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Post by j on Mar 20, 2016 11:18:17 GMT -5
This is a bit off-topic, but may I just point out that you're the 2nd person with the same weird meshing pattern I encounter this week. I'll go on a limb here and assume you've downloaded the 3D mesh from somewhere? TS4 content is generally considered low-poly overall, which is the opposite of what 99% of downloadable meshes are unless you know how to re-mesh/decimate them.
Right now your dress sits at 13,5k poly and for such a simple short garment that's rather high. There's nothing inherently wrong with creating super high poly stuff, but you'd need to remember that many people's games would not be able to handle multiple large files like that. To put it into perspective - your dress file with 1 swatch is 5.3 MB in size. The last dress I've shared had 55 swatches and it was 5.33 MB in size.
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Post by j on Mar 20, 2016 7:40:38 GMT -5
Welcome to the forum, wintershine. We have a FAQ thread that details most common CC-making issues and I'd advise anyone to skim through before making a thread because there's a chance their issue is already addressed there. You didn't attach your .package so I can't be sure, but my first guess would be it's a texture issue. All TS4 texture sizes must be the multiple of 2 ratio, so this means your textures can be a combination of 64, 128, 256, 512, 1024 and so on. By default CAS textures are 1024x2048 and you should stick to those values unless you're increasing the size (to 2048x4096). Being even 1 pixel off will result in graphical issues for certain players (non-Windows users seem to be the most sensitive).
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Post by j on Mar 19, 2016 16:17:01 GMT -5
There's quite a few issues with your top. For starters it seems to have an extra texture file that isn't a specular/bump/diffuse, I've no idea what it's meant to be. Lastly, your top is 15k vert/29k poly. That's an astronomical number considering minus the folds around the tummy your mesh is essentially just the nude torso (meaning it's flat). You have the full body meshed, and the top meshed over it. You don't need to have the body meshed under the shirt since the shirt IS your body mesh. And your shirt consists of far too much geometry. You can either remove the body parts under your top and decimate your top to slash the poly count, or you could redo your top entirely by cloning off of that one basegame top that's very similar to your mesh: Ideally I'd say anything over 3-4k poly for a t-shirt is too much, unless it has a lot of detail.
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Post by j on Mar 15, 2016 10:32:48 GMT -5
I'm guessing it's because of the mesh itself. My wheel does not sit flush to the wall like most other wall decor, but is instead protruding (which is how I wanted it). I'll send you the object via PM.
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Post by j on Mar 15, 2016 8:55:40 GMT -5
Maybe is something wrong with the object you cloned? Have you tried to clone a different object or a painting to import the mesh? I wouldn't imagine so. I cloned off of the basegame sun wall decor. I remember people having similar issues with bed frame meshes with intricate headboards on tumblr, no idea if/how they fixed it though.
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Post by j on Mar 14, 2016 15:56:16 GMT -5
Haha well in pointless news, "0" made no visible changes! I'll try some more. Right well I went up to "-10" and it does not affect the shadow in the slightest. It just ended up doing this: x-D Going for positive values does the same, just in black instead of red. I think I'll just publish my set and hope people aren't that bothered by the harsh shadow.
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Post by j on Mar 14, 2016 15:23:44 GMT -5
The object doesn't have any items in the Occluders list, so I guess it's a no-go. I'll try the SSAO Intensity. I've located it in Warehouse but what do I do exactly? It's set to "1". Do I go "0"? I'm not entirely sure what I'm doing here.
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Post by j on Mar 14, 2016 13:12:33 GMT -5
They're rigs, they're related to slots and bones of an object. If you want to edit/move them, you can do so in the "Rig/Slots" window of S4S. I believe moving them in Blender isn't going to do anything.
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Post by j on Mar 14, 2016 6:37:40 GMT -5
I'm almost done with a set I've been working on but I have this minor cosmetic problem with one of my objects that I hope someone could assist me with. It's a wall-mounted ship's wheel. As you can see it casts a very harsh shadow behind it. The shadow plane in the mesh has nothing to do with it as the result is the same even if I decrease the plane in size so much it's barely a pin. Splitting edges or removing doubles has no effect either. The shadow disappears (or at least isn't anywhere near as visible) when the object is viewed from a more side-view angle.
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Post by j on Mar 14, 2016 4:58:51 GMT -5
An alpha is a channel responsible for transparency of a texture. As far as I know, as long as you're working in DDS format every one of your bump maps should have an alpha channel (most speculars do too, like for objects). The process is a little different for PNG images.
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Post by j on Mar 13, 2016 19:56:13 GMT -5
Your bump map was the problem. It's missing an alpha. Here's what your floor looks like with a (working) blank bump versus your original bump:
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Post by j on Mar 13, 2016 11:14:34 GMT -5
I suggest you post your .package, or at the very least a screenshot of the Rig/Slot window so someone can have a look what you can do to fix your slot problem.
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Post by j on Mar 13, 2016 11:13:12 GMT -5
If I understood you correctly, you've edited someone else's CC and your version is overriding the original? That happens if you OPEN the CC via S4S and apply your changes that way - technically you're just editing the original. What you need to do is CLONE off of the original and then apply your edits. Cloning will give your content a different ID, which will work alongside the original as opposed to taking its place. sims4studio.com/thread/397/create-standalone-recolor-custom-content
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Post by j on Mar 13, 2016 5:42:06 GMT -5
Glad you got it working.
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Post by j on Mar 12, 2016 17:01:48 GMT -5
I fiddled with this some more today and it seems that if an object's shader is set to GlassTranslucent it will not cast any shadows on its own. I can't be bothered to make a shadow LOD myself so I'll just let the game generate a vase-less shadow. I'll mark this as Solved.
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