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Post by bobbijaye on Nov 15, 2019 13:54:51 GMT -5
In my 20 years of Simming, this is the first time I've ever touched a mesh. (Better late than never? And really, if I can turn a pile of wood into a bed frame, I can surely do the same thing digitally. Right?)
I cloned a Dine Out dining booth and replaced the mesh and texture with a loveseat (Veranka cc) so that I could use it as dining seating in my Strangerville trailer homes. I managed to open the file in blender and figure out how to change the rig so that it sat at the right place inside the footprint. It functions as desired in game—however—there still seems to be an outline (?) or some artifacts of the shape of the old Dine Out booth, which was quite a bit larger. It's especially noticeable on/up against the wall.
I thought perhaps this was the shadow-occluder-clearing thing in the tutorials, but clearing those didn't fix it. And the shadow mesh (I think—that other white square that sits under the loveseat in blender, yes?) doesn't have any artifacts like this.
I'm not convinced that I need to be editing the shadow, but I'm not entirely sure what I SHOULD be editing to remove the artifacts. Is it a bump map thing?
Thanks for any help!
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Post by menaceman44 on Nov 15, 2019 15:01:28 GMT -5
Do you have any pictures? It sounds like it could be the shadow MESH. There are two types of shadows for objects. There is the shadow plane which is the little flat square that sits under objects and puts a shadow on the floor when objects are placed indoors. Then there is the shadow mesh which the game uses to create shadows when the object is placed outdoors. It also uses the shadow mesh to create fake shadows indoors, usually up against the walls and other objects. A bit like a dark outline. You need to make sure that your shadow mesh matches the same size and shape of your actual object mesh. On the Mesh tab in studio you can find it by clicking the little drop-down box that says LOD0. Incidentally, if you haven't already, you will need to replace the mesh for the other LOD numbers or your new object will turn back to the object you cloned when you zoon the camera out.
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Post by bobbijaye on Nov 15, 2019 15:26:42 GMT -5
Thanks for responding! That sounds accurate. www.dropbox.com/s/1gs5xgcyap8goug/11-15-19_2%3A14%3A07%C2%A0PM.png?dl=0I'm able to replace the other LOD size without any trouble, but when I try to replace the shadow mesh, I'm getting the following error: Sims 4 Studio 1.3.0.5 (Apple Blossom) AppKit.AppKitThreadAccessException: AppKit Consistency error: you are calling a method that can only be invoked from the UI thread. at AppKit.NSApplication.EnsureUIThread () [0x00024] in /Library/Frameworks/Xamarin.Mac.framework/Versions/5.14.0.114/src/Xamarin.Mac/AppKit/NSApplication.cs:107 at AppKit.NSControl.set_StringValue (System.String value) [0x00001] in /Library/Frameworks/Xamarin.Mac.framework/Versions/5.14.0.114/src/Xamarin.Mac/AppKit/NSControl.g.cs:1358 at S4S.PropertyGridNumberCell.Inpc_PropertyChanged (System.Object sender, System.ComponentModel.PropertyChangedEventArgs e) [0x0000d] in /Users/a/thes4studio/TheS4Studio/S4Studio.Mac/UI/Warehouse/Grid/Cells/PropertyGridNumberCell.cs:63 at (wrapper delegate-invoke) <Module>.invoke_void_object_PropertyChangedEventArgs(object,System.ComponentModel.PropertyChangedEventArgs) at S4Studio.ViewModels.ViewModelBase.OnPropertyChanged (System.String propertyName) [0x00011] in /Users/a/thes4studio/TheS4Studio/S4Studio.Shared/ViewModels/Core/ViewModelBase.cs:117 at S4Studio.ViewModels.ViewModelBase.set_IsChanged (System.Boolean value) [0x0000d] in /Users/a/thes4studio/TheS4Studio/S4Studio.Shared/ViewModels/Core/ViewModelBase.cs:121 at S4Studio.Data.IO.BuyBuild.Geometry.ModelLOD.set_Meshes (System.Collections.Generic.List`1[T] value) [0x00013] in /Users/a/thes4studio/TheS4Studio/S4Studio.Shared/IO/BuyBuild/Geometry/ModelLOD.cs:43 at S4Studio.ViewModels.ObjectLodItem.ImportMesh (S4Studio.Blender.BlenderUtilities blender_util, System.String blender_path) [0x0012d] in /Users/a/thes4studio/TheS4Studio/S4Studio.Shared/ViewModels/BuildBuy/Objects/ObjectLodItem.cs:648 at S4Studio.ViewModels.ObjectLodItem+<>c__DisplayClass49_0.<ImportMesh>b__0 () [0x0000d] in /Users/a/thes4studio/TheS4Studio/S4Studio.Shared/ViewModels/BuildBuy/Objects/ObjectLodItem.cs:622 at S4S.UI.Core.S4SWindow+<>c__DisplayClass11_0.<BeginLoading>b__1 () [0x00016] in /Users/a/thes4studio/TheS4Studio/S4Studio.Mac/UI/Core/S4SWindow.cs:171 Should I have any problem replacing one mesh with the other? Or do I have to do some sort of blender editing?
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Post by bobbijaye on Nov 15, 2019 15:44:48 GMT -5
Upon further testing, it seems that any attempt to edit the shadow meshes through the studio side results in that error, and any attempt to edit them through the warehouse side results in complete crash. Edit: IF my .package files are in the Mods folder. I can change them just fine if they're on the desktop. Fun Mac permissions issues. So having fixed that issue, the extra shadow on the wall is gone—but I've got some strange transparency. It looks as though the shadow mesh isn't lining up with the regular mesh (despite my having changed the rigging just as I did for the regular mesh). But would this cause my table leg shadow to show through the back of the bench? www.dropbox.com/s/3k3j3cvts2iffny/11-15-19_2%3A58%3A59%C2%A0PM.png?dl=0
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Post by menaceman44 on Nov 16, 2019 13:21:13 GMT -5
Yes. Sinc ethe game uses the shadow Mesh to also work out what other shadows it should block or show. Since it is not lined up with your actual object mesh the game believes it is okay to allow toher object shadows to be shown there. It looks like you just need to move the shadow mesh forwards in blender. If you need to you can open the shadow mesh in blender and then append the object mesh to check they actually do line up correctly.
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