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Post by believe&become on Jul 18, 2017 19:36:16 GMT -5
Hi everyone! I have a little issue with generating thumbnails for kitchen counters. I retextured/recoloured the Cargeaux counter and most thumbnails seemed to generate fine (the main thumbnail was generated for the mesh piece labelled " tile", it's your basic normal rectangular modular piece, not the " corners" or " end pieces"), but a few swatches had thumbnails of the " inner corner" modular counter instead of the "tile" counter. Example of "correct" thumbnail: Example of "wrong" thumbnail: I thought it was because I perhaps had not placed the main mesh in game and therefore had not generated a thumbnail for it, so I did a test placing all of the meshes in game ( left end piece, right end piece, etc) (by the way the mesh itself is unaltered and not the issue, it is placed correctly) and found out that even for the thumbnails where I previously had the "correct" thumbnail generated (for the tile counter), it was later substituted for the " inner corner". I had previously used the batch fix to delete cc thumbnails for these pieces and also d eleted the thumbnail cache before starting the game so theoretically if I'd accidentally substituted any it should have updated, I think. Here is what I was verifying in-game: Any ideas on how to automatically generate the thumbnail for the missing tile counter, am I doing anything wrong? Also I wanted to ask if when I place the overlay unto the automatically generated thumbnail to create a custom thumbnail, does it place on thumbnails for all meshes included? Here (Zippyshare link) is the package is anyone wants to take a look. By the way, I know I could manually fabricate the missing thumbnails and import them, or try to generate a new package and only place the main mesh in game without testing any of testing any of the others, but I'd like thumbnails for all of the meshes, and to know how to avoid the issue in the future, as I still have a lot of unreleased counters and this one is around 36 swatches (x5 meshes, plus the matching islands and cabinet, etc). Thank you all in advance!
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Post by orangemittens on Jul 19, 2017 10:19:38 GMT -5
Hi believe&become, the link is not working for me.
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Post by believe&become on Jul 19, 2017 13:53:51 GMT -5
Sorry orangemittens! I've reuploaded to Dropbox here. By the way I saw a similar thread but not sure it is the same issue and if it was resolved here.
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Post by stanislavsims4 on Feb 9, 2020 15:24:38 GMT -5
Hello. I have the same issue. This is not first counters I create for TS4, but faced with that issue first time. It seems that the problem appeared after game update.
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Post by amoebae on Jun 28, 2021 12:19:40 GMT -5
Bumping this because the same thing is happening with sectionals.
I cleared the thumbnail cache, went into game to generate thumbs, saved, exited, and half of them are incorrect. Clearing the cache and starting again, same result, sometimes different ones are incorrect.
To my knowledge this has been a problem for a long time. I remember renora having the issue when making her Brohill kitchen, which was right after Cats & Dogs released.
Is there a foolproof solution?
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Post by MizoreYukii on Jun 28, 2021 15:28:17 GMT -5
Bumping this because the same thing is happening with sectionals. I cleared the thumbnail cache, went into game to generate thumbs, saved, exited, and half of them are incorrect. Clearing the cache and starting again, same result, sometimes different ones are incorrect. To my knowledge this has been a problem for a long time. I remember renora having the issue when making her Brohill kitchen, which was right after Cats & Dogs released. Is there a foolproof solution? I think the solution is to use Selective Clone and choose the 32bit option, if you haven't already. If you did then I'm not sure what else you could try.
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Post by amoebae on Jun 29, 2021 9:53:18 GMT -5
Bumping this because the same thing is happening with sectionals. I cleared the thumbnail cache, went into game to generate thumbs, saved, exited, and half of them are incorrect. Clearing the cache and starting again, same result, sometimes different ones are incorrect. To my knowledge this has been a problem for a long time. I remember renora having the issue when making her Brohill kitchen, which was right after Cats & Dogs released. Is there a foolproof solution? I think the solution is to use Selective Clone and choose the 32bit option, if you haven't already. If you did then I'm not sure what else you could try. I didn't know this was a thing, actually. What does this option do? Is it a preferable method when creating something like recolours that don't include the mesh? I've always just used 'Standalone Recolour'.
