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Post by Deleted on Apr 9, 2018 2:37:46 GMT -5
Here is the pack file for the painting. I used the Crystal Palace as the Clone. I followed the Tuts 1-4 on creating a mesh for beginners. loved the tut by the way. Here is the blender file. Here are two images of what is going on. The one below...I have a feeling the glass part of the crystal palace mesh wasn't deleted, but I haven't been able to find it in blender. The one above....It is like really way way far away from the wall...I believe it is because of that glass mesh from the crystal palace. Like I said I haven't been able to find it in blender Also, I followed the tut on how to make a "locked" or debug item buyable. Crystal palace is buyable, but I don't know if it requires acheivements. I changed the catalog object to 80...like the tut says, but when I added swatches...the first one always changed to A0...Is that suppose to happen? I changed it back to 80 every time it did that. Anyone willing help...it would be appreciated.
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Post by comb on Apr 9, 2018 3:30:58 GMT -5
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Post by Deleted on Apr 9, 2018 3:40:48 GMT -5
thank you comb. I appreciate it.
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Post by Deleted on Apr 9, 2018 6:00:25 GMT -5
OK so I went back to blender and started over again because I thought that may be i didn't remove the glass on the mesh of the EA object. Well, I made sure I did this time....I also made sure my shadow was perfectly placed with the mesh...But in S4S...this is what I got. Here is the folder for the blender file. It is the one for below. I saved over the old one when I re-did the tut. The spec is above. I figure the other photos are self explanatory. This is totally stumping me. I am wondering if I need to do something with the spec. I am going to look at bakies vid tut on recoloring an EA painting that had glass on it...I think he was able to find away to deal with it. But it still does not explain my mesh. I exported the same mesh as before - Crystal Palace in the Debug section. It is buyable and it is in the misc section... Painting is still not hitting the wall because of that damned other mesh. Here is a photo in blender proving that I deleted the correct meshes of the EA painting. The s4studio mesh 0 is the mesh that I made. The s4studio mesh 2 is the shadow. Instead of keeping cube as my mesh name I changed it and the cuts are what they are suppose to be. comb I did try your way....but it still isn't working. I even used bb.moveobjects cheat...nothing. I guess this is a bigger problem than I thought it would be. In S4S, in the texture tab under textures the first texture, I exported and made it black...so that lets me know there is another texture present even though I deleted the correct meshes in blender. I went to the warehouse and found the image and deleted it, but it is still in the texture tab. I am blown away by this... Thanks for any help someone can give me. I appreciate it. There is another debug item I wanting to take the frame off of....that is the Falling picture. It is the perfect size of what I am wanting with the frame on...so I am wanting to clone it and make a mesh the size of the whole picture....If I can get this one done correctly, then I will be set to get that one done. i believe it is set up just like this one.
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Post by orangemittens on Apr 9, 2018 10:40:34 GMT -5
It isn't clear to me why you are using a debug painting with glass if the goal is to have a very basic painting with no glass. I recommend beginning your project by selecting a painting that is like the one you want to end up with. If you followed the 4-step tutorial I wrote, you should have cloned the cat painting shown in the first part of the tutorial. That painting has no glass. Alternatively, you could use one of the Studio recolorable paintings. Those are very straightforward, and there is a tutorial showing how to resize one of them to what you want. Selecting a painting that is unlike the one you want to end up with for the clone is adding unnecessary steps. Debug items can be quirky, and I recommend avoiding their use wherever possible.
That said, if for some reason, you must use this debug painting, there are two ways of dealing with the fact that it has an unwanted glass group. First, as comb said, you can shrink the glass group and bury it inside the painting. Second, you can clone a painting that doesn't have a glass group and import the mesh groups of the Crystal Palace painting into that after changing the cut numbers of the shadow and painting groups to match those of the painting package you are importing them into.
If you simply remove the glass group in Blender, that will not remove the glass group from the painting package. Studio swaps meshes by using the cut numbers to decide what needs to be replaced with what. If you have a package with three cut groups, 0, 1, and 2, and you import a mesh with cut groups 0 and 2 into that package, Studio will replace groups 0 and 2. Since there is no replacement cut 1 group, Studio will not replace the cut 1 group with anything, and the old one will remain in the package. This retains the original package structure so the item will function in the game.
