Here is a small ‘CC dump’. Lately I’m so annoyed about the huge end tables!
Their size is completely disproportional comparing to other furniture (see GIF below for example).
On the left is my new normal size and on the right the default game size.
“But Renora... we have a button for this nowadays!” Yes we have! and thank God for that!!!🙏🏼 BUT....
it unfortunately does not adjust the rig which means; After resizing your (end) table you’ll have ‘floaties’. (see below).
So I resized them but also re-slotted them to give you the freedom to clutter them the way you like! The have a lot of slots, to maximize usage; use MOO. I also took the liberty to correct some color tag errors made by EA.
Comes in Standalone and Override Version (Only choose 1!).
Requires EP04! | All items; color-tagged | Custom Thumbnails | All LOD’s | Still have the Original Swatches, etc | Original Mesh Credits; EA.
Download below; SFS - No Adfly, etc
#buymode #endtables #surfaces
Last Edit: Dec 29, 2017 18:44:55 GMT -5 by Renorasims
Post by Renorasims on Dec 20, 2017 12:27:28 GMT -5
At last… here it is (after 2,5 months)! and just in time for the holidays🤶🏼🎄🎅🏼! My love for this kitchen started with those gorgeous handles from the counters (yes I said handles!) I loved them! BUT… Those corners… were hideous. In my opinion. That’s how this set came to life.
I toned down the lines on the original design a bit to make it more versatile. After that I felt the need of having additional items to accompany this kitchen. like a bar etc. I borrowed the stove from the Kitchen SP and altered it to fit exactly to the measurements of the counter/island. I added an island version to (again) fit the space it needs. No more gaps at the back of the stove! Yay!😉
I also wanted more freedom to clutter the cabinets/island/counters with stuff I liked so…All items (that can have slots of course😉) are slotted to the max. Some meshes have almost 50-75 slots or more. It assures you of the fact that you always have a slot on the right place, no matter what. To maximize the use of them; use MOO.
This set contains…
8 GP05 items, 5 SP03 items and 2 BGCitems. I Type in ‘revised’ and you’ll find all 15 items. All items will be (for now) in the Parenthood palette. I’m working on recolors as we speak (butcher block counters, etc) but this will have to wait until after the holidays.
All items; color-tagged | Custom Thumbnails | All LOD’s | Edited/remade Textures | Edited Specular & Bump Maps | Original Mesh Credits; EA | Made with S4S
The issue with the cabinets has long been an issue as the shader doesn't allow for evenly lit objects like the counter shader does. That is why i changed my cabinets to the counter shader but it is not a perfect fix either. You could consider changing the shaders to the counter one (I would make a backup copy before doing so though) and see how much of a change it makes. Occluders of other objects will affect the lighting of the cabinets though, which is why i supply a no occluder DF replacement for appliances to stop it from happening.
Thank you so much for your response! Well... 2 perfect kitchens that don't have any glitches like EA's will make you almighty in my point of view . I do have your DF replacement for occluders so that should be fine I've spend yesterday/today just fiddling with it and managed to solve the incorrect lighting with the sink and refrigerator nooks . with both your advice (menaceman44 ), changing the phong to counters shader. Only the ones from the 'StateID; Default'.
I also found some stuff about the 'dropshadow' shader, that it might also cause incorrect lighting of objects? . so i might change that as well. Yes i totally peaked into your packages just to see if i could learn something from them but... your packages files have a different structure. compaired to the EA ones. So that got a little harder. I'm not sure if I'll be able to fix the cabinets but i'm already very grateful for the other objects
Last Edit: Dec 15, 2017 15:00:35 GMT -5 by Renorasims
Post by Renorasims on Dec 12, 2017 13:15:34 GMT -5
I'm having a issue that's way above my experience level unfortunately. My best guess is that it's a lightning/shader setting that also effects the original EA item.
For this add on kitchen set, all new items have edited textures from a original EA item in the BroHill series. In game I saw that my cabinets are way off colorwise. The original EA item has the same phenomenon as you can see below. believe it or not; this is the same swatch color but somehow the cabinets have a completely different shade/color... in my opinion. A little red/pinkish glow. I used all white lightning for this shot. notice that the counters etc aren't effected by it.
When I started staging my kitchen (screenshot below) for previews i noticed that some cabinets now display the right color however the nook and inner corner mesh of the cabinets are completely off (see below, see the nook and the cabinet above it)... that particular part of the kitchen is a bit dark so i upped the exposure a bit to show what I mean, other then that nothings else.
the only 'consistent' item in my set are the counters... It doesn't matter in what kind of lighting setting I put them they will always display the right color. They don't get dark or a strange yellow or red glow etc.