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Post by MizoreYukii on Jun 29, 2021 11:40:49 GMT -5
I think the solution is to use Selective Clone and choose the 32bit option, if you haven't already. If you did then I'm not sure what else you could try. I didn't know this was a thing, actually. What does this option do? Is it a preferable method when creating something like recolours that don't include the mesh? I've always just used 'Standalone Recolour'. I don't believe it's possible to do a buy recolor without the mesh, because the mesh references the swatches? I don't remember. But it's like the other cloning or override options, but allows you to pick individual stuff instead, which is good for overrides where you only need to alter one thing (like textures, or the object catalogs), but don't need anything else. Also good for stuff like counters or recipes (and chairs ATM) where 64bit causes them to break in some way and you need to clone with 32bit instead.
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Post by amoebae on Jun 29, 2021 11:52:06 GMT -5
I didn't know this was a thing, actually. What does this option do? Is it a preferable method when creating something like recolours that don't include the mesh? I've always just used 'Standalone Recolour'. I don't believe it's possible to do a buy recolor without the mesh, because the mesh references the swatches? I don't remember. But it's like the other cloning or override options, but allows you to pick individual stuff instead, which is good for overrides where you only need to alter one thing (like textures, or the object catalogs), but don't need anything else. Also good for stuff like counters or recipes (and chairs ATM) where 64bit causes them to break in some way and you need to clone with 32bit instead. What I meant by 'without the mesh' was choosing 'standalone recolour' instead of 'create 3d mesh', so the mesh isn't included in the package, only the textures are, and the package references the original mesh instead. How does 64bit break counters? I'm guessing it might do the same for sectionals then? I've just done a bunch of recolours of the DHD sectionals, and other than the thumbnail issue they seem fine, but I've only tested the manual option, I haven't used auto-sectionals on them.
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Post by MizoreYukii on Jun 29, 2021 12:30:39 GMT -5
I don't believe it's possible to do a buy recolor without the mesh, because the mesh references the swatches? I don't remember. But it's like the other cloning or override options, but allows you to pick individual stuff instead, which is good for overrides where you only need to alter one thing (like textures, or the object catalogs), but don't need anything else. Also good for stuff like counters or recipes (and chairs ATM) where 64bit causes them to break in some way and you need to clone with 32bit instead. What I meant by 'without the mesh' was choosing 'standalone recolour' instead of 'create 3d mesh', so the mesh isn't included in the package, only the textures are, and the package references the original mesh instead. How does 64bit break counters? I'm guessing it might do the same for sectionals then? I've just done a bunch of recolours of the DHD sectionals, and other than the thumbnail issue they seem fine, but I've only tested the manual option, I haven't used auto-sectionals on them. Just the thumbnails far as I know. Game doesn't like 64bit when generating them for counters for some reason, same issue it seems for the sectionals.
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Post by amoebae on Jun 29, 2021 13:39:47 GMT -5
What I meant by 'without the mesh' was choosing 'standalone recolour' instead of 'create 3d mesh', so the mesh isn't included in the package, only the textures are, and the package references the original mesh instead. How does 64bit break counters? I'm guessing it might do the same for sectionals then? I've just done a bunch of recolours of the DHD sectionals, and other than the thumbnail issue they seem fine, but I've only tested the manual option, I haven't used auto-sectionals on them. Just the thumbnails far as I know. Game doesn't like 64bit when generating them for counters for some reason, same issue it seems for the sectionals. Ah, okay. In the end I just generated thumbs for the first sofa piece, because as long as I didn't look at any of the other pieces it stuck correctly long enough for me to add my creator overlay. I don't really fancy remaking them all, because I changed the shader to counter for them all and it took forever. Which, if it's okay for me to ask while I've got you here, is there a way to only have to do that once for one package, and have it apply to all subsequent packages without that original package being a requirement? A bit like tuning, I guess, where you extract the tuning and add it to your package. Or some other way. Because I did 3 recolours of each of the sectionals, and I changed that shader for every single mesh in each of the packages and it nearly killed me lol
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Post by MizoreYukii on Jun 29, 2021 14:35:41 GMT -5
