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Post by kitkat on Jan 14, 2018 15:38:03 GMT -5
With the vast improvement and expansion of S4S since the last time I tried this (2015!), I decided to make another OMSP for some display shelving I've made. (Yes, I know I can add tons of slots, which I've already done, or use the up/down MOO game function - I also want an OMSP). I cloned a floor plant since it already has the capability for transparency, imported my mesh, added slots, and made a completely invisible swatch for it. It works great in game except for one thing. When I change to the completely invisible swatch, you are no longer able to grab the thing and move it around. Does anyone have an idea why this is happening and what I can do to fix it? The OMSPs I made in 2015 from an end table don't do this when turned invisible. I could go that route, I guess (if I can remember how), but it's so much easier cloning the plant; and it works great except for not being able to move it when it's invisible. I also tried cloning one of my old OMSPs, but something is lost in the cloning, and the transparent swatch shows up black in game. OMSP problem
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Post by inabadromance on Jan 14, 2018 19:00:23 GMT -5
Hi! Oohh.. you're right, i don't remember doing that. Your OMSP are really useful :D..
I'm not really sure what could be happening, but i've seen Sandy leave a box as LOD1 so that when you zoom out, the mesh changes and you can grab the item again.
How did you created your original ones? by linking their prototypeID? That doesn't translate when cloning.
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Post by kitkat on Jan 14, 2018 21:41:29 GMT -5
Thanks inabadromance - glad you've found them useful When I made them the first time, I used this tutorial plus a good bit of trial and error. Unfortunately, it was so long ago, I don't quite remember exactly how I figured it out. I don't think it involved linking prototypeIDs? But I'm not entirely sure what that is, lol. I'll play around with making one of the LODs different, but not sure that would work for what I want them for. If they pop back up when zoomed out, that would limit their functionality for taking full-room pictures. UPDATE - this is not solved, exactly, but I did find a work-around. I used the Selective Clone option instead of Create 3d Mesh. That carried over enough needed information from my original OMSP to keep the new one selectable/moveable when totally transparent. I'll have to use the old warehouse method for re-positioning slots (sad face), but the new selective clone is working as my old ones do. I WAS finally able to make an end table transparent again with a bit of fiddling, but it had the same problem as the plant - the invisible swatch can't be grabbed/moved. I guess something has changed with the game coding since I made the first one? But the old ones still work, so there's that If anyone has any insight on why invisible swatches can no longer be moved or how to fix them so that they can be moved, I'd still like to know. UPDATE #2 - While this was a workaround on the issue of selectable/moveable, now I'm struggling with moving the slots where they need to be. There are no "rig" and "slot" entries on the selective clone, so I can't change the slot positions in the warehouse using the old warehouse tutorial. Grr.... Maybe I can batch import the rig/slot values from my original mesh and edit those? Getting too late here - I'll have to try again tomorrow. Adding my current .package below just in case anyone can take a look. The Z value I need the slots to be at is 1.707, and the X and Y values are both zero. UPDATE #3 - The workaround is now fully functional. I had to make sure the "rig" and "slot" boxes where checked when making the selective clone.
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Post by vero on Jan 15, 2018 2:12:08 GMT -5
If you tick all the boxes except the last in selective clone normally you should have the section rig in your .package.
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Post by kitkat on Jan 15, 2018 10:33:43 GMT -5
Thanks for the reply vero That's what I tried this morning. After sleeping on it, I remembered that there were some unchecked boxes in the selective clone I made (I just followed the picture on the tutorial here without thinking - oops!). Making a new selective clone with the rig and slot boxes ticked let me have a fully functional work-around OMSP. I'd still like to figure out why objects with a completely transparent texture are no longer selectable/moveable and if there's a way to fix it in S4S. I'm putting a link to the OMSP .package with that issue here and in the first post. OMSP problem
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Post by vero on Jan 15, 2018 11:55:42 GMT -5
Hello kitkat I downloaded your 2018test.package but doesn't work, so I made a new one with your old "KitkatsSimporium_Dresser OMSP.package" That's what I did : I copied "KitkatsSimporium_Dresser OMSP.package" in the "mods" folder of s4s (document--Sims 4 Studio--Mods). After that I opened s4s I clicked "selective clone"-->Object. In the new window I changed content "all" to "custom" and I clicked on your "KitkatsSimporium_Dresser OMSP.package"--> Next. Name the new.package. Change the mesh and the rig/slots. Don't use a plant because the shadow will be generated outside. Don't forget to remove the occluder too. (sorry for my english)
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Post by menaceman44 on Jan 16, 2018 11:45:55 GMT -5
Perhaps Bakie would be able to help with this? He's made quite a few items that are invisible in the game but can still be grabbed after they've been placed.
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Post by Bakie on Jan 17, 2018 2:45:26 GMT -5
In my case, Mathcope gave me some tips back then. And I use that same item for all my invisible objects. But this is where he explaines it to someone else: Making Objects Invisible
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Post by kitkat on Jan 18, 2018 0:06:23 GMT -5
Thanks! I'll give that a try
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