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Post by Renorasims on Nov 29, 2017 11:18:51 GMT -5
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 Glad it worked out well!
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Post by Renorasims on Nov 22, 2017 12:12:17 GMT -5
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. Hi Brujah! 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.
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Post by Renorasims on Nov 21, 2017 12:08:41 GMT -5
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. Hi there! 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!
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Post by Renorasims on Nov 21, 2017 9:07:12 GMT -5
Hi There! 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...?
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Post by Renorasims on Aug 24, 2017 4:47:36 GMT -5
Hey Renora! Im the resident hair expert here! lmao. Downloading your blend, lets see if we can fix it! EDIT: Looks like I might have found the issue, there are a few vertices that are out of place, they are just a bit too deep, Im going to move them outward and see if that fixes it. Hi laracroftfan1!!! Awwwh thank you such much for taking a look at it!!!! So it might not even be the UV1? Can't wait to find out what is causing this whahaha as it's frying my brain XD By to deep you mean the verts that are not visible in your pic above bc a hat chops pops through? Anyway take your time!
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Post by Renorasims on Aug 22, 2017 6:14:22 GMT -5
Hi there! After trying everything i can think of and a friend who walked me through some possibilities i'm running out of options to fix this issue. I've de-vamped a hairstyle from the Vampire GP (FlowerCrown) by adding a new hair plane at the position where normally the Flowercrown would reside. After I've loaded them in game and started to scale the ears up and down i noticed this: With small ears (middle preset ears in-game) With bigger ears (1st ear preset in game) I created the new plane by extruding the edges from the the hair plane that lies next to it, re-mapped part of the UV0 to make a as smooth as possible transition. I deleted the flower crown etc which caused a hole in my UV1 so i thought that would be the problem. but first i checked the verts on correct weighting (see pic below) which looks good to me. I did not touch the mesh enough to cause any problems on that part. all verts are merged in that area just to be sure it's not a hole that causing this. My friend who normally can help me out but is now a bit busy studying suggested to first try; -removing doubles -checking weights i did those things and then followed her lead to look into the UV1; the parts of the mesh that where causing this distortion where indeed close to the ear (in UV1) so i moved the upwards a bit and made the ones that where way off fit back into the pattern but that did not do the trick so now... i'm out of options. I also did a data transfer between my mesh and a FlowerCrown mesh with only the headband in place that covers that particular spot to fix the hole i first had in the UV1 caused by deleting the flowercrown. Unfortunately that also did not do the trick. I'm still learning and tried to edit the UV1 to the best of my knowledge but i must admit; it more limited than other subjects. Reason i think it's the UV1 bc the distortion seems to respond on scaling the ears. If there is anyone who is more familiar with UV1, i would really really really appreciate some help Here ar the BLEND and package file.
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Post by Renorasims on Aug 12, 2017 14:45:22 GMT -5
Oh my gosh I just discovered this section of the forum and really was blown away by all these amazing posts here!!!! max20 thank you so much for the tuts on maxis match creating!!! You're so talented!
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Post by Renorasims on Aug 5, 2017 17:09:57 GMT -5
