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Post by Aduah on Apr 29, 2018 23:14:17 GMT -5
Hello, I was attempting to make an electric violin.
When I navigate to the category the violin is in (IN GAME), the game crashes.
All I've done is made a new 3d mesh based off the original violin. Exported the mesh, made the edits to the violin I wanted to make. (Didn't bother fixing the UVs yet).
Saved the blend file.
Imported the new altered blend file into S4S. (it shows up as I expected).
Popped it into the game, (just to see if it would work before i did a ton of work on the texture).
And as I said before, it seems to crash the game when I navigate to the category it is in.
I made no additional edits to the warehouse or anything like that, so it could just be that im missing something.
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Post by motherof70 on Apr 30, 2018 2:19:54 GMT -5
I think it might be a geo-state problem. I know from my own experience that anything with more than transformBone is just not working correctly and this has been verified to some extent. My objects crashed my game too.
There are custom instruments that work without geo-states, I remember something about them being made into 2 objects to get round the geo-state problem (they weren't part of Studio then). Maybe try and find a custom violin you can use as a base
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Post by Aduah on Apr 30, 2018 15:09:45 GMT -5
Hmnmnmnmnmn. *chews on tongue* It must have to do with my model somehow. I downloaded someone else's custom model, tested it in game it worked fine, and I couldn't really see any difference in the warehouse stuff.
So for giggles, I went and opened their package, plopped my models (both geo states) in it, didn't change anything else.
Thiers had a catalog cover image so the game didn't immediately crash when I opened the catalog, but this time it crashed when i clicked on it to place it. Its all so odd.
So its either my model or s4s when it saves the package. I'mma go with the former. Does anyone know if there is data the model *must* have?
Perhaps how I edited it could have cause a problem. Let me explain the process.
I selected the body of the instrument (not the neck and strings and stuff), pressed p (separated the selected body from the rest of the mesh as a new object), applied some modifiers to the mesh, then applied the modifiers (so they are geometry and not modifiers), tweaked the mesh, then remerged the body with the other stuff (via Ctrl+J). D
Does it sound like any of that could have caused a problem that the sims couldn't handle?
I saved the geostates as two separate files, and put them into s4s separately (since studio now shows the geostates in the meshtab), and s4s does show them correctly...
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Post by motherof70 on Apr 30, 2018 15:31:49 GMT -5
I'm not a Blender expert but it seems you're doing it right. As I've said S4S does have problems with some geo-state items. Some mesh part changes don't show up on some objects in Studio and some look fine but crash at the catalogue entry. I've tried a mailbox, laundry tub and a kids science table, none of which worked. Everything else I make is fine, often I get round the problem with a deco object retune but not sure that would work here. I can't look at your package and determine the problem as I'm not an expert but maybe someone else could. Sorry I can't be more help
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