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Post by BrazenLotus on May 10, 2016 12:16:44 GMT -5
I'm trying to make override recolors that require the original mesh. I tried cloning just the resources I wanted but there are no 'import texture' or 'add swatch' features when I do this. I then tried to clone the model resources with all of the ones I wanted then delete it when I was finished but then the object is unusable. Anyone know how to do this properly? I checked the tutorials but didn't see one specifically for this - unless I missed it
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Post by brujah on May 10, 2016 12:21:02 GMT -5
What item are you trying to use?
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Post by orangemittens on May 10, 2016 15:57:48 GMT -5
Object recolors require the Model and LOD resources to be in the .package. This is because the diffuse image is referenced from within those resources. I'm not sure what you mean by an override recolor...could you explain the project a bit more?
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Post by BrazenLotus on May 12, 2016 9:35:26 GMT -5
I'm sorry. I meant that I want to override the original and add new swatches. I don't want to have a standalone recolor, I want it to be in addition to the base game swatches. So in this case I would just need to add swatches to the item and nothing else would change.
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Post by orangemittens on May 12, 2016 17:12:38 GMT -5
I'm assuming that you're working with an object. Rather than using Selective Clone, which it sounds like you've tried that but made a renumbered clone instead of an override, I would make an override instead. The result will be a full clone, and this will be easier to work with. After adding your swatches, delete all the resources you don't need. You will need to retain the object catalog, the object definition, the model, the model LODs, and the images you imported. The object catalog and definition resources you retain should be the ones which correspond to the swatches you added. You can delete the ones for EA's swatches. If you share this item, you should be sure to mention that your item will conflict with any other override of the same object that overrides the resources that you retained in your .package.
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Post by inabadromance on May 12, 2016 21:17:24 GMT -5
This is such an interesting question because i've tried several times to do something like this for bg objects. So that there's no extra geometry. What i do is check override, do all the extra swatches, go into warehouse, filter by size and delete everything that is not in 0 (0 means that it is new in the package). And that clearly doesn't work. it's a shame..
isn't model and model lods the geometry? There should be an easier way of recoloring without including the actual mesh that is already present in the game.
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Post by BrazenLotus on May 13, 2016 10:00:38 GMT -5
inabadromance I tried that as well and didn't work. It looks like having the model resources is mandatory then. I was just trying to save on space
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Post by orangemittens on May 15, 2016 15:58:23 GMT -5
It is mandatory to include the Model and Model LODs with a recolor because the reference to the diffuse texture is inside the Model and Model LOD resource. If you do not include these resources the game will not be able to connect your recolor image with the correct mesh. This .package structure is determined by EA. Unlike previous games where images were referenced from outside the resource that holds the mesh, they chose to put both mesh and texture reference inside the same resource. They are aware that the community doesn't find this convenient but, so far, they have indicated no interest in changing this .package structure.
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Post by inabadromance on May 15, 2016 21:35:40 GMT -5
oh yeah.. that makes sense.. because there's as many models as swatches... mmm.. i honestly don't understand it XD. But i'm wondering why didn't the creation of new model strings showed up when i filtered by size.. should those be in 0.. oh well. i'm just rambling. sorry!. Another list to throw in the "why EA" bucket.
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Post by orangemittens on May 16, 2016 9:19:32 GMT -5
There are only models for the levels of detail EA felt were needed for any given item. Within the models there are entries for each swatch. For an example showing what I mean I'll use a default override (exact clone) of EA's little draped table and look in the Warehouse: Once there I click on the Model LOD resource that corresponds to the high quality level of detail in the game. As expected, there is a Meshes section because the Model LOD contains the mesh. I click the Edit Items button to see what is inside the Meshes section besides the mesh itself: First I find a section for each mesh group in the Model LOD. This table LOD has a main mesh that uses the Phong shader, and it has a shadow plane mesh that uses the Dropshadow shader. I select the main mesh and click the Edit Items button in the Material/Entries section: The Entries section contains a list of VariantId's. The list begins with a default set that EA includes in most, if not all, objects. It then goes on to include a set for each swatch that is in the .package. A set includes a Diffuse line plus Burnt and Dirty lines if the item can burn or become dirty. For this example, I will click on the first non-default Diffuse line and then select the Material/Items section: The next box that appears contains all the data governing the material that is applied for this swatch. One of the lines is a reference to a diffuse map that shows its group, type, and instance: If I copy the instance number and return to the main Warehouse screen I can find that the first swatch image has the same group, type, and instance numbers: That is, this image is referenced from within the VariantId that is within the Meshes that is inside the Model LOD. This reference attaches this image to the mesh that is inside the Model LOD. Further, if I look at any other resource in this .package I will not find any other reference to this image. The only place this image is tied to the mesh is inside the Model LOD. If I delete the Model LOD, the image itself will no longer be tied to the Model. If I put this unreferenced image into the game, the game will have no way to figure out that I want it to be applied to the table mesh. This .package structure was determined by EA and there is nothing we can do about it. I agree with you that this .package structure is unfortunate. Previous games had a .package structure where the mesh and the texture were both referenced inside some third resource. You could remove the mesh from the .package while retaining a reference to it. A .package with that structure allowed you to put a new texture into the game with a reference to the mesh you wanted it applied to without including the mesh. I wish EA had retained this .package structure for Sims 4 and, I knew the first time I saw that they had not that it was going to be a PIA for our community. The best that we can do now is reference unedited, but required, resources from recolor .packages so that they will require the original.package in the Mods folder. That is what Studio's recolor feature does. Unfortunately, this solution wil not serve the purpose of the OP. I've added this info to the components of an EA object documentation now too...idk why I didn't put it there in the first place :P
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Post by Lanti on Nov 25, 2017 18:35:56 GMT -5
Hi. I'm sorry to bring up an old thread but I guess it's best to keep things together since I have a doubt about the same issue? I'm making some default override recolors for world objects in the debug section of S4S, like trees and also the grass on the floor. So I have two questions. One - that seems to have been answered already - so, I can't have a .package that overrides a debug tree texture without including its mesh? Why is it, then, that a lot of the debug trees I recolored changed other trees that used that same texture? How can we have issues in overriding textures that are used for other objects, that we don't want to change, but they change along? This issue is best described in this tutorial by orangemittens, not sure if I was able to be clear. My objective was the same as the original poster, I thought I could get rid of repeating resources such as the mesh and even recoloring the same texture resource twice without noticing. I guess I'm just trying to see if I understood this correctly. And the second question, how can I share overrides to world ground textures? I found them inside the fullbuilds and changed them directly through there. I wasn't able to find them with the "override object" option in S4S's debug. Now I would like to share them, but I have no idea of what mesh they are referenced to? I thought I could make a blank package and create resources with the same instance numbers as the textures I'm overriding, or something like that, and it would work. But I guess not, from what I'm reading here? Thank you. EDIT: I found this thread that solved my problems. I still don't understand how one thing works with the other, but as long as it does the trick...
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