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.
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.
Post by Godzilla-Force on Feb 28, 2018 7:34:51 GMT -5
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 SelaronoSims on Mar 31, 2018 4:44:47 GMT -5
I have been watching and waiting, but the last mention in here regarding stairs was in march of 2015, so I figured id give it a bump.
As a builder, not really a player, I would LOVE to be able to edit stairs and fences! At least recolor. I have done some with TSRW, but the program is not very beginner user friendly so I gave up after a couple swatches. I know we are limited as far as stair shapes go to the straight version since EA seems to thing we dont need variety (grrrrr) but I would make it infinitely better if we could at least recolor them! Make them actually match the flooring they come up against!
and honestly, I would be THRILLED if someone made switchback stairs or l shaped stairs that worked even if the animation didnt match up.
Same with fences and stair railings. It would be great if we could get them to match also.
Not sure if this was suggested, even if it's possible, but it would be totally awesome to have a "load animation" tool at the S4S 3D viewer. I mean, I used to create content for TS3 with TSRW and I loved that tool that loads any in game animation and makes the Sim move so you could check for the weights to be correctly done within TSRW. It takes too long to enter the game to check if your weights are right. Anyways, thanks for reading this!
Imagine having made a mesh, and created about 20 revolves and you forgot to save the files to update and you mistakingly click the close button and realised that you have to start all over again. I think it would be nice if the warning feature is added that warns you about saving your file before closing
There are two types of people who will tell you that you cannot make a difference in this world: those who are afraid to try and those who are afraid you will succeed
Hello. Im trying to make an animation for my smoking mod and im having problems with the seating animation. I tried modifying the asm and other things but conclude that the main problem is the way studio imports the blend clips into the custom clips package. For example in a seating animation is involved the bones of a chair when the sims are seating so the animation change when this bones are modified. Also i saw that the seating animation clips is the same for the chair and the bar stools so the seating bone that is affected by this items modify the way the sim is seating, the stool are higher than dinning chairs and the sims seats correctly even that it uses the same sims animation clip. Why im saying this ? because Im trying to override the energy drink seated clip and the sims shrinks into the stool and seats a little higher on dining chairs and sofas. On stand clips , there is not problem because the sims are.. standing? and when i import a clip of a custom animated object i have created it imports correctly too, but the seating animations clip are not importing correctly. Please can you fix them. n_n I leave here a rar with the clip im trying to override. I have exported the energy drink clip via the pose player and importing into the overriding clip. Also there is the eneredydrink iteraction override so the sims can drink the juice even if they dont have the high metabolism trait for testing. It only overrides the seating animation to see the problem. Thanks in advance.
Hi necrodog, creating the type of content you're describing would require adding a new feature to Studio. Currently, Studio imports animations exactly how their frames are set in Blender. You will notice if you append the mesh of the chair to your .blend file and play it, it will show just like it is in the game. If you append the stool mesh, it will show your sim sunken into the stool just like it is in the game.
EA animations often use IK data to tell the game that a sim's limb should be "attached" to a certain slot on another object (like a chair) with a certain percent of influence that can change between animation frames. Studio does not have a way of representing this in Blender for editing, and therefore does not preserve it (since modifications to an animation could easily invalidate the original positions).
While Blender does have the concept of IK and constraining animatable parts to a separate object, Blender IK is not the same as Maya (the program EA uses to animate) IK. EA may even be using their own custom plugin for Maya to simulate how their game engine implements this feature.
At some point we can take a look at this issue to see if it is at all possible to add this kind of animation feature to Studio.
Please do not PM me with modding questions. Post in the Creator Help forum.
I don't know if this has been suggested once before, but maybe a tool in S4S for floors and maybe even walls, that will allow you to set the gloss of the floors (and walls if thats what ur project is). I've been searching for some good tutorials on how to make my floors like shine when natural light hits it (compare it with the kind of floors PralineSims makes), but i haven't been able to find any of them and my floors always looks like super pixely.
again sorry if this has been suggested once before and for some reason it wasn't possible.
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