What stands out to me is that when i put direct light to the object (in this case the sink) it will display the correct way instead of a different shade or too dark.
All of the objects in my set (except the counters, since i've only edited the top-part) don't have occluders anymore, i removed them just to be sure this wasn't the problem. I looked at some settings in the warehouse tab but as i mentioned above, it's a bit above my experience level.
What stood out to me is that all the items that have this problem have a Phong or a PhongAlpha. I'm not fully aware what that is but that's my best guess of what's messing up my objects. I thought about it long and hard tagging you peacemaker but i'm a bit desperate And you're the 'almighty' creator of kitchens so However if you don't have time etc I completely understand! Can't blame me for trying hihi!
If anyone has any knowledge about this any help is highly appreciated!!!
Does this (order) principle also apply to the footprints? I need to replace the footprint of Mesh 2 from the cabinets I've been working on but it's not working. I've extracted the footprint I need from the original cabinet (other package file) and imported it back to my cabinets package file.
EDIT: solved the issue by manually inserting the values and answered my own question after all XD Yes it has the same sorting principle as the rig =).
Last Edit: Dec 11, 2017 12:36:37 GMT -5 by Renorasims
I have just tested this in my game and it works perfect! 1 slot needed to be done with a calculator :p but it was pretty easy If it is useful to have a tutorial made of this, i can find some time to do it
Post by Renorasims on Nov 25, 2017 11:51:21 GMT -5
I made these MM booties for the Little Pirate Set with Simblreen but saw that they look so adorable as regular boots on toddler girls! And i wanted to have some knee socks for them as well so I converted these BGC YA Socks to Toddlers. See GIF for all swatches!
BGC | Maxis Match | 22 Swatches (boots) 15 Swatches (socks) | All LOD’s | New Specular, Bump map, Shadow | Custom Thumbnails | Within EA’s Polycount | Original Mesh credits; EA | Disabled for random.
Just a small side note
EA has not given toddlers the same mesh groups as T/YA/A/E yet. I think it's bc of the fact that they haven’t created boots for toddlers like this yet. Which means; they won’t get tucked in (see below). I’m not too bothered by it because I made them to go with dresses/skirts and leggings. I just wanted to let you know it's not a glitch or something!
Download below; SFS - No Adfly, etc
#toddler #shoes #socks
Last Edit: Nov 25, 2017 11:51:55 GMT -5 by Renorasims
Post by Renorasims on Nov 22, 2017 15:43:37 GMT -5
I'm a HUGE fan of any kind of boots; heels no heels, long short, as long as they are boots it's my style XD So of course i needed them for my sims as well. See GIF below for all the swatches.
BGC | 20 Swatches | All LOD’s | New Specular, Bump map, Shadow map | Custom Thumbnails | Original Mesh credits; EA | Within EA’s Polycount | Disabled for random.
And a small side note…
This (below) is what happens when CC creators don’t use the right GEOM’s (No shade intended!). All EA pants/jeans etc work perfect but some CC (less then 5%) does this. This is the only pants that I have (from the 10 GB of CC I own😅) that does not work with the boots so go figure 😉
Download below; SFS - No Adfly, etc
#shoes #female #boots
Last Edit: Nov 22, 2017 15:45:04 GMT -5 by Renorasims
I would check to see how they look with no occluders and compare the corner with EA's. I know that sometimes if things aren't exact they throw the whole thing off.
Not sure why i didn't thought of that XD Unfortunately it doesn't seem to matter . I now also noticed that from the cabinets (3 of the 7 total) that I have edited, those have a similar blurry and slightly darker grey tone. No sharp edges like the ones I haven't touched. I removed the occluders of my cabinets as well just to see if it made a difference but they still look like this... (below)
I have not edited the bump/spec of the cabinets (it wasn't necessary cuz i only decluttered them) so that should not be it, what's causing this. Just to be sure I've added the package file of my cabinets. Both package files of the nook and cabinets don't have occluders anymore.
I made pet pillows, but I saw someone changed the animations so you can make them as high as you want without the pets disappearing in them. I am not sure, but do you just change the height value Z in all the rigs/slots? It seems that only the 'subroot' ones have a number in heights, do i need to make them a bit higher? Or also the _universalTransition_slots? They are all on 0.
Not even sure if this is the way, but i guessed it. Would like some help and advice on that.
