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Original Poster
#1 Old 8th Nov 2026 at 8:01 AM Last edited by luckwerd : 8th Nov 2026 at 5:12 PM.
Default Object invisible unless zoomed in
Hello!
I'm making my first CC object using Milkshape + UV Mapper Classic + SimPE. Object is a clone of the Base Game fig tree.

My object looks correct in Milkshape w/the texture applied, but in game it vanishes on zoom out. I thought it was missing part of the mesh (lower brackets) but you just have to get really, really close with the camera to see those details. It seems like maybe it's missing a level of detail mesh? But no idea on how that works.

Attached are photos of it in Milkshape, in game, and the zipped .package! Any help would be much appreciated, I have exhausted my newbie knowledge and have scoured to find someone with the same issue to no avail.
Screenshots
Attached files:
File Type: zip  luckwerd_PPW_Sign02.zip (238.0 KB, 2 downloads)
Mad Poster
#2 Old 8th Nov 2026 at 4:48 PM
I can't find anything obvious with the file, though you could try to change the "stdMatAlphaTestEnabled" setting in the TXMT to 0 instead of 1 (it enables alphas, not necessary for your object). Normally it wouldn't cause this issue, though (the "stdMatAlphaBlendMode=Blend" setting could cause something similar, though)

I'm not sure if that fig tree has fading enabled. Could potentially be that.

Do you have shaders enabled? I have seen some similar bugs related to shaders being off, though it's mostly related to high-poly meshes (and yours isn't one). Low memory could also be a potential problem, especially if you see it happen with other objects (my old computer made items disappear until I turned on shaders and did the 4GB patch).
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Original Poster
#3 Old 8th Nov 2026 at 5:15 PM
Thank you so much for your reply!

Setting "stdMatAlphaTestEnabled" to false did make the object appear at a distance, but it's all blacked out. Same as before, I can see the texture only when I bring the camera super close. Updated the screenshot. You can also see in the catalog that the mesh is invisible. Double checked shaders are enabled - no luck there either.
Me? Sarcastic? Never.
staff: administrator
#4 Old 8th Nov 2026 at 5:19 PM
Your mipmaps in the texture are blank. You want to build dxt with the image, not import. Also, you could easily resize the image to 512x512 and it probably won't hurt the quality but would help with potential pink flashing.
Test Subject
Original Poster
#5 Old 8th Nov 2026 at 5:48 PM
OH! I did not understand that at all. I resized the image, even went down to DXT1 out of curiosity, built the mipmaps, and here's the final product! Now I'm on to trying to figure out adding a subset. :^) Thank you both so much for your time & help!
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