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Post by Renorasims on Mar 13, 2017 3:28:00 GMT -5
Hi orangemittens ! No problem! Thank you for you reply This will make sorting a lot easier! Never thought that the game would not go along in that system as well. I'm still having a bit of an issue but I don't think there's anything that can be done; townies wear bikini's that show up in the everyday section as everyday clothing... Is there a way to solve this with S4S? I tried creating overrides and but that doesn't help unfortunately. Don't allow for random would probably mean that they also don't wear them in the swimwear category?
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Post by Renorasims on Mar 12, 2017 10:56:31 GMT -5
Have you tried using the My CC feature? There is a tutorial HERE that shows how to use that. The check box for "Everyday" is there and you can apply to all swatches. Hi orangemittens! Thank you for your reply! I did but unfortunately it doesn't work ... I uncheck the categories where I don't want them to show up and press save. Weird thing is that the are package files saved in the process; the dates are altered to the date I tried to change the categories. The deleting CC does feature work. Is there maybe some cache file that needs to be re-generated? I really followed the tut step by step which is a easier version of what I previously did.
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Post by Renorasims on Mar 4, 2017 16:25:03 GMT -5
Hi Everyone, I've been searching for the answer here on the forum but only got to the part where clothes were made available from full body to top or vice versa which isn't covering my question at all unfortunately. For these last few months it's been bugging the plum (self sensor ) out of me that a lot of clothes are (in my opinion) wrongfully tagged. Example; bra's (nightwear) that's in the everyday category. first I thought that if I opened these package files (in case with CC) through S4S I could retag them --> apply to all swatches --> save package file and put it back in my mods folder it would be fine... Butttt... they kept showing up in the categories that orginal creator tagged them into. That's when a lightbulb went on and I noticed that all EA underwear/bikini's shows up in the 'Everyday' department. Which probably is the problem; most clothes are cloned from those EA items that (probably) carry this data on where (which category) the items should show up. The everyday category is becoming a gigantic pile of all types of clothing. That why I have a dire need to re-categorize the way I explained above. so that searching/scrolling becomes less demanding. But also because I just don't want to see all my bikini bottoms/weddingdresses/etc/etc in the everyday department when i'm scrolling through. orangemittens Is there any way for me to edit the data the EA bottoms carry? to stop it from showing up in the everyday department? Thank you in advance for responding!!!
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Post by Renorasims on Feb 1, 2017 14:53:42 GMT -5
Hi Mathcope, thank you for your fast reply! The Pelvis joint got me a bit lost so thanks for clearing that up! I'm so sorry! I searched all over the internet for this and looked through the tuts but forgot to look at the creators help section! Gonna try this for the transferring weights part!
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Post by Renorasims on Jan 31, 2017 12:25:24 GMT -5
Hi brujah , I'm trying to use this method to transfer weights from a EA mesh of wedges (shoes) to a custom mesh of wedges. The EA Mesh has 7 joints that need to be transfered to the new mesh. I followed your steps till 5; I can't seem to find the 'group' and 'replace' tab... maybe this looks different now in blender version 2.78? When I select the EA mesh, then the custom mesh and click Transfer Weights I get a window that looks different? The EA mesh is on the left and the custom one on the right. When clicking transfer weights only 1 joint gets transferred from the EA mesh (first one). when I check 'show weights' in edit mode the particular area stays blue. I thought I might have to add the 7 groups manually first to the custom mesh the be able to transfer the weights from the EA mesh to the custom one. Also no luck with that. I'm running out of ideas so I was hoping if you could tell me what i'm doing wrong? I followed this tut by orangemittens till step 17. I first tried to add them all manually but noticed that with assigning the entire mesh gets red, at all 7 groups. I looked at the EA mesh and noticed that only the described area (example B__R_Foot__) 'lights up'. Then I picked up your mini tut. This might be a important part of info; the custom mesh is not yet attached to the 'model'. Could this affect the transfer weights process? I could not use the append option in blender because the custom mesh was a OBJ. file (sims 3 to sims 4). Therefore I thought I just walk through the rest first to see if I hit other major walls (like this one). Also, the position of the custom mesh didn't match the EA mesh. I had to separate left and right and join the again to make it fit like the EA mesh. Greetings, Renora.