I think you're in the right direction; you can test this pretty easily by making small adjustments to the rig in S4S. The 'cat tree' comes close to your wishes (lifted from the ground) so i looked at that one for reference. You can see that only the B__subroot__0 is lifted from the ground. but the universal transition slot isn't touched here. So I wouldn't touch the universal transition slot if I were you.
I also looked at the pillow (see screen below), it has 2 more B__subroot__ thingy's which is most likely due to the fact that this pillow is used by smaller / bigger dogs + pups/kittens. Notice here that also the universal transition slot isn't touched. So if make adjustments to those B__subroot__... you should be good to go!
Just look in game to see if it works as you wanted it to be! :)might want to download the controllable pets mod from AOM tho to test... or you'll have to wait for them to use it!
EDIT: gosh i'm such a dork; forgot to paste the link to the BLEND and package file HERE it is.
I've been looking for an answer on my question for a few days now, searched on different keywords but could not find anything that resembles my struggle. That's also due because I have no idea if i'm searching in the right direction.
I'm revising the BroHill Kitchen that came with GP05 and adding new meshes to this kitchen by mix and matching items. Below is a picture of my 'struggle'. On the left you see a new refrigerator nook created from the fridge mesh and a cabinet mesh but as you can see; even though the have the same diffuse (100% EA) the new item is slightly lighter on top but darker from the front. I've also used the EA specular and bump maps (no custom, just heavily edited them in psd to match the new object) I cloned the bg Wainscott Gardens Dining Cabinet in S4S and imported the new meshes, specs, bump map, etc.
I'm aware that there is an existing occluders problem (cabinets/counters appearing darker in corners sometimes) with EA items in game as shown below on the right. I'm suspecting it has something to do with the occluders or lighting (warehouse) tab since this hasn't been touched yet.
I experimented a little with the occluders as shown below; here I edited the occluders to match (copy-pasting the numbers) with the occluders of the cabinet next to the refrigerator nook (pic above) Which didn't gave the nook the brighter look, it only gave a strange shadow on the counter/cabinet next to it. As you can see/read I have no clue where to start digging. I was hoping someone could show me give me some pointers of where to start Since I've combined 2 items it's probably not that easy to just import the occluders from the cabinets or original nook mesh...?
Last Edit: Nov 21, 2017 11:42:49 GMT -5 by Renorasims
Post by Renorasims on Nov 20, 2017 16:40:42 GMT -5
With fall arriving in real life I needed my sims to have more warm clothing! I'm a HUGE fan of sweater dresses (not sure if this is the correct english term but you get what i mean ) This dress is a copy of one of my own sweater dresses I have (asymmetric front-back; LOVE it!!). See GIF below for all the colors!
BGC | 2 versions (dress) | 21 Swatches | All LOD’s | Scarf: Hat department | Remade Speculars, Bump maps, Shadows | Custom Thumbnails | Within EA’s Polycount | Original Mesh Credits; EA | Disabled for random.
Post by Renorasims on Nov 20, 2017 16:15:54 GMT -5
I'm a bit behind on posting over here so expect a influx of additions to my studio the coming days . For everyone who missed the spoopy stuff with simblreen weekend🎃👻; here are my 4 BGC not so spooky simblreen gifts! 😉
DAY 1: A bohemian blouse Named after Mary Sibley from the serie Salem (loved that serie XD). It comes in 15 lovely solids incl white & black + 6 ombres (see GIF below). the white swatch seems extremely white in CAS but in-game it’s fine!
For the ombres; I swear(!), i did not look at this skirt before I made my blouse! I was making previews and was searching for a nice skirt in CAS when I came across this skirt by trillyke that goes so well with it! DAY 2: Simple but Classy (and extremely MM) jewelry, the first set of earrings represents the french lily so of course I could not stop giving the rest of the items a french name! 😉 both earrings come in 9 swatches, the golden chain necklace comes in 6 swatches. See GIF below!
BGC | All LOD’s | Remade Speculars, Bump maps, Shadows | Custom Thumbnails | Within EA’s Polycount | Original Mesh Credits; EA | Disabled for random.
Download below; SFS - No Adfly, etc
#female #top #accessoires
Last Edit: Nov 22, 2017 15:32:41 GMT -5 by Renorasims
Ofcourse I cannot forget our little boys for Simblreen so… they can be pirates! Another set of items from the Spooky Stuff SP, specifically edited to fit our little ones. See GIF below for all the Swatches!
SP04! | Made with S4S | Original Mesh Credits; EA | All items: All LOD’s | Custom Thumbnails All Items within EA’s Polycount Disabled for random
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