Post by peacemaker on Sept 16, 2015 7:00:27 GMT -5
Not sure it has been suggested yet (I didn't see it listed on the first post), but it would be awesome if the tag section also had an option to change the Style of an object too. Manually changing these is a pain through the warehouse, especially if you have multiple swatches and forgot to change it before adding other recolours. It may not be something everyone uses, but it is something I find works really well for object sets.
I would love the ability to save custom colours for thumbnails. I never use the "standard" colours but I find myself using the same colour actions on a lot of things and by far the most time-consuming part of the process is copy-pasting in the thumbnail colours so I can keep them consistent... being able to save them would be a big help.
It'd be nice to be able to drag the swatches window down to see more thumbnails at once, as well, but that's more a case of "wow I make so many recolours" than anything else.
Post by brittpinkiesims on Dec 11, 2015 0:01:36 GMT -5
OMG the new "make buyable" button! (Well, I think it's new...I've never noticed it, haha). So awesome, makes it so easy...thank you!!! :D
Do you think we could get some keyboard shortcuts? Like being able to just hit delete on the keyboard to delete swatches, rather than clicking? Or being able to select multiple swatches at once (but not all) to change colors or thumbnails?
There is one thing that I would love to see S4S support. That is the ability to browse textures. This is more of a concern for multi-group objects or non-default mesh edits that want to link to the original textures, which would help keep file sizes down. At the moment S4S clones all the textures when adding swatches. That is great for objects with a single texture, however when you have a multi-group object and want one group to use the same texture as the previous swatch, you can't. S4S clones all textures regardless of whether they are used once or multiple times. It would be ideal if an easy way of browsing/linking a texture could be implemented so there would be one copy of a texture that is used multiple times, or a reference to a texture from a game item. An example of what I am talking about would be items with a glass group or counters. You would want to use the glass texture multiple times if you want to keep the same appearance, and the same can be said for a countertop with multiple cabinet colours. I suspect this would be difficult to implement though, but I wanted to suggest it nonetheless.
Post by orangemittens on Dec 27, 2015 11:50:54 GMT -5
Hi peacemaker, I wrote a tutorial HERE that shows how to do this manually and we definitely have plans for Studio to automate the process as currently it's a bit tedious to do. The issue is one of determining what the most intuitive work flow for this would be so that the tool offers this feature without undue complexity or confusion. Ultimately, what's wanted is that creators will have full control over the images in their .packages without a lot of screwing around in the Warehouse or button punching on the Studio tab.
A batch fix type solution that players could use is also entirely possible...this would run through the Mods folder and "fix" items that have duplicate images so that all but one are removed and a reference to the remaining one would be put in place of the existing multitude of references. This would have the effect of removing not only the duplicate diffuse images that Studio makes but also all the duplicate diffuse images, bumps, and specs that I've sometimes seen in Tsrw-made .packages so it could potentially reduce the burden on a player's game significantly.
Please help other creators find Sims 4 Studio and receive the help you received by mentioning Sims 4 Studio with your downloads Please do not PM me with meshing questions. Post in the Creator Help forum and I will answer you there.
thank you orangemittens for the link to the tutorial. I had a quick read, and I can see why it will be hard to implement given the number of locations the ID will need to be changed. as for work flow, i would imagine the most simple way would be linking textures of a cloned swatch until a new texture is imported into its place. Well, that would be the case for me atleast with the way i use s4s. I doubt this would work well for everyone. Even a tab on the texture module showing already imported diffuse maps would be helpful too. But again, i know it may take some time to implement this feature. In the mean time, i will see how the tutorial works for my current project. changing id's for 60 swatches may take some time though.
Post by Aquamarine-DreaM on Jan 1, 2016 5:32:13 GMT -5
Hello! I do not know whether there is such an opportunity in the s4s, but is there a search by category? (as a directory in the game) I'm from Russia, and quite difficult to find a particular object, because all items s4s called in English, and the exact name of the desired object, I do not know. Well, if you need to find a bed or a bath. It's easy. Entering the name of the bath or the refrigerator into the search box, immediately appear necessary objects. But if you need to find a small object in the category of decor, it is necessary to spend a lot of time to find the right things in the program. Аs the translator is not true translation of the name EA-objects, we have to rely solely on the icon (Search by category (comfort, tables and cabinets, electronics, decor, plants, etc.) does make life easier)))
Hi icemunmun, yes, the plan is to have a functional slot editor. Initially we were going to use Blender for that but at this time we're thinking instead the slot editor will be in Studio itself using the model viewer as the visual guide for slot placement. You will be able to add/delete/move slots from the Studio tab and see a 3D representation of the slots that shows position and size. This will, most likely, not occur in the Sugar series but hopefully in the series after that.
Great idea, also recently I've been wishing for a visual footprint and occluder editor. I get so confused when I'm trying to work with only numbers.
Hi all! Don't know if it's possible but It would be great to be able to automatically replicate any change to the object tuning to each other swatches of the package. For exemple when I adjust the confort of my bed or separated bed matress. ViVie.
ViVie. if you make the changes before adding swatches, they will copy over with the new swatch.
Thank you MisterS for your answer, it's what I do when I create swatches but here it is not what I need. I'm modifying an existing package with multiple swatches and I would like to only modify one and duplicate the changes to the orthers. I modify it so that I don't have to make a choice in my game, all my matresses have the same confort etc.
(edited sorry I wanted to say *changes not *chance)
I saw the new feature for the thumbnail overlay which is great when you want to keep the transparent background. However, I generally change out the background to set my items apart from the default style and tie them into the sets they are released in. What I was wondering is if it was possible to batch export game-generated thumbnails from s4s. At the moment I am currently doing it individually, but when you have 20+ styles for each item, it can get tedious really quickly.
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