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Post by Renorasims on Dec 5, 2016 13:56:43 GMT -5
The reason this happens is that these plants have a setting in the models/LOD that uses vertex color. There are two ways that you can fix this. - Export the mesh and change the vertex color. (screenshot 1)
- Change the setting to 0 in the models/LOD. (screenshot 2)
Looking at the Proud Pansies:
Click to see larger |
Click to see larger |
Hi brujah and inabadromance Thank you so much for responding! would have never figured that out on my own . I'm searching for the UseVertColor section in the ShaderData department however i'm not absolutely sure if i'm in the right spot... I don't have the same list of settings you have (see screens below).
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Post by Renorasims on Dec 4, 2016 16:17:40 GMT -5
hi! I've recolored both items and i don't really see a problem with them.. maybe i'm blind XD or i'm just not understanding. I checked this thread when it was posted and i couldn't see anything weird on the previews either, that's why i didn't reply. here are my pics. What i notice is that whites aren't "white" but have a tint of yellowish undertone.. but that comes from the tint of day light. I took night shots too to show that it's more "whiter" there due to the night tint. Not sure if this helps at all, let me know if you want me to try anything else. edit: what you can do also, is compare both speculars with any other plants you're working with to see if they have similar tones. Hi inabadromance ! first of all; thank you taking a look at the screenshots and packages-files! And since your making so much cool stuff I doubt that you are blind XD haha! Well this keeps on getting better... I've just tested all my recolors and these are the only ones who are giving me trouble: -Pink Aster Nots -Pink Flowers -Molten Volcano -Passion Kiss -Proud Pansies Here you can find a set of screens I took while I was testing them is evening. If this is caused by the changes of daylight then the other flowers should also be affected by it. They however are not. Which makes this even weirder... The fact that you do have white Proud Pansies and a very light Pinkish/white Molten volcano also makes it more complicated .... Here you can find the packages files of the troublemakers (Molen volcano and proud pansies will be added tomorrow, I want to test something else). About the specular part... I'm stil a bit newish so I'll look into that! Stil... this would be weird since the other flowers are not affected by it; then the pink/yellow/red/orange flowers/bushes could have other speculars since those are the only ones that have this affect. Although... the Pink flowers bush (last pictures of the screens, the top bush) also has this neon pink texture. However this bush turned out how I intended it to. I'll release a part I of the recolors that did came out good for now... till I figure out or someone else what the problem is.
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Post by Renorasims on Dec 2, 2016 15:34:39 GMT -5
Hi there! I'm working on a large garden add-on set that I would like to release soonish but can't figure uit a problem i'm having with 2 items... The items in question are the EA proud pansies and the molten volcano bush. When I import the new texture into s4s it looks as it did in PSD. But when I'm testing them they still have their previous colors very lightly visible. I changed the tags before I tested them. See screenshots in my dropbox. Does anyone know what I'm doing wrong? The other items all don't have this effect... they just turn out as I intended them too. Greetings, Renora.
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Post by Renorasims on Nov 21, 2016 16:46:10 GMT -5
Can you share the .package? That way we can get a closer look. I just need to know if two colored irises can be made in a override version in S4S. That, and if there can be 2 different types of RLES files in one package file. If this is the file that separates the two irises, i don't no if this is the case...? from the 18 default colors only 3 or 4 will be two colored irises. So far I've never came across a cc creator who did something like this so that could be a indicator... To me it just seemed like no-one ever did it because it might be to difficult. If S4S does not allow me to edit the RLES into a different texture than the default RLES, so it can give the two colored irises effect, I'll no longer have to try something which isn't technically possible in S4S.
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Post by Renorasims on Nov 19, 2016 11:30:49 GMT -5
Hi sashafierce1993 I think we need a little more info to see what could trigger the problem Which version are you trying to run? Are you on Windows or Mac? First time using it?
