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Post by petb0ck on Nov 29, 2021 7:42:57 GMT -5
Hi!
Quick question: If I'm making an outfit, and want different versions of the outfit to differ in details like the placement of pockets and buttons. Can the different swatches have their own normal and/or specular maps, or will I have to make a separate mod for an alternative map (like different number og buttons)?
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Post by mauvemorn on Nov 29, 2021 8:45:57 GMT -5
Hi. No. You could try making a package with the same identifiers, but I don’t know how good of an idea that is. Once you’re done with your package, go to File - Save as. This will create an identical copy of it that will show up as swatches for the original package instead of a standalone one. Then replace the normal map and delete the swatches you do not need. Add new ones if needed. Check in-game.
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Post by petb0ck on Nov 29, 2021 9:01:01 GMT -5
Thanks!
It's what I thought, the swatches need to be colour variations only. Making multiple packs based on the same mesh with different specular and normal maps isn't a problem, I just thought it would be more elegant if a single pack could have let's say a woman's suit with one swatch with a (shiny) silk blouse and one with a matte cotton one or different numbers of buttons.
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Post by guatla on Nov 29, 2021 17:57:59 GMT -5
Content Management->Merge Packages
You can have different specular maps in the same package without this.
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Post by mauvemorn on Nov 29, 2021 18:47:41 GMT -5
That’s not exactly what op was asking. They will still be different standalone items in CAS unless you will go the “Save as” way
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Post by guatla on Nov 29, 2021 19:23:16 GMT -5
That’s not exactly what op was asking. They will still be different standalone items in CAS unless you will go the “Save as” way two steps 1. add swatch(I believe that i did in this way). 2. merge in 1 package ( base package and recolors). * sorry if I express myself horribly wrong.
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Post by mauvemorn on Nov 29, 2021 21:26:13 GMT -5
Did you create a new package with CAS- Add swatch? If yes, that’s the same thing I described. It does not create a new item by changing identifiers
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Post by croptopchronicles on Nov 30, 2021 9:08:50 GMT -5
Hi! Yes, you can have different shadow/spec/normal/glow maps for different swatches of the same CAS object. And it's pretty much exactly what guatla and mauvemorn are describing above, but I'd like to add a few more details to the step-by-step for clarity:
1: Create your base-item that has the mesh, version 1 of your shadow/spec/normal/glow map and the corresponding color swatches. 2: Put a copy of your base-item.package into your Sims 4 Studio mods folder. (Documents\Sims 4 Studio\Mods) 3: In Sims 4 Studio create a new .package via the “Add CAS Part Swatch” option, filter for Custom Content from the drop down menu und pick your base-item from the first step. 4: In the newly created .package file delete the old swatches, change the shadow/spec/normal/glow map and add the corresponding color swatches. 5: Repeat steps 3 to 4 until all different versions of your item are done. 6: Use Sims 4 Studio to merge all the .packages (your base-item + all the extra swatches) or keep them as seperate addons, whatever you prefer. I use the same method to add different colored glow maps to contact versions of eyes and still have them all in one object. Works really well. Good luck with your project and have fun!
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Post by Fwecka (Lolabellesims) on Nov 30, 2021 17:28:53 GMT -5
Maybe I'm not fully understanding what the OP wants to do but it seems to me that if you can make an override that references a custom texture you could do the same with a custom outfit. Each bump map would need its own instance number and each swatch variant would need to reference that particular bump map's instance number. Make a bump map, add a new texture reference in the warehouse, generate a new instance number, go into the materials section for each LOD, and for each variant, edit the bump map's instance number to match the generated instance number. I would think you could do this for any number of swatch variants.
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Post by mauvemorn on Nov 30, 2021 18:31:23 GMT -5
That’s a completely different situation. There many objects share the same image with specific identifiers. If you will overwrite this image for one item, it will be replaced for all. For example, a maxis bed and a maxis fridge share the same empty normal map. You want to replace this default bed with your own that needs a custom normal map. You replace all textures and meshes with your own. Then boom the fridge is showing your bed’s normal map.
You do not need to do any of this with standalone or CAS items. i don’t know if CAS items share any maps but you’d need to worry about this only with default replacements
Op just wants different swatches of the same item to have different normal maps. There is no straightforward way of doing it, as in, you cannot just import a normal map under a specific swatch and the rest will have the old one. But you can accomplish it by creating a second package with the same identifiers like everyone above have explained. This way a single item can also have different meshes.
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Post by Fwecka (Lolabellesims) on Nov 30, 2021 19:35:12 GMT -5
I haven't tried it yet so I can't say for sure. But I've seen objects that have two bump maps and/or two specular maps. But in those cases, the maps are assigned to different mesh groups. So, maybe it's only possible to assign different textures to different mesh groups and not to different swatches. And maybe it's only objects that allow this and not CAS items. As I said, however, I haven't tried this myself so I really don't know if it'd work. I could very well be thinking about this all wrong, of course.
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