The specular has nothing whatsoever to do with the mesh placement in the game. Neither does the fact that you have not successfully removed the glass group. My guess is you have erroneously imported a .blend from before you moved the mesh back. Double-check to be sure you are importing the .blend that is shown in your picture. If you are, and it is still borkt, post the .blend and .package together in one post so someone can take a look.
A0 is the code used by EA for the swatch that will show up first. If you have an older version of Studio, the tool will change the first swatch in the package to A0 automatically everytime you open the .package. If there is only one swatch in the .package, it will be changed to A0 by those versions. It will not affect the item's catalog behavior to have an A0 there instead of an 80. If you have a more recent version (last couple), Studio will only make this automatic change if you add, move, or remove swatches on the Studio tab.
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Post by Deleted on Apr 9, 2018 14:06:28 GMT -5
orangemittens thank you for your reply. I cloned the crystal palace because the size-with the frame- is the size I am wanting, but I realized that the one I made from the S4S recolorables is the exact same size of this one; so, I am going to use that one. I will do the Second one (never thought of that one) above for the Falling painting because the size of it is exactly what I need for another group of paintings I am doing. I could do a re-color with the frame, but I don't want the frame. I want the canvas. There is not a basegame painting the size or close to the size of the on-e I am wanting to use, (and without knowing the ends of outs of the catalog items - I chose something that was more difficult) the crystal palace and the falling are. That is why I chose them. I didn't realize there was a second texture to the mesh until I started recoloring, but figured that since I deleted the meshes in blender that the texture was deleted too. I am still not familiar with all of this and with all of the workings of studio...That is why I followed a tut to the best of my ability. Thank you so much for answering and helping me to understand the situation better. I thought I had done something wrong. Sorry for the inconvenience.
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Post by Deleted on Apr 9, 2018 14:30:29 GMT -5
P.S. I found a painting that is basegame...the Dogs night is the same size as the crystal palace. I just found one like the falling one - the amour...what a doofus!
Thanks again for the replies. I hope this helps someone else in the future or even now.
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Post by orangemittens on Apr 9, 2018 15:06:13 GMT -5
You're welcome and no worries. When you delete a mesh group in Blender (s4studio_mesh_) and import that .blend back into the package, neither the mesh group you deleted nor the texture associated with the deleted mesh group will be removed from the package. They will still be in there, they will still show in the model viewer, and they will still appear in the game.
The Studio tab mesh import is a swapping process, not an addition/subtraction process. What this means is: if you do not have a mesh in the .blend for Studio to swap for the mesh in the package, the mesh in the package will be untouched - Studio will simply ignore that mesh. Among other things, this allows mesh groups to be retained in the package even in cases where the creator forgets to assign a cut number to the mesh group they want to use as a replacement (and we've all done that).
For this reason, one of the most important elements to consider when selecting your clone is the number and type of mesh groups. If you need a glass group, clone something with a glass group. If you don't need a glass group, it's easiest to avoid objects that have them. The size of a painting, on the other hand, is easily changed.
Also, I should clarify one thing I said above. I'm assuming that the painting you're showing above has only a single swatch (I don't see multiple swatches shown in your in-game pic). In the case of one-swatch items like that painting, it doesn't matter if the swatch is redesitnated as A0. If there are multiple swatches, one should be designated A0. If the creator leaves it up to Studio, Studio will assign the A0 to the first swatch in the swatch box, and this swatch is the one that will show in the catalog. All the others will get 80. You can change that in the Warehouse if you want the catalog to reflect a different swatch than the first for some reason. However, if you make subsequent changes to the swatches on the Studio tab, Studio will automatically change that field so the first is A0, thus, necessitating another trip to the Warehouse for manual editing.
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Post by Deleted on Apr 9, 2018 22:36:56 GMT -5
Thanks for the information. I like knowing why and how something works. I am able to think about what I am doing and it shortens the mistakes that are made. I have created four different meshes now....took a nap afterwards... and am off creating the other two. I can put up some photos of the finished product in an hour; so, you know what I am trying to accomplish.
Yes, that image does have more swatches...four to be exact. I am putting together a set of different sizes of paintings, a few rugs, and some walls. The first two sets will be S4S exclusive and won't even be on my website. I hope when the set is complete...simmers can enjoy them. That's the goal...for people to like what they have downloaded and are able to use them with confidence that nothing will be broken and/or hurt their comp.
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