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Post by miadd on May 2, 2018 8:15:49 GMT -5
Hi! So I'm trying to edit the San Myshuno billboards [the ones scattered around on the cityscape buildings]. But despite editing every possible billboard in S4S...some of them are still coming up as the original versions/are versions I couldn't find in S4S. Below is an example of what I mean. My test billboard next to a normal one...and all the normal ones on the wall of the train station in the spice district: Thing is, the train station itself in S4S does not have the extra billboards on the mesh...So how do I edit them? I know BustedPixels on tumblr did it, but they've been busy and haven't answered my ask so i've been trying on my own. Please help, I am a giant weenie and am trying my best. MDD.
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Post by miadd on May 4, 2018 22:01:17 GMT -5
I could really use help on this please?
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Post by minimonster on May 29, 2018 17:49:11 GMT -5
If you choose Object | Override when making your billboard clone, and then clone *both* the 'regular', available to buy billboard, as well as the debug one, you *should* be able get all of the referenced textures that all of the various billboards use, with their original TGI designations. You will then be able to replace any of the textures referenced with your own. I imagine that you are already aware that by doing so, and of the 'regular' B/B ones will be overwritten by your custom textures. It has been some time since I did my 'Art of the City' CC, but IIRC there are some 26 or so images to be replaced.
I hope that this helps.. Cheers.
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Post by miadd on Jun 4, 2018 22:03:09 GMT -5
Hi. I've done those, but they didn't replace the train station ones or any that are wrapped around or part of buildings :< and those are the ones I want to edit.
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Post by minimonster on Jun 5, 2018 14:02:59 GMT -5
Hi Again...
I have had more recollection of what exactly I did do when I made my project, and it was one of those things that became a 'Labour of Love' for me, and I went through 'extra' steps to ensure that I had extracted all of the available textures to complete it... So, Looking into the objects (again) for a more accurate assessment, there are, as I am sure you know by now, two different billboards, each of which has 21 available textures (albeit 21 of the same basic ones, used differently for the standing one and the wall-mounted one. When I did the project, I actually went through the entire ClientFullBuild0.package from EP03 with S4PE item-by-item to make sure that I had grabbed all variants.
That said, you are able to achieve the same result in S4Studio via one of two different ways - either by choosing to make an 'Override' package, of by choosing 'Selective Clone' and ensuring that 'Renumber' is left *unchecked* when cloning. You will need to do this for *both* the standing one and the wall one, with the end result of you having access to the *originally numbered* texture files - 21 for the standing one and 21 for the wall one. The file TGI's for the standing one have 9 textures that have 15B30A72A47A88xx and 12 textures that have 59C305CD7C358xxx as their TGI's. The wall one has 9 textures with 2E893D9C8583E3Ex and 12 textures that have 971798F6DF1C4xxx as their TGI's. As long as when you make your clones you do not change those numbers, you can clone the files and change your textures to your own, and *should* end up with nothing other than your replaced textures in all billboards across San Myshuno.
A helpful hint is that after cloning the files, you can & should remove all of the non-texture data from your files, if you want a truly seamless replacement/override for all of the billboards. A side-benefit of doing so is that you can use the created overrides in your builds, and while on your end you will see your custom billboards, but you will also be able to upload any lot created with your overrides that way and *not* have the lot marked as 'having CC'.
If you need further pointers, Please let me (us) know!
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Post by miadd on Jul 6, 2018 8:38:24 GMT -5
Ahhh! It worked! Sorry for late reply I gave up on the project for a small while. Now the only things I need to change are the ones that are definitively stuck on buildings. But they should be easier to figure out. Thank you so much!! EDIT: New problem hahhhhh Going around and checking I noticed that a few building attached signs didn't change. Namely in the fashion district. THESE TWO are the ones I noticed in particular? Going through S4S I can't seem to find the assets for them to edit :< They appear to be directly on the buildings rather tahn billboards, but the S4S assets for the buildings themselves do not have the signs on them.
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Post by simsogi on May 28, 2020 2:08:54 GMT -5
If you choose Object | Override when making your billboard clone, and then clone *both* the 'regular', available to buy billboard, as well as the debug one, you *should* be able get all of the referenced textures that all of the various billboards use, with their original TGI designations. You will then be able to replace any of the textures referenced with your own. I imagine that you are already aware that by doing so, and of the 'regular' B/B ones will be overwritten by your custom textures. It has been some time since I did my 'Art of the City' CC, but IIRC there are some 26 or so images to be replaced. I hope that this helps.. Cheers. hi, I know it has been 2 years, but I saw your comments and I need to ask you. do you have or know any tutorial on how to override a billboard in the sims 4? I'm a beginner and want to change the billboard in my world using my sims pictures. thank you
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Post by hamzahmakky on Nov 22, 2021 22:37:39 GMT -5
Hi, would you mind giving a tutorial on how to override billboard in the sims 4? thank you
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Post by Fwecka (Lolabellesims) on Nov 24, 2021 2:22:18 GMT -5
I haven't done this so I'm only interpreting minimonster's post. I'm assuming I'm getting this right, of course.
An override is just that: an item that replaces the game's default items. On the main screen, under object, put a checkmark next to override. Click the object button. In the search screen type in "billboard." Looks like there are 12. You will have to clone each of them one by one. Do the same but this time, after typing "billboard" in the search bar put a checkmark next to "show debug items." Looks like there are 12 there, as well. Clone each of them one by one.
You'll have 24 package files. Yay.
Alternatively, you can use selective clone, put a checkmark next to "textures" and nothing else, and just clone the textures from each billboard. If you do this, you'll have 24 files that contain only the textures you want to replace.
What you need are the texture's instance numbers and these numbers are listed in the warehouse. Instance numbers are identifiers kind of like how a username is your identifier on this forum. If your textures have the same instance numbers as the game's default textures the game's textures will be replaced with yours. You'll need to keep track of what image uses what instance number somehow.
I think you can make one single override file with textures for every billboard in the game as long as you have the right instance numbers. Clone an override for one of the billboards, delete everything in the warehouse except the DST image files you want to replace (select an entry in the warehouse and click the delete button at the bottom). Add new DST image resources by clicking the add button, and in the little window that pops up change the type to DST image, group number 00000000, and the instance number of whatever you're replacing. Then import your new texture to that new entry. When you are done you'll end up with one package file with a whole bunch of DST image files all with instance numbers that match the game's instance numbers.
Minimonster mentions pulling information from one of the game's core files and I'm assuming this is where the files the OP was looking for are located. Where you find the file depends on where the game is installed. In my case, it's my C drive so I'd go to C:\Program Files (x86)\Origin Games\The Sims 4\EP03 and open the ClientFullBuild0.package file. It's a huge file that contains a large number of items that are in the game. Open the file with Studio, go to the warehouse. In the search bar type in "DST." All of the image files that the package contains will show up.
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