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Post by menaceman44 on Sept 14, 2020 6:32:06 GMT -5
how can i make a cc creator searchable in my buy mode.some are and some arent,the biggest creator i have has over 3000 objects,i would like to be able to bring up all of his stuff with search in the game. Please do not hijack threads that are not related to the topic you are asking. Please create a new thread instead.
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Post by menaceman44 on Sept 12, 2020 15:23:11 GMT -5
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Post by menaceman44 on Sept 9, 2020 5:55:55 GMT -5
If you just make a recolour by selecting the clothes pile again in studio then it will behave like the regular unedited object.
If you copy your override package into Documents> Sims4Studio> Mods and then make a recolour package it should pick up the changes you made automatically.
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Post by menaceman44 on Sept 8, 2020 17:36:38 GMT -5
Sharing here too in case anyone else needs the info. I'll give it my best shot at explaining. I'm not always great at it though so let me know if something doesn't make sense. Extract your backless bath mesh and open it up in blender. 1. Select studio_mesh_2 from the groups list in the upper right. 2. Select the Object Data tab below that looks like an upside-down triangle. 3. Switch to Weight Paint mode below the 3D view window. 4. Make sure shading is set to Solid. Anything on the model that is red is assigned 100% to the selected bone. Anything blue is not assigned to it at all. If you select _bind_door_0 from the vertex groups on the right of the screen you will see that the body of the tub and the frame are red meaning they will move with the door animation. If you select the transformBone you'll see that the door is red meaning it will stay in position when any animations play. We need to swap these over. 1. Select the _bind_door_0 bone 2. Make sure Auto Normalise is UNticked in the brush settings panel. 3. Click on the Invert button. This will swap the weights. 4. Select the transformBone and then repeat step 3. Now save your blend and import it back into Studio. Your tub should now behave as expected. At this point I would also check to make sure that any lower detail meshes are weighted correctly and if not, follow the same steps to fix those as well. I hope this helps. Good luck.
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Post by menaceman44 on Sept 8, 2020 17:34:40 GMT -5
If I understand right then what you want to do is use the Override option to clone the clothes pile you want to act as a dresser. Change the tuning in the Object Definition resource to the dresser tuning. Do this for every Object Definition in the package or it will only work with one swatch and not the others. You can then delete everything in the package so that just the Object Definition resources are left. Save this package and when it is in your mods folder you should find that the existing clothes pile you cloned now works as a dresser and there isn't a new entry in the catalogue.
Oh! I forgot about the footprint edits but the same applies. Leave them in the file after you've made your edits to them. So you just have Object Catalogue and Footprint resources.
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Post by menaceman44 on Sept 8, 2020 6:07:04 GMT -5
Oh that's great to know there are multiple options for that now. I've just noticed there is a stair railing that I want to do the same thing to now so I might give that method a go for those.
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Post by menaceman44 on Sept 7, 2020 6:42:20 GMT -5
If you can't figure it out give me a shout and I'll try to explain.
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Post by menaceman44 on Sept 6, 2020 16:30:41 GMT -5
Well it sounds as though the mesh groups are assigned to the wrong bones.
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Yep, I just checked. In the version that is not working correctly the entire shower body is assigned to the door bone and the door is assigned to the transform bone. It should be the other way around. studio_mesh_2 in particular is the problem group. The other groups appear to be assigned correctly.
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Post by menaceman44 on Sept 6, 2020 9:47:24 GMT -5
I'll give it a try and report back, thanks.
EDIT: It worked! There were so many numerical values to check and copy but it worked! I'm just really glad all I was trying to do was alter the fence post piece and not the entire fence mesh or that would have taken much longer. Now I just need to edit the textures to match the changes.
(I'd also forgotten completely how to use milkshape 3D and using it took me straight back to my days at university.) :')
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Post by menaceman44 on Sept 5, 2020 16:02:17 GMT -5
Hi.
I'm back trying to do something that I don't even know is possible again. I'm trying to edit a fence but obviously s4s still doesn't have support for them yet. I've extracted what I believe to be all of the resources for the relevant fence and saved them all together in a package file. Since studio won't load this package with the Studio tab available, is it possible at all to extract meshes from the Warehouse tab so that they can be edited in blender and reimported? I'm looking to make a default replacement which is why I have not tried to use TSRW as it cannot create defaults.
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Post by menaceman44 on Sept 4, 2020 7:04:36 GMT -5
Yeah, that looks like a pretty high-poly object. Reducing the poly count should fix the issue.
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Post by menaceman44 on Sept 4, 2020 6:50:28 GMT -5
If that doesn't solve it, are you able to share the package and blend files?
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Post by menaceman44 on Aug 23, 2020 11:53:17 GMT -5
Have you actually checked the item in the game yet? Sometimes studio renders shadows that don't show up in the full game lighting. I get it sometimes down the side of the left leg on a Sim but it's not there in game.
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Post by menaceman44 on Aug 23, 2020 11:49:01 GMT -5
Should there be a picture in your last post?
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Post by menaceman44 on Aug 17, 2020 8:33:22 GMT -5
It would have been the same way, yeah. I guess that just means that the Phong shader can't make use of those settings.
As for your import issue, studio won't let you add or change bones that aren't in the mesh when you export it. I've had it before with regular object making when I've combined objects. The only way to get the mesh back in for me was to remove the bone mentioned in the error message. I don't know if you can add the bone to the package BEFORE you export the mesh to blender for editing.
I think I'm at a loss now to be able to provide anymore help or suggestions.
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