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Post by blackgryffin on Apr 9, 2024 10:50:17 GMT -5
Thanks a lot Fwecka (Lolabellesims) for all those clues and links : going to have a lot of readings . Everything Unity related is quite irrelevant in our case but sometimes, an idea come by reading other lectures My apologizes : not sure I understood everything. Coming back later on this. Thanks again
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Post by blackgryffin on Mar 29, 2024 16:19:13 GMT -5
Fwecka (Lolabellesims) here are the only information we get, they come from EA forum : FOR INFO : Swaying tree animation actually uses the model's vertex color data to do leaf rustle. It does not use skinning in the sense of setting up bones and weights the way typical objects do. So the short answer is that when cloning a tree, you cannot lose the any of the vert color data. I suspect whatever tool(s) you are using to do the cloning is losing this data, since this setup is somewhat unique to trees. Technical details: The vertex color layout for trees is as follows. Green and Blue are ignored for channels 1..4: Color 0 RGB Surface color tint Color 1 R Rustle direction X Color 2 R Rustle direction Y Color 3 R Rustle direction Z Color 4 R Rustle phase (game generates two wind scales that change over time, this term interpolates between the two) The pipeline keeps the rustle information in a vertex color format for what the game engine will load, which means it’s in the range 0 and 1. The shader remaps this into a 0.5 to -0.5 range before scaling it and applying the offset to the leaves. Note that these directions are clamped but not normalized (they’re allowed to be different lengths). The WindMagnitude material parameter acts as a scaling factor. It is a good thing to have such information but beyond : nothing The purpose is to slow as much as possible or delete the rustle since when you import another tree into a debug tree mesh, it accelerates and gives crazy movements such as the bark going down the ground and so on. But I found the phonograph movement problem VERY interesting ! Thanks
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Post by blackgryffin on Mar 28, 2024 23:11:56 GMT -5
metatron3 whatever the rustle vertex I paint, I don't get any result ... In theory if I well understand, lighter is the red, faster is the rustle : an information I found somewhere but I found no more related stuff :/
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Post by blackgryffin on Mar 27, 2024 10:06:38 GMT -5
hi andrewstudio version : 1.4.1.4 ( on Mac ) blender version : 2.78 ( on Mac ) Going to make some experiments with blender 4 ... here the link of the packages : tech-hippie.com/beta/3beechesproblem.zipthank you QUICK UPDATEDid experiments with the same files than the ones provided in Blender 3.6 but unlike simsi45, painting in white the vertex rustle phase didn't work Painting the vertex color tint worked partly : as you may see in the picture below, the tree on the left is a simple texture replacement ( leaf + bark ) of the lot Birch ( base game ) and the tree on the right is the one with the vertex repainted ( complete replacement made in Blender ) and it lacks of black and red colours. Until now, I didn't touch the XYZ ( RGB ) vertex colours. image : imgur.com/gallery/vnX3c1M
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Post by blackgryffin on Mar 26, 2024 0:58:06 GMT -5
I got the same problem when replacing the royal palm tree ( base game ) and one of the beech tree ( base game ) with another tree and without touching the vertex colors of the tree. Just an old school replacement ( all the main lods and all the shadow lods ) overrides. Still searching some solution and more : understanding ... imgur.com/gallery/j03TqgF
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Post by blackgryffin on Mar 25, 2024 21:11:06 GMT -5
At first : thanks a lot to answer Yes, the only information found is the one from EA forum you mention. I tried again and again to look for more information, such as ... How to modify the Rustle X datas but in vain until now. I thought too that some information was lost between S4S and blender. I posted too on Blender.artist and blender blender.stackexchange for any clue to modify the Rustles data but no answer until now. So Thanks a lot for this S4S update I just installed the last version of Sims4studio and re-export/import a tree debug file.
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Post by blackgryffin on Mar 21, 2024 11:37:30 GMT -5
Even it seems difficult to find some help about the animation of trees in the sims 4, I still need some help about trees, such as color and light ... Anyone ?
