Post by menaceman44 on Jan 13, 2018 19:39:15 GMT -5
To get the tuning you can just clone a regular chair and see what tuning it is using in the Object Definition and extract that. Just so that I can try and help better, can you explain why you used the roomba as a base for your seating object?
Post by menaceman44 on Jan 13, 2018 7:47:22 GMT -5
So your base object is the roomba? That's why there are no sitting options for Sims then as they don't exist to begin with. You will need to edit the tuning as well to add all of the sitting options for Sims.
Post by menaceman44 on Jan 9, 2018 11:18:42 GMT -5
What dimensions does the texture have that isn't working? If it isn't of standard size accepted by the game then it will throw a wobbly and not use the texture which is when you get the neon ? texture.
Also, regarding the "half" mapping, it's just the two halves of the object mapped on top of each other to save space when mapping the object to allow it to use slightly larger textures. TS4 hasn't got an issue with that. It's like having a cube where all sides are identicle; instead of having to map and texture each face next to each other, you just create a texture for a single face and then map each of the faces in exactly the same space. That's the best way I can think of explaining it.
Post by menaceman44 on Jan 9, 2018 11:10:04 GMT -5
Which shadow do you need to make? Is it the shadow that you see indoors or the shadow you see outdoors? Both are made differently. Outdoor shadows are a full mesh the same size and shape as your real object. Indoor shadows are a flat plane under your object with a texture on it.
If you can share pictures and your .package and .blend files that would be helpful.
Post by menaceman44 on Jan 8, 2018 12:46:09 GMT -5
It looks as if you have got ALL of the glass assigned to the bone for the door animation. Only the glass in the door should be assigned to it.
Your texture issue looks like it might be the Specular or the Normal images that need editing. You have to edit those to match your new texture as well. You might have to find them in the Warehouse tab for this particular project as they seem to be missing from the Texture section. Some objects do that.
You can get rid of the buff by changing the shower tuning or by cloning a more expensive shower to begin with.
Post by menaceman44 on Jan 4, 2018 13:53:35 GMT -5
I don't think I'm going to be of any help on this occassion I'm afriad. You've done everything to the slots that I'd have thought of. Perhaps brujah could be of more help? He's worked with custom sliding doors already.
Your normal map appears to be missing the alpha channel. I just exported it from your package and it is not there. The alpha channel for you normal map shouldn't just be plain grey either. You have to edit the channels to get the correct format as shown in the tutorial that you say you have already been reading. Maybe this one will be of help? sims4studio.com/thread/861/normal-maps-bump-editing-creating
As a side note, I always seem to have to save my normal map images twice before importing before it will keep the alpha channel, otherwise it drops it when saving the first time for some reason. Just thought I'd mention as it may be worth checking.
I can't see if anything is wrong with your specular though.
Post by menaceman44 on Jan 1, 2018 17:22:23 GMT -5
I just came to find this info again for a cake stand I'm working on at the moment and I would like to add that instead of having to remember the flag code so gratefully provided by om, you can now just untick the "pickable" tick box and that has the exact same affect.
I'm finally coming to the end of my pet house conversion and was wanting to know what people thought of the colour choices and what other colours you might like to have. These are the five options I have at the moment. The first three are based on the Sims 3 preset options and the bottom two I have added myself.
I was thinking of possibly adding a pink version and maybe a plain wooden version with an almost black roof. What are your thoughts? Any other colours you'd like?
If you are working with the small pet bed as a base then you will want to delete all of the numbered slots EXCEPT for the b_subroot_0, which is the slot which faces forward. You will then need to delete the same slots from the tuning file otherwise the object will throw a script failure and can't be placed.
If you are using the large pet bed as a base then it gets a little trickier as there are seperate slots for large dogs. The ones in the centre are for large dogs only, and the ones around the edges are for small dogs and cats only.
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