Post by BrazenLotus on Jan 4, 2018 13:22:10 GMT -5
I'm working on some counter combinations and noticed that when you make a new swatch it makes new textures even though what I really need is to just reference on of the textures already in the package just like EA does. So here's what I was thinking, and I don't know if it's plausible but I'm going to throw it out there anyway.
So say I make a new swatch, switch to warehouse view, then copy the instance number from the texture already in the package I want to reference and paste it over the instance number of the new texture that was just created with the add swatch button. If at this point there was a way to hit save or something and S4S could force that number I just pasted to replace the original instance number in all of the appropriate model resources, then it could properly reference the texture already in the package and then I could just delete the texture the new swatch button created.
I hope that makes sense. Again, I don't know if this is feasible but I think if we could do something similar it would make it much easier for anyone who wanted to re-use textures and effectively save space in game. Right now having to go in and change the references in the model resources is pretty much impossible with some meshes because of the numerous textures, especially in objects like counters.
I would love the option to be available to toggle whether a SP/GP/EP item displays the pack icon during the cloning process, or in the menu section. I generally like to keep the pack icon on edits/recolours etc, and it becomes quite tedious having to go through and untick the hide icon box in each object catalogue resource.
Post by Basemental on Feb 26, 2018 15:20:32 GMT -5
I have no idea if this is doable or not, but I would seriously love this. When you Extract Tuning, it would be such a time-saver if there was a tab to the right of the Names with the ID of the files.
Say if you wanted to change the mood for a buff, you could just search for the desired mood, take note of the ID and type it in the buff instead of having to add it to the package first, find the ID, and then delete the mood files from the package.
Also! Macros. It would be so extremely helpful if we were able to assign some macros within S4S.
I think the application is hands down fantastic and I am constantly amazed of how well thought out it is. But, if you are to make something with tons of buffs, loots, etc. It would do wonders to the workflow if we were able to assign macros/hotkeys to pieces of text.
Last Edit: Feb 28, 2018 4:10:25 GMT -5 by Basemental
Post by applebucked on Feb 27, 2018 22:51:29 GMT -5
Hi! Is it possible to create a batch fix for updating lighting mods in the different world files? Since the mods have to be installed in each world, it's so tedious to do it especially with the latest patch. I can send you the resource files (world color timeline and skybox texture) if needed. Perhaps with an option to choose which lighting mod to install (default skybox/brindleton bay skybox/maybe sixam). The original creator of some of the mods has a generous TOU and my TOU is also generous in this sense.
I was wondering for a Batch Fix for CC hair for campatability with the Skeleton Outfit and JA (Jungle Adventures).
Edit: Wanted to add more, Sims only seem to have this problem with CC Hair, every sim That works 100% is CC free. The problem is when a sim with CC Hair is turned into a Skeleton their Heads bleed onto the Skeleton outfit (without hair to be addded).
Saw this suggestion on tumblr and thought that's it's a nice suggestion if it's possible to implement. I personally would love it. Is it possible to make a CC sorting tool that could sort CC by tags into different folders? Lipsticks to lipsticks, male bottoms to male bottoms, dresses to dresses, shoes to shoes, skins to skins, hairs to hairs and so on.
Please don't DM me here or elsewhere asking for assistance with Ninjaripper or CC. I don't work in Ninjaripper anymore. Please post your questions in Creator Help thread so everyone can chime in and help solving the problem
Post by BrazenLotus on Mar 16, 2018 13:15:58 GMT -5
I was wondering if we could add a 'Tools --> Modding' option to set all objects to SSAO 0. I make a lot of stuff from selective clones (to keep them texture dependent) and when I make something a lot of times it's automatically set to 1 and gives those weird shadows through the mesh. I know I can change it manually but it's super tedious to drill down into each model and change each swatch to 0.
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