Post by simmerish20 on Jan 28, 2019 7:31:30 GMT -5
I'm wondering if there are any tutorials on how to repository/slave textures between two objects. I've seen some downloads for TS4 with such objects (Brazenlotus, objects slaved to ingame textures), so I know it's possible, but so far I haven't found any tutorials, and I'm not familiar enough with S4S to know which resources to manipulate (I can clone/extract, change mesh and textures, and that's about it). I am familiar with the technique from TS2, though.
I'm working on some object conversions, where they use different poses for the meshes but they all use the same textures. Since the file size for each file is currently 8 mb, having one master file with all the textures would be nice.
And when such a slaved object is made, would it be possible to do a "selective clone" in S4S and have the new clone still slaved to the master object (because this would ease up the workload a lot)?
I'm also wondering if there's anything like the TS2 Compressorizer for TS4, because I strongly dislike big files...
Post by BrazenLotus on Jan 28, 2019 19:14:25 GMT -5
* Create the first object with the textures you want then put a copy of it in your S4S mods folder. * Close and restart S4S, choose selective clone, then clone the object you just made with the Textures option unchecked. * Be sure to let people who download your other files know that they require the first object you made, and that's it!
If you want to do this with objects that have specific functions, like bars and dining chairs and stuff it gets significantly more time consuming and complicated so I wouldn't recommend that if you're just starting out.
Post by BrazenLotus on May 17, 2019 20:34:59 GMT -5
Sorry for the delay, I JUST saw your message on Tumblr today.
You would use the same technique, selectively clone the object that has the textures you want to use, uncheck the textures option, and then use the object you just created (which will have dependent textures) for your object with the different mesh.
I think I found out the error of what I was previously doing. I was trying to use the extracted mesh from the “standard recolor” object of a custom mesh, so I was basically trying to import a mesh that is referenced from another mesh.
Thank you BrazenLotus for your reply. I know you have a lot going on right now with your move.
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