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Post by PixxyKilljoy on Jun 23, 2020 12:32:06 GMT -5
I searched videos/online few hours trying to find someone explain what each of the Object options are for. Would someone help explain each of these options please?
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Post by simmerish20 on Jun 23, 2020 12:54:17 GMT -5
1-Standalone recolor: Makes recolors of a mesh file. If you make recolors of a CC file, you need the original mesh file in your game for the recolors to show. "Pro" tip: If you just want extra recolors for a file you don't plan to upload anywhere, you can add them as extra swatches to the original file by opening the file and adding them. That way you don't get extra clutter in your game. If you do plan to upload the recolors, make a new standalone recolor file. 2-Create 3D Mesh: When you want to make a new mesh file.
3-Override: When you want to make a default replacement (object) or recolor. I think it's mostly used for default override recolors.
4-Selective clone: Clones an object. You can do a few different things with this one, but essentially it's a bit like "Create 3D Mesh" with a few extra choices. It allows you to for instance make "repositoried/slaved" objects (not quite like for TS2, but similar), or to copy an object with all swatches intact, and things like that.
Most of the time you'll want option one or two.
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Post by PixxyKilljoy on Jun 23, 2020 13:15:11 GMT -5
Thank you for explaining.
I'm still learning how the program and mods work. I mostly want to focus on creating my own 3D models with multiple swatches, and to make sure I avoid accidentally adding my CC to default EA objects.
I'm a little unsure how option 1 & 2 work. Do they create new objects, or are you editing existing ones?
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Post by simmerish20 on Jun 23, 2020 13:21:35 GMT -5
Option 1 adds a standalone recolor option to the object you selected. It adds a new thumbnail picture in addition to the old one, with a new set of swatches for that item. You'll have to provide the textures/swatches, of course.
Option 2 clones an object you select. You'll have to make a new mesh and texture and all that - otherwise it will just look like the one you cloned.
Using these two options won't accidentally cause any defaults to happen, so those should be safe. I think S4S makes the items standalone automatically (unlike for instance object making in TS2 where you have to make unique guids for items). I've made quite a few items the past few weeks, and haven't noticed any of them overwriting anything (with some accessory exceptions, but that's more a problem with layering and not overwriting).
I do suggest you look up some tutorials on object making and also basic tutorials on Blender. UV mapping always comes in handy, and so does low-poly meshing, which is a good skill to have (above 30000 polys tends to be bad, below 15000 is fine, below 5000 is ideal), plus you avoid using modifiers like Decimate (which tends to make a high-poly mesh into a low-poly mess).
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Post by PixxyKilljoy on Jun 23, 2020 13:40:44 GMT -5
Wonderful. Thank you very much!
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Post by PixxyKilljoy on Jun 24, 2020 2:46:27 GMT -5
Another question. Is it possible to create mods while sims 4 is running and "refresh" the game to show the new mods, or do i need to restart the game every time?
Can you make custom pack icons?
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Post by simmerish20 on Jun 24, 2020 7:02:34 GMT -5
I'm pretty sure you have to restart the game to use new mods.
You can make custom icons, but I don't think the game will actually count them as an actual pack, it'll just be CC with custom icons.
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Post by PixxyKilljoy on Jun 24, 2020 8:20:51 GMT -5
I'm pretty sure you have to restart the game to use new mods. You can make custom icons, but I don't think the game will actually count them as an actual pack, it'll just be CC with custom icons. Makes sense, thank you!
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Post by MizoreYukii on Jun 24, 2020 11:04:04 GMT -5
Another question. Is it possible to create mods while sims 4 is running and "refresh" the game to show the new mods, or do i need to restart the game every time? Can you make custom pack icons? Only when scripting with loose .py, and even that is limited depending on what you are altering. Tuning mods and CC require restarting the game.
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Post by PixxyKilljoy on Jun 25, 2020 8:20:12 GMT -5
Could someone explain to me, or point me to a guide that can explain texture types (diffuse, normal, specular) and DST Images in the warehouse. I'm fairly familiar with Blender for modeling, but i never got into texturing or shadow related stuff, so I'm lost here.
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Post by simmerish20 on Jun 25, 2020 8:54:09 GMT -5
Diffuse is the texture. This is where you put the main texture. Normal map is the same as bump map. Sometimes used as a bridge between a low-poly and high-poly mesh so you can make the low-poly mesh look like the high-poly version. Also used to make texture details stand out. - sims4studio.com/thread/861/normal-maps-bump-editing-creating (CAS/RLES - couldn't find for objects) - sims4studio.com/thread/9064/tutorial-normal-bump-baking-blender (CAS/RLES - couldn't find for objects) Specular has to do with the shine (or lack of it) on a mesh. - sims4studio.com/thread/1722/tutorial-basic-guide-specular-editing (CAS/RLES - couldn't find for objects) Shadow has to do with adding shadows to the mesh, usually not covered by the shadow mesh. These could come in handy when it comes to editing the actual shadow mesh: - sims4studio.com/thread/3574/fix-type-sims-object-shadow (Edit shadows) - sims4studio.com/thread/3594/bake-shadow-object-using-blender (Bake shadows) I think there are tutorials on these somewhere, but I've had troubles finding them (mostly just "oh there it is" and then losing it five minutes later, which is mostly why I've gone for the lazy version. The other reason is that I tend to make things for just a few times' use ingame, and for my own enjoyment, so it really doesn't matter if the specular or shadow map is perfect). I didn't look very closely, but here's some tutorial pages, so you can have a look around here: - sims4studio.com/board/26/build-buy-tuning-tutorials- sims4studio.com/thread/662/index-studio-tutorials-online-manualPersonally I tend to skip the Normal map, Specular and Shadow for things I make for myself, unless I really want to add an effect. Instead I add "neutral" versions of these, so they are there but don't interfere with anything. Don't use the "empty map" option, though. It apparently breaks things. These two could help a bit. - sims4studio.com/thread/1079/get-eas-bump-specular-maps (removing maps) - sims4studio.com/thread/329/tutorial-remove-shine-object-recolor (remove shine)
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Post by PixxyKilljoy on Jun 27, 2020 4:23:43 GMT -5
Is it possible to have multiple objects/mods that have been cloned from the same item?
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Post by simmerish20 on Jun 27, 2020 5:45:10 GMT -5
Yes for objects. Unsure for mods (depends what kind of mod it is).
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Post by PixxyKilljoy on Jun 27, 2020 9:24:38 GMT -5
Thank ya'll for helping with random question, really appreciate it.
Is it possible to make a counter object with glass cabinet "doors" in the front so you can see shelves inside and be able to place clutters items on these shelves?
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Post by simmerish20 on Jun 27, 2020 9:46:11 GMT -5
I'm guessing it's possible (and if it is someone has probably already made it), but you'd have to add the glass doors as one of the groups (there's probably a tutorial on this somewhere). I'm not sure how that would work out together with the counter top and sides, and there are things like sink cutouts to consider. You also need to add an inside, or the back wall will appear to be invisible. Glass items often also need to be a separate group because otherwise they tend to cause a bit of trouble in the layering and/or texture. This isn't such a problem in other games like in TS2 (where subsets aren't a problem, I've made objects with 7 separate subsets before), probably not in TS3 (where I just saw a glass door counter set while I was looking for TS4 examples), but TS4 meshes have limited subsets (I've never seen any with more than 4, and one of those (sometimes two) tend to be reserved for shadows in objects). You can absolutely make glass cabinets, though, as seen here: modthesims.info/d/585908/sumptuous-kitchen-set.html
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