Just the thumbnails far as I know. Game doesn't like 64bit when generating them for counters for some reason, same issue it seems for the sectionals. Ah, okay. In the end I just generated thumbs for the first sofa piece, because as long as I didn't look at any of the other pieces it stuck correctly long enough for me to add my creator overlay. I don't really fancy remaking them all, because I changed the shader to counter for them all and it took forever. Which, if it's okay for me to ask while I've got you here, is there a way to only have to do that once for one package, and have it apply to all subsequent packages without that original package being a requirement? A bit like tuning, I guess, where you extract the tuning and add it to your package. Or some other way. Because I did 3 recolours of each of the sectionals, and I changed that shader for every single mesh in each of the packages and it nearly killed me lol Drop this override mod into your Sims4Studio mods folder the next time you want to clone the EA sectionals for recolors, and S4S will read the changes when cloning, mod not required for it to function. Make sure S4S is closed and then re-open it. Helped someone with that in Ravasheen's server just a few days ago. xD
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Post by amoebae on Jul 2, 2021 11:14:01 GMT -5
Ah, okay. In the end I just generated thumbs for the first sofa piece, because as long as I didn't look at any of the other pieces it stuck correctly long enough for me to add my creator overlay. I don't really fancy remaking them all, because I changed the shader to counter for them all and it took forever. Which, if it's okay for me to ask while I've got you here, is there a way to only have to do that once for one package, and have it apply to all subsequent packages without that original package being a requirement? A bit like tuning, I guess, where you extract the tuning and add it to your package. Or some other way. Because I did 3 recolours of each of the sectionals, and I changed that shader for every single mesh in each of the packages and it nearly killed me lol Drop this override mod into your Sims4Studio mods folder the next time you want to clone the EA sectionals for recolors, and S4S will read the changes when cloning, mod not required for it to function. Make sure S4S is closed and then re-open it. Helped someone with that in Ravasheen's server just a few days ago. xD omg I wish I'd asked about this days ago lol. I wondered if it was possible, because heck it would have saved me some heartache lol. Thank you. I already have Tud's override, but didn't realise I could apply it to everything by putting it in the S4S Mods folder T_T
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Post by amoebae on Jul 31, 2021 7:40:18 GMT -5
I didn't know this was a thing, actually. What does this option do? Is it a preferable method when creating something like recolours that don't include the mesh? I've always just used 'Standalone Recolour'. I don't believe it's possible to do a buy recolor without the mesh, because the mesh references the swatches? I don't remember. But it's like the other cloning or override options, but allows you to pick individual stuff instead, which is good for overrides where you only need to alter one thing (like textures, or the object catalogs), but don't need anything else. Also good for stuff like counters or recipes (and chairs ATM) where 64bit causes them to break in some way and you need to clone with 32bit instead. Sorry for resurrecting this - I'm recolouring a kitchen atm, and want to be able to generate the thumbnails correctly. I tried using the selective clone option, but it throws an error. I'm not sure which boxes I need to check. It's a kitchen from the game, not a cc kitchen. Can you point me in the direction of an explainer of how to do this correctly, please, or advise what I should be ticking? Many thanks!
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Post by amoebae on Jul 31, 2021 8:30:34 GMT -5
Here's the error, btw. This is when not changing any of the pre-ticked boxes when using Selective Clone. I've tried selecting all the boxes and the same happens.
I choose Selective Clone, then I choose the object, then I name my package, then it tries to load with the spinning loading icon thing, and then it throws the error.
The Sims 4 Studio - Version 3.1.5.3 System.NullReferenceException: Object reference not set to an instance of an object. at S4Studio.ViewModels.ObjectSwatchItem..ctor(ObjectDefinitionResource object_definition, ObjectCatalogResource objectCatalog, ObjectCustomContentViewModel parent) at S4Studio.ViewModels.ObjectCustomContentViewModel.CreateSwatch(ISwatchResource resource) at S4Studio.ViewModels.ObjectCustomContentViewModel.<InitSwatches>d__13.MoveNext() at System.Collections.ObjectModel.ObservableCollection`1.CopyFrom(IEnumerable`1 collection) at System.Collections.ObjectModel.ObservableCollection`1..ctor(IEnumerable`1 collection) at S4Studio.ViewModels.Generic.CatalogSims4CustomContent.get_Swatches() at S4Studio.ViewModels.Generic.BatchEditingViewModel..ctor(CatalogSims4CustomContent obj) at S4Studio.ViewModels.Generic.CatalogSims4CustomContent..ctor(IWindow window, IResourceProvider remoteSource, IDBPFPackage localPackage, UInt64 prototype_id, Type type) at S4Studio.ViewModels.Generic.BuyBuildSims4CustomContent..ctor(IWindow window, IResourceProvider remoteSource, IDBPFPackage localPackage, UInt64 prototype_id, Type type) at S4Studio.ViewModels.ObjectCustomContentViewModel..ctor(IWindow window, IResourceProvider globalFiles, IDBPFPackage localPackage, UInt64 prototype_id) at S4Studio.Shared.StudioDocumentModel.LoadViewModel() at S4Studio.Shared.StudioDocumentModel.set_Package(IDBPFPackage value) at S4Studio.MainWindow.LoadProject(String full_path)
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