Hello, I was retexturing a hair mesh and after I clicked "save" this shows up every time. I can not save anything and I installed the latest version of Sims 4 Studio. Can anyone help me? The Sims 4 Studio - Version 3.0.1.9 System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at System.IO.MemoryStream.set_Capacity(Int32 value) at System.IO.MemoryStream.EnsureCapacity(Int32 value) at System.IO.MemoryStream.WriteByte(Byte value) at S4Studio.Data.IO.Util.BinaryStreamWrapper.WriteBytes(Byte[] bytes, ByteOrder order) in C:\Sims\Studio\S4S\TheS4Studio\S4Studio.Shared\IO\Util\BinaryStreamWrapper.cs:line 732 at S4Studio.Data.IO.Util.BinaryStreamWrapper.Write(Byte[] input) in C:\Sims\Studio\S4S\TheS4Studio\S4Studio.Shared\IO\Util\BinaryStreamWrapper.cs:line 466 at S4Studio.Data.IO.Core.LinkedResourceSerializer.Write(Stream stream, IReferenceList resources) in C:\Sims\Studio\S4S\TheS4Studio\S4Studio.Shared\IO\Core\LinkedResourceSerializer.cs:line 444 at S4Studio.Data.IO.Core.LinkedResource.Write(Stream stream, IReferenceList resources) in C:\Sims\Studio\S4S\TheS4Studio\S4Studio.Shared\IO\Core\LinkedResource.cs:line 120 at S4Studio.Data.IO.Package.DBPFPackage.WriteResourceStream(FileStream final_stream, IPackedResource resource, IDBPFResourcePointer index) in C:\Sims\Studio\S4S\TheS4Studio\S4Studio.Shared\IO\Package\DBPFPackage.cs:line 553 at S4Studio.Data.IO.Package.DBPFPackage.WriteDataStream(Stream src_stream, FileStream final_stream) in C:\Sims\Studio\S4S\TheS4Studio\S4Studio.Shared\IO\Package\DBPFPackage.cs:line 522 at S4Studio.Data.IO.Package.DBPFPackage.SaveTempPackage(String out_file, String tmp, Stream pkg_stream) in C:\Sims\Studio\S4S\TheS4Studio\S4Studio.Shared\IO\Package\DBPFPackage.cs:line 457 at S4Studio.Data.IO.Package.DBPFPackage.Save(String out_file, Boolean inline, String temp_path) in C:\Sims\Studio\S4S\TheS4Studio\S4Studio.Shared\IO\Package\DBPFPackage.cs:line 384 at S4Studio.Shared.StudioDocumentModel.Save(String filename) in C:\Sims\Studio\S4S\TheS4Studio\S4Studio.Shared\ViewModels\App\StudioDocumentModel.cs:line 254 Hi uramakichan, First of all; welcome to the sims 4 studio forums! I think you'll have the most luck in the Error Reports section with this trouble shooting thingy. copy this message to the thread at the section of the S4S version you have installed and someone will pick it up from there . This section is mostly used for technical questions about creating CC so most people that hang around here are more familiar with that than these types of questions with a bit of luck someone bumps into it here but you'll have more chance of getting help over there .
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Post by Renorasims on Aug 5, 2017 16:59:04 GMT -5
Just a quick add-on for the ones that are searching the void first before posting (just like me) I came to the conclusion that when setting this to 0000000000000000 the shoes flag gets enabled (see below)... Which was not wanted in my case. If you set the ExcludePartFlags (see 2nd screen below) to 0000000000000 100 this won't happen; only the hair get's enabled .
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Post by Renorasims on Jul 23, 2017 9:11:45 GMT -5
Studio calculates the footprint based on the position of the mesh vertices. This feature will work for basic items only. The closet objects appear to have multiple footprints, and this is most likely because Sims need to route to and use the item. If you click the auto footprint in Studio, it will remove two of the footprints and make the one left behind fit the item exactly. This is definitely not what's wanted for your closet. If you want to change the footprint, you will have to do that manually in the Warehouse. Thank you for your reply! This kind of background info really gives more of an idea of how studio works! It's no problem for me to do it manually but I wanted to be sure that I don't by-pass anything that the footprint tool does .
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Post by Renorasims on Jul 23, 2017 9:06:16 GMT -5
As far as I know, kitkat hasn't been online here for seven months, unfortunately. The quick and dirty way to make an RGB specular for a Sims 4 item is to find an EA item you like the shine of, export its specular, slice a piece of it, resize it to fit your image, and use that. If this tutorial isn't updated in a little while, I'll write one showing how to create a spec that way and a brand new one using Paint.net. I've managed to actually follow the tut but I must admit; it's very tricky. Just as she warned before starting; you have to be very careful while sliding the Hue/Saturation etc. If i'm a bit more comfortable with it, i can also give you a version that requires photoshop? If that helps you guys out of course .
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Post by Renorasims on Jul 18, 2017 13:47:31 GMT -5
Hi kitkat! Your screens are no longer visible ... which probably has something to do with the fact that Photobucket has to be paid now to host pics. Is there any way to update this tut?
