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#1 Old 17th May 2026 at 11:45 PM
Default Struggling to fix this transparency issue with a mask Accessory
Sorry if this has been posted about, but I've searched both the forum and google and all the fixes haven't helped



In milkshape and blender the faces are all facing correctly, and in Bodyshop and CAS it looks perfectly fine until after I enter the family view where all the sims are together in CAS, and in Livemode Then it starts doing this
where everything is fine except for the white swoop, which is slightly confusing to me when everything appears alright in Bodyshop and CAS.



When I tried to fix it by messing with the transparency comments in Milkshape it did this instead where the rest of the head became translucent instead.






These are the scripts i used for the normal ones, if at all possible I'd really appreciate any advice that could be given! ^^
I might be searching for the wrong terms, but I haven't been able to find a solution
Mad Poster
#2 Old 18th May 2026 at 2:39 AM Last edited by simmer22 : 18th May 2026 at 2:55 AM.
Check if the TXMTs for the "frame" textures is set to "SimStandardMaterial" in the "cMaterialDefinition" tab. If not, fix that. Make sure to fix all of the "Frame" TXMTs.

If the color difference and/or "blocky" look in the mesh also is a problem, you'll need to fix the normals/smoothing for the mesh, possibly also the texture.

Don't set the "stdMatAlphaBlendMode" line to "Blend" - for fully opaque textures, it should be set to "none". Only transparent textures work somewhat fine with the "Blend" setting, and even then it often needs some additional fixing.

Don't use the "Lens" group for opaque items. It only looks alright with transparent items, and also lacks a TXTR (it's colored via the TXMT).

When you're done editing the items and want to check in game or in Bodyshop, make sure to delete the cache files (especially for ingame). Otherwise they can cause the files to show old info.

You may also want to adjust the "stdMatSpecCoef", "stdMatDiffCoef" and "stdMatSpecPower" parameters. The way they're set up for the default accesories most people clone in Bodyshop make the accessories look darker and shinier than clothes.
My preferred settings are these ones, which matches the settings for most clothes:
- stdMatDiffCoef: 1,1,1,1
- stdMatSpecCoef: 0.099,0.099,0.099
- stdMatSpecPower: 2
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#3 Old 18th May 2026 at 5:05 AM
Thank you so much!

I think it was the Cache, but I also added the different settings and I think it helped with general appearance,
The blockiness isn't really an issue for me since I'm pretty sure it's mostly like that due to how I cut my seams while making the UV texture



I truly appreciate the help!
Screenshots
Mad Poster
#4 Old 18th May 2026 at 1:54 PM
If you're using Milkshape, you can smooth items before importing to the game, and the smoothing stays (seams, smoothing and normals affect each other, but seam lines can be smoothed over).
MAke sure to not smooth where you want sharp lines. Smoothing in MIlkshape can be tricky business.

Blender does unfortunately have an issue with seams/normal smoothing when importing/exporting meshes - not sure if the newer GMDC plugins have fixed this. Milkshape smooths over the normals, while you usually have to close the seams in Blender to make them stick in SimPE/ingame (but you can UVmap using UV seams in Blender, without needing to split edges where you don't want edges).
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