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Post by fursims on Oct 20, 2016 11:20:46 GMT -5
Usually i create a mesh from scratch, but a few times i just edited the old mesh.. or better to say deleted it and then created my mesh in that file. I think something went wrong with deleting all the parts from the original EA mesh cause in the s4s my bookshelf looks like this now. As you can see, the old bookshelf is showing through. In blender my mesh looks fine though. I have deleted the bookshelf itself from there, the rig and edited the correct cut. But still.. what can it be? Heres the blender file from my bookshelf if you need to have a look at it. Thanks, appreciate the help here a lot!
Mesh: www.mediafire.com/file/o7xd38csw8jzkqx/Bookshelfblend.blend
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Post by Zelrish on Oct 20, 2016 13:21:29 GMT -5
Well, I am no expert with objects but I believe you lost all the data from the original mesh. You just have one object cube in there. Like I said, I am no object expert but I believe you have to keep the original objects exported from sims4studio. From those (or this) obejct(s) you delete all the vertices and then merge the remaining (empty) object with your new one. That way you would keep all the extra info from the object and have it kind of applied to yours. So in the end instead of having a cube object, you would still have s4studio_mesh objects. At least that's what I do for CAS parts and it works (although I never completely removed all existing vertices). But maybe just editing the cut number is sufficient and that is something else. Hope that helps a bit. EDIT : this is what I got using the way I discribed (didn't bother extracting the texture)
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Post by inabadromance on Oct 20, 2016 13:31:10 GMT -5
hi! The approach of "deleting" everything from the original mesh isn't what you should be doing. But creating your mesh (on that same blend or a new one, it doesn't really matter), hide the original meshes if they bother you.. and when you're done, you have to take note of the cut numbers and rename your groups with the original ones. It is not mandatory, but it helps a lot as far as organizing the blend goes. You should not delete the rig either.. there's no need to deleting anything, specially at the start of your work.
Anyway, you're missing the shadow plane group, which is separate from the original mesh. Usually is s4studio_mesh_0 (shadow - cut 0) and main mesh s4studio_mesh_1 (cut 1). But it depends on the item.
Also your UV is wrong. It should only have one uv and it should be name uv_0. Delete the second uv, and rename uvmap for what it should be.
edit: I'm not used to using the nod thingy.. but bear in mind that if that modifies the texture or how the mesh reads it.. that doesn't get translated into game. There's no need to use it. You can change materials through the side bar, on the material and texture tab.
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Post by fursims on Oct 20, 2016 14:40:11 GMT -5
If i hide the mesh, the vertices and faces still excist, so i dont want to do that. Would it be a problem if i just delete the mesh and leave the rig and the rest alone?
So, since i messed it up in this mesh, is there a way to get it working again? Or is there actually a way to import this mesh into a new file (one where i dont delete the important stuff).?
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Post by Zelrish on Oct 21, 2016 1:30:49 GMT -5
Like I said : You don't delete the objects but just the vertices inside the object representing what you are creating. (so not the shadow)
I extracted a shelf. Appended the 2 objects s4studio_mesh into your blender. Deleted the vertices on the first s4studio object )shelf itself). Selected your mesh then the one where I deleted the vertices in object mode. And fused the objects together (Ctrl+J) so that the remaining one is the s4studio mesh but with all your vertices inside -> worked. I lost the texture display in blender doing so but that is unimportant as I could still export it from blender and import it in studio. I did it so your mesh showed up properly in my studio but I was too lazy to update the screenshot I posted.
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Post by inabadromance on Oct 21, 2016 2:32:54 GMT -5
If i hide the mesh, the vertices and faces still excist, so i dont want to do that. Would it be a problem if i just delete the mesh and leave the rig and the rest alone? So, since i messed it up in this mesh, is there a way to get it working again? Or is there actually a way to import this mesh into a new file (one where i dont delete the important stuff).? You should delete the original files after you're done with your mesh / project. That way you know exactly what cut numbers and group names should be what. As i said before, the shadow plane is part of a different group, not the one with the library. You can go into edit mode, select the shadow planes , press P and "selection" to separate those plane into a new group. Name that group s4studio_mesh_0 and cut number 0. The library mesh group should be named s4studio_mesh_1 and cut number 1. To append an object from another blend, you need to go to file / append / object and choose your objects. You can shift click each object to select more than one.
