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Post by inabadromance on Aug 14, 2017 17:29:53 GMT -5
Those shadow maps are there by default. Most objects are linked to it and it's not even included as a texture that can be edited since that is the default shadows you should use. This type of texture is also used in S3.
What exactly is it that you want to do? You still haven't shared a picture or the files of your project.
To create a custom shadow you'll have to use different planes and mold them to your object.
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Post by annigo on Aug 14, 2017 17:32:40 GMT -5
mamangateau: I want to thank you for trying to help me. English is not your language and not mine. There can sometimes be misunderstandings. You tried so hard. Thank you!
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Post by annigo on Aug 14, 2017 17:57:56 GMT -5
Sure, sorry. Thats my project: And this is my shadowmap. And I would like to mention that I am not specifically about this chair. It was a general question. It is always good to know where to find something. This is a diningroom set, there are also included objects whose shadows are somewhat more complicated. I just do not like those ugly blue shadows.
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Post by inabadromance on Aug 14, 2017 18:32:08 GMT -5
mm I don't really understand what you mean by "those ugly blue shadows".. that's how it's displayed on S4S' preview, you have to see the shadows in game.
As for chairs, please export any EA chair and you'll see how the shadow is constructed. By 4 planes on each leg and one for the shadow under the whole chair. You have to custom make/move/mold each plane to fit your object.
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Post by MisterS on Aug 14, 2017 20:31:46 GMT -5
I too do not know what you mean. I make loads of objects and have never messed with any "shadow map". All that is is a plane that generates the in game shadow of the object.
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Post by annigo on Aug 15, 2017 4:11:28 GMT -5
I know that the dropshadow atlas is a map for all the dropshadows in the game and how to customize its own shadows with it. As a compulsion I have not seen so far. In Sims 3 I've already used my own shadows. Here is an example... This tree I've made for TS3. You can see, I've used my own floor shadow. And it works fantastic. How should this work with the dropshadow atlas? A large, round blob under the tree would not have satisfied my requirements. With the mess I mean this one... ...and this one... I've cloned the richest chair because the highest comfort values 3 years ago. Everything was okay. Then I became very ill and the project lay on ice until now. Now I would like to rework the set and make it more lore friendly. I've cloned the chair again and was confused. Okay, than I will use an another chair and there is the same problem... So I've think that all chairs have this problem. I didn't want to refer the name of the other program or programs here, but in TSRW and s3pe (s4pe I do not know) the atlas is an available image, which can be exchanged. But I would like to work with the S4S. So I assumed that it goes in S4S synonymous, but as already mentioned ... not found. With ugly blue shadows I mean this... How you can see... the left side are the blue tinted shadows in TS4 and at the right side the black shadows? I don't like it. Puh, sorry guys but it just pleases itself to a huge problem, that was not my intention. I just wanted to know where this dropshadow atlas is hidden in S4S.
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Post by orangemittens on Aug 16, 2017 15:06:29 GMT -5
Almost all Sims 4 items reference the master blob sheet in the game files. If you want a more complex shadow from the blob sheet you need to construct it from planes.
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Post by Mathcope on Aug 16, 2017 22:00:26 GMT -5
I haven't seen anyone before trying to do this. For most cases the EA reference shadow sheet is enough to do it as it also makes it constant with the appearence of the rest objects in game. The dropshadow map is referenced in the LODS. I've never tried and I have no idea how this would result in game, but you can try to add a new diffuse image to the .package and reference it in the LODS (Model Lods, except the shadow lods of course). Remember to do it for all LODS (Also might be referenced in the Model resource). Pretty much like THIS tutorial follows for the dirty overlay. This is experimental and I'm not aware if it could cause issues in the game, but you can give it a try if it works at all.
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Post by annigo on Aug 17, 2017 2:27:59 GMT -5
This is a really, really good idea. So I can minimize the shadow plane and hide it in my object and add a new overlay. Thank you so much Mathcope !
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