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Post by Renorasims on Jul 18, 2017 11:39:47 GMT -5
brujah As mentioned in the creators help section this involves the closet that had the wacky UV1 and all other struggles. Being among them; not getting the right footprint via S4S footprint tool. To get a working footprint I manually edited the FootprintResource (noted group & instance number --> deleted footprint --> added new one --> imported footprint from perfect size closet) but I don't think this is the right process for getting the anticipated result. the closet has the exact same measurements as the Perfect Size GT Closet and not stray vertices, etc so I have no idea why i kept getting a 6x2 footprint (ignore texture ) with the closet being in the middle of it . I have the same issue with a shower i'm creating; also has the same measurements as the base shower, except; I removed the walls on the sides and back. I only got an 1x1 footprint instead of 1x2 after pressing the button. Also solved it (for now) by manually adding a new footprint. I really would love to know how S4S determines the footprint of a mesh, on what bases? Updated package and blend file HERE
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Post by Renorasims on Jul 18, 2017 6:22:07 GMT -5
Objects generally won't have a UV_1 and it is not needed. To give you a definitive answer: delete the UV_1. Also there is no need to transfer any weights as all the closets use the same bone structure. Doing so will cause unwanted results. To answer your other question about removing doubles: any vertex that shares space in 3d will be collapsed into one vertex. By doing this you will no longer have hard edges and possibly animation issues (notice the red spot on the right door) Hi brujah , Thank you so much for your reply and yes you just described the troubles I ran into next (animations not working properly after Removing Doubles and also that UV1 causing some troubles). I deleted the UV1 from a version a few days back (the one before i removed doubles) and noticed the sliding doors were working properly only the insides starting moving when Woohooing in the closet. Back in Blender I saw that the appended insides of the Perfect Size Closet weren't correctly weighted with the transformBone. They were actually completely blue :S so I removed them from the whole* sub-mesh and re-assigned them and now it works!!!! Yayyy!!! Anyway thanks for letting me know!!! I was searching in the wrong direction (rig) to why it wasn't animating well. Unfortunately I'm not out of the woods yet with this mesh; It has a footprint struggle which is a intirely different subject so i'm gonna try the tuts section first (the one covering the auto footprint tool). So that if anyone else runs into the same issue/struggle they can look for it at the end of the tuts, in the reply section . Might tag you, if you don't mind? As the tuts section is not something that's regularly checked (i think) or does it get checks? Last time I posted there I didn't got a response which also can indicate no-one knew the fix but looking back it wasn't a very hard question given the fact that it got solved very fast once I posted it in the Creator's help section. This is not meant as criticism btw!!! Just a observation I made. I fully(!) understand that you guys can't looking be everywhere!!! I posted at this particular tut because I thought it might help someone else if they ran into the same issue when doing the tut . * Being the genius that i am (not) I did the whole sub-mesh, including the sliding door... Not good. Sooo... Only the interior, sides and back of the closet (With TransformBone) to avoid gigantic doors
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Post by Renorasims on Jul 17, 2017 13:14:43 GMT -5
FIXAfter remapping the part of the OV0 that were located outside the rig onto the rig I still had a severe case of dislocated texture (see pics on top of this thread). I appended the insides of the other closet (Perfect Size Closet, GT) that, for some reason, has a UV (See pic below)1... I have no clue why but when I looked in the reference file (un-altered exported mesh from S4S of the perfect size closet) it also had this UV1 in the same sub-part of the mesh (s4studio_mesh_1). Since I only used this mesh as reference for my smaller squaring it square closet I have not tested it in game to see if this causes the same distortion as with my new mesh. If it does, which would make sense, there must be something going wrong when exporting this mesh from S4S. Anyway that besides the point for now. To fix this: BEFORE YOU DO ANYTHING; Save your blend-file with a different name to create a back-up! if you're familiar with Blender then this is something you already know ! You've been warned!
STEPS (See screenshot below for reference!) 1. As far as i'm aware UV1 has to be the same as UV0 (in my case) so I duplicated (SHIFT D) then separated (P) s4studio_mesh_1. Now it's a separate mesh so I can use it as a source for the Data Transfer i'm going to do. 2. Go to Object mode (TAB) and click on the wrench icon. 3. Click on 'Add Modifier' and search for the 'Data Transfer'. 4. For Source Object --> choose your newly created duplicate of the sub part of the mesh (in my case s4studio_mesh_1.001). 5. Flag 'Face Corner Data' and leave don't change the option, it's selected by default and that OK for this fix. 6. Click on UV's it gets blue --> select the UV that is correct, in this case UV0. This one will replace the faulty UV1 of the closet. 7. Flag 'Face Data' don't change the default setting; 'Nearest Face' is OK for this. 8. Make sure that mix-mode is on 'Replace' this is be default i think but just to be sure, check it! 9. When you've done all previous steps; make sure you're in Object Mode (TAB) otherwise the modifier won't be applied --> Hit 'Apply'. FINISH: Now when you go to the UV screen at your left and click on UV1 You'll see that it's been replaced with the correct working UV0. If both UV0 and 1 are the same now your date transfer was successful. Andddd in-game it's no longer distorted .
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