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Post by blackgryffin on Jan 14, 2024 4:53:14 GMT -5
Hello, As I work on an update of the k-707 ( trees and plants ) I need to modify some animated trees. But of course, I do not know how to reduce the trees animation effect. Can I hope some help to understand how it works ? Thanks in advance
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Post by blackgryffin on Sept 26, 2023 18:00:22 GMT -5
Hello, My 2cents for the Mac Version : - drag & drop ( such as the Pc version ) - when you select a build item ( floor, wall, etc ), get selection of the whole set of this item ( such as the Pc version ) - the possibility to choose a dds OR a png when exporting an image from the warehouse rather than only png ( usefull for bump files ) ( such as the Pc version ) - more memory A last question : is there a possible way to get the same Blender S4studio scripts for BforArtists, the fork of Blender ? Thanks This is my firs ever wish list :D
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Post by blackgryffin on Aug 23, 2023 13:11:24 GMT -5
mauvemorn : Thanks. You were right. Removed Wishes, installed the last Star v3.2.1.1 and the problem was solved ! o/ Tested both with my own packages and an override build wall import from the catalog and I could export the img files from the warehouse with the right sizes. Exported a mesh to Blender 2.76b then re-importing in sims4studio without any problem too ( just to be sure ) I'm eager to play with Blender 3 but I'm stuck for some S4toS3 I'd like to do ... conversions via Milkshape and TSRW crazy as hell since I"m not the smartest one :D Once again : Thanks a lot simmerish20 : Thanks for your fast answers With Wishes, I can't get the batch export to export to PNG files or anything like that, but it does seem to batch export to re-importable files that keep their size in S4S, and I can also get it to batch export DDS files, somewhat depending on how I do the batch export (mark files/right-click/batch export OR export, or button at the bottom). I guess it depends what you're trying to do. To me it looks like if you're trying to export image files (PNG), you need to do so one by one, but you can extract DDS files by batch. Haven't messed around with this much though, so maybe someone else can give a clearer answer than I can (like I said above). I don't know if this is different in the Beta version. I didn't try a batch export with .png since I used myself since 2015 to work only with photoshop files for the creation stuff and dds import/export to keep my alpha's where they have to be A good habit I get from working on Civilization graphic modding ...
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Post by blackgryffin on Aug 23, 2023 12:15:08 GMT -5
Oh ! I see ! my mistake so. Going to install a newer version asap and report if it's ok or not. Thanks for this fast and short answer.
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Post by blackgryffin on Aug 23, 2023 11:55:43 GMT -5
Pretty sure the version of S4Studio doesn't have to do with which EP you're using, but rather which game version you're currently running, considering updates and all that. The Beta version is meant to be compatible with the game over all (even if you just have the basegame), and you'll have access to modifying stuff from whichever EPs/SPs/GPs and updated files you currently have installed. As written, I installed v3.1.6.3 which is the last ( non beta ) version here and I suppose it is THE one compatible with the last EA patch ... Fresh re=install of the game, 3 days old ... Of course ... but as mentioned : just tried to export img files from my 2 years old packages via the Warehouse. That's the whole question : is it a new way of sims4studio ( option 1 ) or a problem from my install ( option 2 ) or maybe an issue, which I doubt but why not ( option 3 )
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Post by blackgryffin on Aug 23, 2023 9:27:17 GMT -5
Hello, Almost 2 years I didn't touch Sims4Studio. Just installed Sims4Studio_v3.1.6.3 (Wishes) and not the last beta only because I do not intend to install Wedding-Academy-Ranch stuff. So, as I was used to do before, I tried to export the img files of my packages from the Warehouse and they are exporting themselves at half of their original weight ... which is problematic for terrains and artworks mostly but well, a problem for many of my files. So I had to make a .package export, then open in S4pe and there batch export my dds files which are exporting themsleves in the right size, aka the original ones. Is it a specific problem of my own or is it a new way of sims4studio and if yes, since what version ? Thanks
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Post by blackgryffin on Aug 21, 2018 9:50:41 GMT -5
... And it doesn't work ... at all ! :/ Going to open a new thread since this one is closed
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Post by blackgryffin on Aug 21, 2018 9:02:00 GMT -5
Already did that but it was not enough at all. Thanks a lot for your answer. Right now, I slim the informations AND the call to the specular and the bump files since the 44 Floorpaints Mod intends to replace the Maxis ones. The problem appears only since Seasons. I was asking to level directly the CubeEnvMap values in order to avoid a wrong call or call nothing which could give an error in game. Will come back to tell you if it works or not (xx)
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