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Post by Renorasims on Nov 19, 2016 7:42:40 GMT -5
Renorasims regarding the size, this is the size of HQ settings compatible textures. Users with good computers can increase the quality of pictures by altering settings in graphic file and increasing sizes of textures from 1024x2048 to 2048x4096 for diffuse and from 512x1024 to 1024x2048 for specular. This size of textures has no effect for users with regular game settings. Hi Feyona ! I'm aware of that but unfortunately most CC eye sets have been made HQ compatible over the months. I assumed that I could use the base of Pralinesims if I reduced the texture of the RLES/RLES2 files down to default 512 x 1024 and 1024 x 2048. This might be harder then I thought since its not working. I've found a face paint category eye set with Heterochromia iridum of MsBlue that does have the 1024 x 2048 default game texture sizes. From there I started over and I think I'm making a little progress...sort of I now have a working face paint category Heterochromia iridum eye-swatch (yay! see new dropbox link for screenshots and new package file). I've reduced the Alf-si eye-textures to 1024 x 2048 and they fitted like a glove over the RLES2 image of MsBlue MsBlue's eye-set has 2 RLES2 files(?), 1 RLES, 1DST, CAS part. Most sets i've seen only have one RLES2 file. First I thought this was necessary to create Heterochromia iridum but pralinesims eye-set only has 1 RLES2 but still has the effect of Heterochromia iridum EA default eye package only has one RLES2 file which could explain why the exported RLES file/mask of MsBlue's eye-set isn't working. I'm not sure why it isn't working... I also noticed a weird glitch when I opened the MsBlue eye set in S4S (see dropbox above for screens), you can see her texture and EA's eye textures coming through... In game you don't see this effect. Don't know if this has anything to do with what I'm trying to accomplish but I thought I should say it just in case. After the successful face paint version I've tried to make an override version, 2 different processes:1st by replacing EA's RLES2 with the one I've made for the facepaint version. For the RLES I exported the RLES from MsBlue's set. I didn't touch the CAS Part file. In the s4s preview window I didn't notice any change of the eye-texture which was already questionable I think (see screens by clicking above link) 2nd Since MsBlue has two RLES2 files and a (for me) unexplained DST file I imported all the files I had in the face paint version and created a extra RLES2 file with the Group/Instance/type values from MsBlue eye set just to see if this would work. Which, of course, it didn't. Group 00000000 stands for a override and 80000000 for a cas standalone I think?
After all this testing it almost looks like :- it's not possible to import a custom RLES file (mask) that differs from default RLES file/mask into a override file which to me looks necessary to split the images of the 2 eye textures. Maybe orangemittens knows this(?).
- If the above conclusion isn't right then it might be something in the RLES2 and/or RLES 'Data' tab (Group/Instance/type)? I noticed a lot of differences between the values.
As you can see it's still driving me nuts! Hopefully you guys can help me out Small update: I've been testing the faceprint version in a almost empty mod folder (only no-intro mods, etc), otherwise my game would load for ages. They worked like a champ! Unfortunately, when I put them in my regular mod folder and click on the thumbnail they don't show... the thumbnail has a green square around it so it should be visible... I need a
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Post by Renorasims on Nov 18, 2016 16:27:32 GMT -5
Can you share the .package? That way we can get a closer look. Hi brujah and other creators I have made a folder in my dropbox containing the following files. Beside the RS_default_replacement_heterochromia_eyes package file, all textures are 2048x4096: 1. Alf-si_eyes_HQ_Hoar_facepaint I use her textures for now. 2. PS_BoldEyes_SetN01 she (Pralinesims) made a set, face paint category though, with heterochromia iridum. which functions like it should. 3. RS_Facepaint_heterochromia_eyes create CAS standalone --> CAS
I used the package file from PS as a base to see if I can get the same result as hers but with different textures. 4. RS_Default_replacement_heterochromia_eyes override --> CAS I shrunk the texture sizes of Alf-si Hoar eye set to 1024 x 2048 (EA default eye texture size) and shrunk the RLES file from the PS_BoldEyes_SetN01 to 512 x 1024 (EA default eye texture size). the default RLES didn't do the trick so that why I used the other RLES file 5. S4S screenshot of Default_replacement_heterochromia_eyes screenshot of how the file Facepaint_heterochromia_eyes package looks when I replace PS's textures with Alf-si Hoar textures in S4S 6. S4S screenshot of Facepaint_heterochromia_eyes screenshot of how the file Facepaint_heterochromia_eyes package looks when I replace PS's textures with Alf-si Hoar textures in S4S My thoughts on this were; If I get the file to function properly (just like PS faceprint eye set does) I would only have to reduce the sizes of the RLES2 to 1024 x 2048 and the RLES to 512 x 1024 Or so I thought... I see that in the PS_BoldEyes_SetN01 both the RLES and RLES2 files have the same texture size; 2048 x 4096. I don't completely understand why... since the default EA eye size of the RLES is half of the RLES2 size...
