added all the bits and bobs to the recipe that should contain them ie: 'knee' armor gets added to 'leg armor' recipe. 
Now, I don't need the custom UMA any more, and the armor works well enough to use in my rpg. 

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