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Post by j on Mar 12, 2016 16:03:38 GMT -5
Hmmm I see what you mean. It does indeed break the clothing texture just by re-importing the same exact mesh. Oddly enough this does not happen with the other 2 ( Fashionista's Closet and Squaring it Square) closets, just with Perfect Size Closet. Okay, I see what the issue is. For some reason upon importing an exported mesh of Perfect Size Closet, the entire UV map of s4studio_mesh_1 decreases like twofold in size, and moves to the left. I'll tag orangemittens in case she can tell if this is a S4S issue. ETA: I even manually moved your UV map to the correct position and it still doesn't import correctly. There's something up with that object. I guess you could clone off of one of the other closets and just make the back not as wide? Append your new meshed doors from the broken mesh into the other one.
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Post by j on Mar 12, 2016 15:55:26 GMT -5
You could just mesh a decorative pole instead since TS4 column placement is quite restrictive as they snap to the corners of floor tiles.
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Post by j on Mar 12, 2016 5:39:52 GMT -5
GT closet has more parts than your average wardrobe because of all of the new interactions - remember you can WooHoo in there, therefore the doors need to slide open (hence separate mesh group), the inside of the wardrobe is exposed when the door is open (yet more mesh groups), and so on.
If all you want is to use it as a stationary mesh, like the other wardrobes (as in no doors/drawers pop out), you can get rid of half of the stuff in the mesh and you definitely don't need the joints since they are there to accommodate the new actions. All you'd need to keep would be the outer parts of the body of the closet.
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Post by j on Mar 11, 2016 14:45:51 GMT -5
Thank you OM, that did the trick in removing the LODs. But now I have a new problem. I guess glass objects don't cast automatic shadows? I ended up with this: How should I go about making sure the vase casts some sort of shadow, should I create a shadow LOD manually myself? :-/ The vase isn't a problem since I can just use part of my normal mesh, but I'd need to mesh the flowers and leaves by hand since otherwise the shadows will be triangles and squares.
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Post by j on Mar 10, 2016 18:53:30 GMT -5
As the topic suggest, is that possible? I created a flower vase by cloning the Dear Old Grandfather Clock (because I needed transparency AND glass, and this seemed easier than manually fiddling in Warehouse). My problem is that I don't know what to do about shadow lods, obviously since my object uses transparency I can't just use my normal mesh since then flowers and leaves will then cast ugly triangle shadows. I know plant objects don't come with shadow lods and the game instead generates its own correct shadows for those. How do I go about doing something like that for my object? Thanks!
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Post by j on Mar 10, 2016 17:38:08 GMT -5
The reason everyone has this issue with slots and the MOO cheat is because if the MOO cheat is off the game will not allow object footprints to touch or overlap. This is true whether items are sitting on the floor or sitting in a slot. This is why I put a note at the end of the tutorial saying that if the slots are placed close together you will need the MOO cheat on in order to use them all at once I am not familiar with the postcard corkboard...what name should I use to find it in the catalog? Ah I see, I must have missed your note. I got the corkboard to behave eventually, I'm not entirely sure what the deal was. On day 1 I've tried editing slots on 3 separate cork objects and nothing worked, slots remained the same unless I changed numbers via Warehouse and not in Rig/Slot window. Then the next day it finally worked with just doing stuff in Rig/Slot window. ¯\_(ツ)_/¯
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Post by j on Mar 9, 2016 0:21:22 GMT -5
One more thing - I've been trying to tweak the postcard corkboard slots. It seems changing values in Rigs/Slots doesn't work, I had to do it the super confusing way through the Warehouse tab, in ContainerSlots menu.
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Post by j on Mar 8, 2016 14:58:55 GMT -5
First of all, awesome feature, thank you! I seem to have a similar issue as described by some people already, albeit a bit different. My slots work perfectly when MOO is on - I have 3 large slots and 15 small slots. With MOO off, the 3 large slots work on their own, but not together, as in I can place objects on all 3 at a time, but if I place an object on one of the slots, I cannot place on the other 2. Same thing with small slots, all work on their own, but only 2 or 3 slots can be occupied at the same time, depending on the combination. Is it because the slots touch? I can understand this being an issue with the big slots but there should then be more than 2-3 small slots that work with MOO off.
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Post by j on Oct 1, 2015 12:49:39 GMT -5
I suppose it's kind of strange I haven't introduced myself yet on here, so here goes. I'm Jools from tumblr, and I always try to help people over at Creator Help when I've got the time/solution. Oh my god, Hi Jools! I just started following you on Tumblr! (Gosh, just started following you, sounds kinda creepy) Nonsense, follow me anytime you like. *creepy smile* ;-)
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Post by j on Oct 1, 2015 10:48:02 GMT -5
I suppose it's kind of strange I haven't introduced myself yet on here, so here goes. I'm Jools from tumblr, and I always try to help people over at Creator Help when I've got the time/solution.
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Post by j on Sept 12, 2015 14:50:15 GMT -5
Transform is the coordinates. Normally only the middle coord will have a value that is not a 0, and that's the Z axis, or height of the light source. I don't know much about V's but I know that U's are responsible for the light area. sims4studio.com/post/21199/thread
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Post by j on Sept 3, 2015 5:49:31 GMT -5
Here's a bump.
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Post by j on Aug 29, 2015 18:10:02 GMT -5
I'm not suggesting you're lying to me OM. It's just that I literally did not touch the bun at all. I just cloned off of that hair, and it's also showing the orange slits in Blender. Does that mean the base hair is wonky? Why is it not displaying any slits in the game then, and why does the same mesh not have the slits when put on a male? D-:
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Post by j on Aug 29, 2015 17:35:52 GMT -5
Well, the bun + the scalp I did not edit one bit because that is the original EA hair, the one that came with Get To Work. I connected the scalp hair to the loose bottom hair, so your theory would explain the slit in the back between the scalp and loose hair, but not the numerous slits on the bun.
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Post by j on Aug 25, 2015 5:46:03 GMT -5
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