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Post by Renorasims on Nov 18, 2016 6:25:10 GMT -5
Hi brujahThank you so much for responding! I'll post a link this afternoon cuz i'm still at work.
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Post by Renorasims on Nov 17, 2016 13:05:05 GMT -5
Hi creators! orangemittens I really hope someone here knows and/or is willing to help me with this since I starting to loose my sanity a little (I want this to work sooo bad!!!) when this is not impossible and it works I vow to write a tut to avoid other creators loosing their minds over this! This week I've started a new project; creating a default replacement (override) eye set with 3 of the 18 colors Heterochromia iridum; 2 different color irises. I've seen some creators do it but only as a face paint category which misses the effect of a gen-based 'trait'; children won't be able to inherit this feature from their parents. First I started creating the idea I had in mind in the faceprint category (see first screenshot of this post) since this is the only method that's been known to work so far. I've 'studied' the differences between face paint category and override files to see why it hasn't been done previously. Monday and Tuesday I had made a face paint category eye fitted to my wishes and it worked in-game. I regret not making screens of it since this was the only time my sim didn't look like a Cyborg or other alien species... don't be scared of Iva though :P she can't help it ( see screenshots) Unfortunately I haven't been in the creator business long enough to be a 100% sure that there is no difference other than; -When creating a override you clone the EA eye texture that is 1024 x 2048 (RLES2) and the RLES is 512 x 1024. With this in mind I started making my textures that i wanted to use fitting to the default textures so it presumably would work. It seemed really logical; as long as I comply with the default settings I should be working. or so I thought... I work with Alf-si hoar eye textures since I like them the most and took one of pralinesims faceprint category eyesets with Heterochromia iridum as a starting point to see how it works. Since I'm only in the testing fase and it is for personal use only they won't mind I think . All these textures are unfortunately 2048 x 4096 (HQ) so I had to make them according to the textures sizes of EA but even then; Iva still looks like a alien After four days of trying all kinds of things i'm still stuck and not even sure if this is possible or not so therefore I thought it might be a good idea to have some professionals looking into this My first question is: is the idea I have in mind (see upper part) even possible? s4s technically speaking?
I thought it would be since it's also possible as a face paint... I would be forever grateful with any help I can receive!!!
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Post by Renorasims on Nov 6, 2016 17:42:35 GMT -5
Your eyes are not showing up because you are selecting create 3d mesh, you need to select CAS stand alone for the eyes as they have no mesh. (Im guessing) I dont really follow what you mean with the other problem Hi MisterS! Thanks for the fast response Problem 1'create CAS standalone' is always selected by default. Since i'm stil in the recolor-fase I haven't switched it to 'create 3D mesh' so that can't be the cause of the eyes not showing up. Problem 2It's a little difficult to explain the other problem (english is my second language ) maybe it helps if I explain what i'm trying to do? I want to use the Veranka top for the mesh only, that way i can use my own recolors and decrease the file size of the Veranka top file. I do the same thing with some alpha hair packages; I like the hair but not the swatches that came with it so I delete them (the RLES2, CAS parts, and thumbnails files) I only use the mesh of the hair since some can take up to 20 mb. after this they are only 4 a 5 mb. instead i use the recolor of my choosing. I haven't encountered this before in S4S Appleseed which I also use from time to time to do the same process with hair package files. The proces is a little different because in Appleseed I only have to open the particular file I want to edit and save that package file. I've tried the same proces in S4S Jackpot, when I switch to the 'warehouse' tab I can't delete any files. this also happens when I clone (create CAS standalone) the CAS part. There is probably a different approach in doing this with clothes instead of hair . That's the only way I can explain why this is happening . But: When I try to do the proces explained above (deleting particular files to only use the mesh for alpha hairstyles) I have the same problem (in S4S Jackpot) that I had with the Veranka top. I can't delete files in the 'warehouse' tab due to a greyed out delete button .
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