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Post by fursims on Oct 21, 2016 14:12:44 GMT -5
Thanks guys! I have just opened a new EA mesh and append my mesh into that file as you explained inabadromance . Is it ok if i let the mesh carry the name 'cube' for example or should i change it into s4studio_mesh_1. I havent done it with my other meshes and they came out right in the sims 4 studio. Didnt check them in the game yet though
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Post by inabadromance on Oct 21, 2016 20:45:23 GMT -5
No, there's no problem on not re-naming your groups (it is important to change the uvmap name to uv_0 though since sometimes it borks how the mesh displays the texture). But for me it's easier for organizing the blend, specially if you have many groups. let us know how everything goes
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Post by orangemittens on Oct 22, 2016 8:20:11 GMT -5
Zelrish , one process for making new meshes for objects is detailed in the tutorial I wrote that is posted in the Build/Buy section. If you want to help but have no particular experience please do not begin a post by saying "well I'm no expert but..." and then proceeding to guess what you think the process might be. There is no need to guess as you can link the person to a tutorial that shows exactly how to get something done. In most cases, there is a tutorial that covers a question posted in the Creator Help section. In the absence of a tutorial link to provide and specific knowledge based on your own experience creating several similar projects, please refrain from speculation. The staff here has been working with Sims 4 for quite awhile and can help with most projects. Thanks! When Studio imports an object mesh from Blender it ignores everything in that .blend except for mesh groups with cut numbers. If there are multiple mesh groups sharing a cut number it will only accept one of those meshes and ignore the other. It will replace the original mesh groups in the .package with the mesh groups that have corresponding numbers. It will do this whether the original item in the .blend was a LOD exported from a .package or not. You can start from scratch with no Sims 4 related mesh in the .blend, make a mesh, UV map it, assign cut numbers to it, and import that into the .package. This is to say Studio does not need mesh groups to be named in a particular way, Studio does not need a rig, Studio does not need a second UV - all Studio needs is a mapped mesh with the right cut numbers. Sims 4 objects, in almost all cases, have a second UV. In rare cases, EA uses this second UV to carry normal map data. In those cases, the second UV will be different from the first. In most cases, however, the second UV is not used for anything at all. In those cases the second UV is identical to the first. In order to make things easier for object creators, Studio does not require a second UV. If there is no second UV in the .blend, Studio will duplicate the first UV and use that duplicate as the second UV. If the creator wants to take advantage of the second UV, Studio will accept an imported second UV and use that instead of duplicating the first.
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Post by fursims on Oct 22, 2016 12:49:46 GMT -5
I finished the particular mesh with the help here I only have some new questions about transparency for just the shelves, but i can open a new thread for that later today if thats better (the tutorial on this forum doesnt apply for my object etc.). I had made the same mistake with another mesh and using append is by far the easiest, so i dont have to figure out what i did wrong, but just use a new EA mesh file. I have made already 5 objects for the passed two weeks and unnoticeably i did it the correct way with them, but its good to have learned how a proper mesh looks and also why. Thanks for the help here everyone. Its one of the most helpful forums i've ever been to. Couldnt be better!
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Post by orangemittens on Oct 22, 2016 13:20:45 GMT -5
It isn't so much that the tutorial wouldn't apply for your object as much as it is that the tutorial in question is an exercise in secretarial-type renumbering (that is, it's a PIA) that isn't necessary for the item you want to make. The easiest way to create an item that uses an alpha is to clone something that has alpha already. The enable alpha tutorial is helpful only under special circumstances and isn't needed if you can clone a standard alpha item for the project, which, in your case, is possible. For example, an item like the Wainscott Garden Dining Cabinet may be a good choice of clone. It has the entire object mapped to a single diffuse and it has alpha enabled already. On the other hand, if by transparent you mean like glass, you could select something that already has a glass group.
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Post by fursims on Oct 22, 2016 13:33:30 GMT -5
double post
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Post by fursims on Oct 22, 2016 13:39:55 GMT -5
It isn't so much that the tutorial wouldn't apply for your object as much as it is that the tutorial in question is an exercise in secretarial-type renumbering (that is, it's a PIA) that isn't necessary for the item you want to make. The easiest way to create an item that uses an alpha is to clone something that has alpha already. The enable alpha tutorial is helpful only under special circumstances and isn't needed if you can clone a standard alpha item for the project, which, in your case, is possible. For example, an item like the Wainscott Garden Dining Cabinet may be a good choice of clone. It has the entire object mapped to a single diffuse and it has alpha enabled already. On the other hand, if by transparent you mean like glass, you could select something that already has a glass group. I got stuck at some point in the tutorial, cause i couldnt find the aplhablended and didnt know i didnt need it for this object. but thanks for that So, what you mean is to for example append my mesh into a the Wainscott Garden Dining Cabinet and then edit the group with the glass into my shelves? Or renaming my shelves into that object? Im just guessing.. have no idea. Im pretty new to blender as well. And yes i meant glass, didnt realise its a different thing though. Would the above work for that too? Or should i find another object that has glass?
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Post by orangemittens on Oct 22, 2016 19:26:13 GMT -5
I'm not sure if by shelving you mean wall or floor shelves. The Athlete's Trophy case is a wall shelf item that has a glass group. If you wanted a floor item the easiest item to work with would most likely be something like a coffee table with glass parts and solid parts. The idea is to select an item that already has the characteristics that you want. While in most cases you can edit an item to take on the properties you're looking for, it's always easier to use one that already has them. Since you want glass shelves you should select a clone that has glass parts.
Once you clone the item you can either export it and examine the LOD structure and make the meshes in your .blend have the same cut numbers or you can append your meshes directly into the LOD you exported and change the cut numbers there. Either way will work although you can save yourself some time if you don't bother with the appending/deleting EA mesh groups steps. Once you have your mesh groups assigned to the right cut number you can import the .blend back into the .package. This involves giving your solid mesh group the cut number of EA's solid mesh group, your glass mesh the number of EA's glass mesh group, and your shadow plane the same cut number as EA's shadow plane.
Transparency = alpha. Glass has an alpha and uses the glass shader. The glass shader has a gleam that isn't seen in standard alpha. In-game items with a standard alpha include plants. Compare them to an item that has glass and you will see the difference between merely having alpha and having a glass shader.
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Post by fursims on Oct 23, 2016 6:20:11 GMT -5
Ok ill try something today. If i bump upon any problems or questions, i can ask again Thanks! Btw i meant floor shelves yes, so a coffee table with glass or something would be the one i will look for.
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