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Post by MeadowSims on Mar 15, 2018 14:15:28 GMT -5
Hello, I saw a similar thread on here but since they haven't had many responses I thought I should go ahead and post my own. I am currently working on a project to remove non-natural world objects in Granite Falls, and I have mostly succeeded so far with one exception: The lighting effects from lamps. To remove everything I have making overrides and deleting most of the original mesh and hiding the remainder underground. Everything seems perfect during the day but at night this happens: I've already followed the tutorial on here to remove light resources and shaders, but it only works when one of the lamps is placed on a lot, not the world versions. Here are the .packages Also I don't think it has anything to do with the mods because it was fine until I just updated my version of Sims 4 Studio but just in case I feel I should mention that S4S has been crashing on me every other time I close a file. The only time I had any problems in game was when I forgot to delete a conflicting file. Thank you in advance anyone who takes the time to respond!
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Post by inabadromance on Mar 16, 2018 16:58:46 GMT -5
Hi! You've successfully gotten rid of all light elements, what you see in the picture isn't a light but an effect. Head over the slots tab, select the FX bone and delete it. Test it out in game and let me know if that solves it.
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Post by MeadowSims on Mar 16, 2018 19:08:12 GMT -5
Hey, thanks for responding! Unfortunately I tried it out on one of the lamps and it didn't work- moreover the other two didn't even seem to have bones. I was wondering, is it possible that the wold lights are controlled by a separate resource and not actually connected to the lamp objects?
Also I found something in the debug section called streetDeco_LightGlow_Sphere_01, which has a texture very similar to the orbs that show up, and a light effect, but nothing I've done with it has had any effect.
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Post by inabadromance on Mar 16, 2018 19:35:20 GMT -5
sure that's possible. can you share the updated package and the new one you found?
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Post by MeadowSims on Mar 17, 2018 3:32:53 GMT -5
Yes, here you go! I only changed the light with bones, and after deleting the FX one did nothing I also tried deleting the transform bone... I'm not sure if that was a good idea or not since I'm still not %100 on what it does but it doesn't seem to have effected anything.
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Post by minimonster on Mar 20, 2018 10:06:16 GMT -5
Hi MeadowSims... I myself have made override files for MANY of the world objects, so that I am not forced to look at the pseudo-Americana/Victorian things that are all over and across many of the neighborhoods... That said, when I turned my attention to the lighting in the neighborhoods, I made my replacements match up with the lamp glow that is on the objects... I have looked at your last file, and it appears to have been edited as much as is possible to do (myself, I wouldn't have necessarily removed the transform_bone, but it makes little difference here...) I have two differing ideas for ways for you to tackle what you want, but I am afraid neither of them are 'optimal' for what you want to achieve *specifically* in Granite Falls... 1) You could edit the lamp glow, which you have already tried, to be all clear (black RGB, black alpha) and see if that helps. Note that by doing so, you will be eliminating the glow from across all of the neighborhoods that use that DB item. 2) TBH, what I am thinking is probably that case, is that the FX itself (likely the effect s40_world_lighting_lampglow) is hard-coded into the .world file itself, so you would need to modify that to truly be able to eliminate the effect. Downside is that if you were to want to release it as a mod, you would need to have people replace the .world file - Plus side is that the glow would only be removed from GF, and not all of the neighborhoods... While I have not looked into the world file itself for this matter, you (may* be able to find the suspect FX items in the .world by searching for the 64 bit hash E106B9495E213B02 ... I Applaud your efforts for the project, though! I have been off & on trying to make all of the rental lots in GF have the living space below ground, and to have only pristine, natural forest growth on the surface...
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Post by MeadowSims on Mar 22, 2018 6:24:20 GMT -5
Hello minimonster , thank you so much for this reply! I'm glad to hear that replacements are effective, because that's what I wanted to try next- it's only really Granite Falls that I want to remove all human elements from. I did already try importing a blank specular (I'm assuming that what it was... Honestly it now occurs to me I may have jumped to a conclusion there), and I also tried hide the mesh just like I did with the objects themselves. I didn't check if it affected any base game worlds since that isn't what I want but it would be interesting to see. Honestly I was starting to suspect that too but wasn't sure how to go about messing with .world files as I've never so much as looked at them before. I went ahead and opened up the one for the campground and I may be missing something obvious, but I'm not entirely sure what to modify? I tried searching for that hash among a few others, and turned up empty handed, but more than that the majority of the resources don't really consist of anything but ID numbers and I don't see what I should be editing. I've done some googling but all I found was info on changing ambient lighting, which does seem pretty straightforward, and people talking about modding world resources with no explanation as to how they are able to access them to begin with. This is probably painfully obvious but I'm not exactly an experienced modder, other than object/cas CC I've pretty much just dug around in XML tuning for references, so I really appreciate your insight! Also your project with underground living sounds really cool, my main focus in this particular instance is setting for storytelling/immersion for non-modern gameplay
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Post by minimonster on Mar 22, 2018 13:52:10 GMT -5
Hi Again, MS! I think that you might need to attack it from two fronts, one of which it sounds like you have already tried with hiding the glow mesh itself. Regarding that, did you mean blank specular, or blank diffuse, because it would be the diffuse which should be made blank (I don't even think that the glow would have an actual specular...). Regardless, even *IF* that particular glow mesh is 'removed' (in what ever fashion), the second form of attack is to get to that darned FX instance within the world (which I truly think to be the remaining culprit in your screenshot).
While I haven't had nearly enough coffee yet to actually see clearly, I did take a peek into both the lamp hash and the world file as well. FYI - both S4PE & S4Studio can open .world files. I prefer S4Studio for basic browsing, as it is MUCH prettier to use (and intuitive in aspects), as well as having much clearer definitions as to what's what in the .world... At first glance, I couldn't find what I was looking for (again, not enough coffee). I myself want to know how to find the FX, so this is of interest to me as well.
I will get back to you here if I am able to find anything of importance! Cheers!
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