Post by menaceman44 on Apr 13, 2018 6:36:48 GMT -5
I think it has something to do with both objects occupying the same footprint space. I seem to remember a guru explaining once that the reason we don't have bunkbeds yet is because they would have to update how the game handles objects on the same horizontal space at different vertical locations. Basically the game thinks the space is already in use by the Sim in the lower bed.
Post by menaceman44 on Apr 10, 2018 8:09:38 GMT -5
robrize Please don't ever post your email address publicly like this. I would edit your post and remove it if a mod doesn't see it first and do it for you. If you want to get in touch with a member privately, click on their username and when their profile page loads, click on the "send message" button.
Post by menaceman44 on Apr 7, 2018 15:36:17 GMT -5
If you would just like some general feedback then feel free to post some pictures here. Upload them to an image sharing website and link them here. You can also share the files in a similar way if you like for people to check them out in their own games. If you want to share them publicly for everyone to use, it is up to you what sites you share them on. You could create a Studio on these forums just for your creations if you wanted to.
Post by menaceman44 on Apr 7, 2018 13:33:32 GMT -5
From what I can see, the wibbly-wobbly white grid lines are a result of your uv_1 mapping. A lot of your mesh faces down the middle are squashed together so tightly they cannot be seen. The neater and more correctly aligned your uv_1 is, the neater the grid lines will look. I had to mess around with this myself on a project a while ago.
Post by menaceman44 on Apr 2, 2018 16:13:14 GMT -5
You can use Sims 4 Image Viewer to look through and extract the easel paintings. You can download the program from here> luniversims.com/files/file/649-visionneuse-dimage-pour-fichiers-packages/ The site is in French but the program does run in English. Go to File > Common Files > ClientFullBuild6 It houses at least some of the easel pictures. I haven't found any way to group them all together for easier locating though so they will be scattered out amongst all the other image files in there. To make it slightly easier though you can filter by image type and set it to DDS.
Post by menaceman44 on Mar 20, 2018 17:06:22 GMT -5
To any of you who have already grabbed this you might want to go and get the newly updated file. I hadn't realised Sims could sit inside each other. Oops. In all my testing I never once thought to test for that.
Post by menaceman44 on Mar 17, 2018 13:43:31 GMT -5
If you share your package file with us we will be able to check for certain but have you made sure the cut numbers are correct when you import your meshes? Sometimes the different LODs use different cut numbers and so you may need to make seperate meshes for each LOD. The easiest thing to do would be to export the mesh from EACH different LOD and add the knife to it. Then import them back in. Don't forget to update the shadow meshes, too.
If you have only made changes to the LOD0 then that is your problem right there. LOD0 is used for when the camera is close up to the object and then the object gets swapped out for the lower detail LODs as you move the camera further away.
Post by menaceman44 on Mar 17, 2018 12:00:25 GMT -5
I just discovered something REALLY annoying. I've just gone through my dive table conversion and slaved all of the textures to my seat only to find that I'm going to have to do it ALL OVER AGAIN because, even though I cloned the original counter with 32-bit instances to get the correct thumbnails, Studio has then used 64-bit instances for every swatch added after the first one! Ugh. :( So to fix the thumbnail issue I will have to make a new selective clone of my chair and renumber everything, meaning the texture Instances will all be different so the table won't be using the correct ones anymore. AGH! Oh well, best get started.
Is this something I should report as a bug? Surely if I want the first swatch to be 32-bit instanced I will want them all to be?
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