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Post by menaceman44 on Aug 1, 2020 16:37:49 GMT -5
What option did you use to start your project?
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Post by menaceman44 on Aug 1, 2020 16:33:52 GMT -5
I just checked your swimsuit package and your shadow texture is most certainly not empty. I can clearly see the outlines of the swimsuit on the texture in S4Studio.
As for your nipple tops, they look as though they are set up fine and are using whatever skintone your Sim has. Have you tried changing the skintone of the Sim in CAS to make sure it changes?
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Post by menaceman44 on Jul 30, 2020 8:58:31 GMT -5
You know what? The thought never even ccurred to me. Of course I could. That would be much easier. Thanks. I was just stumped as to why it was happening to begin with as it's the first time I've seen it with one of my own creations.
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Post by menaceman44 on Jul 30, 2020 7:39:11 GMT -5
I've been working on this object as a surprise gift for a friend and it is nearly finished but the game won't generate a thumbnail with the object in the centre and I don't know why. I've checked the meshes for stray vertices and I can't find any. It's based on the sun burst wall sculpture.
Here's the package file as well.
If anyone could help me fix this that would be great.
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Post by menaceman44 on Jul 30, 2020 7:22:59 GMT -5
i can get catalog image to work fine for objects. haven't tried walls, floors, or clothing. however, with hairs it will have the catalog image only for the first coloring. the second and third colorings don't have catalog images. i have done the same steps for the hair as i have done for the objects and they come out fine. please tell me what i am missing. Hairstyles in CAS only display one thumbnail in black by design.
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Post by menaceman44 on Jul 29, 2020 11:22:23 GMT -5
As far as I am aware it is a combination of things that make an object function off-the-grid as well as get marked as such in the catalogue. The object tuning needs to include the off-the-grid interactions and references and the Object Catalog resource needs to have the relevant flags set for it to show the eco details in the catalogue entry. I can't be any more specific than that though as I haven't made anything that is eco compatible yet.
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Post by menaceman44 on Jul 25, 2020 7:52:59 GMT -5
I took a look yesterday but couldn't see what was causing the issue. I'll take a look at your new package and see if I spot anything this time.
EDIT: Ah! Your texture dimensions are wrong. They have to be in powers of 2. So 256, 512, 1024, 2048, etc. Any other sizes and you get texture issues like this I'm afraid. You'll need to edit your textures and then alter your UV mapping.
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Post by menaceman44 on Jul 24, 2020 7:03:58 GMT -5
I don't know without seeing your blend and package files but it looks like it might to to do with your UV mapping on your object.
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Post by menaceman44 on Jul 13, 2020 16:59:03 GMT -5
First off, how did you merge it in the first place? All packages that are merged by S4Studio create a merged file manifest resource inside the package so that it knows what contents it contains and what goes with what if you tell it to unmerge it. If you manually exported and imported files into a single package then I don't think there is an automatic way to unmerge them again. It is always recommended to keep unmerged backups of your files for just such an occassion.
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Post by menaceman44 on Jul 13, 2020 16:55:22 GMT -5
Just throwing my two cents in here. It looks to me as if everything exported exactly as it should have. The tank top texture displays over both the top and bottom part of the Sim when in the game and in S4S because it is a skintight garment but as it is classed as a top when you export it to blender it will only extract the torso of the Sim, which is normal. Because only the torso of the Sim is exported for editing, the texture does not display on the bottom portion of the Sim unless you follow mauvemorn's instructions to make the texture visible there as well.
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Post by menaceman44 on Jul 10, 2020 10:52:36 GMT -5
In the file you shared in your first post the package file still contains the shadow mesh of the original object. That's why the shadows of the wall and floor are being allowed through the object. Disabling the SSAO will fix this indoors even if the shadow mesh is not corrected BUT if you ever place this object outside the shape of the shadow it casts on the ground will be wrong.
It's also REALLY high poly. The little bits of cut paper on the top and the cutting mat would normally just be painted onto the surface and the stack of pink sheets would more than likely just be a big rectangle with the layers drawn on instead. Perhaps with a single meshed sheet on top. This isn't so much something to worry about for the LOD0 mesh but for the LOD2 mesh it really shouldn't be this detailed.
Please don't think I'm trying to be overly harsh here. I think your object looks really good and fits with the MAXIS style perfectly. These are just things to be aware of to make sure your objects don't take up too many resources and potentially slow the game down. I'm not very good at giving feedback without sounding rather blunt. Sorry.
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Post by menaceman44 on Jul 9, 2020 9:27:59 GMT -5
I have no idea when but this appears to have been fixed by EA now and this fix is no longer needed. I've just been going through all of my mods and noticed so thought I'd let others know.
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Post by menaceman44 on Jun 20, 2020 16:45:40 GMT -5
I thought I'd look at what I expected would be the easiest to solve which was the drinks tray. You have it pointing to custom tuning but the tuning is not part of the package. I'm not really sure why you needed to make custom tuning either if you want it to behave exactly like the spa day or backyard trays. You just need to point it to one of the existing drinks tray tunings instead.
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Post by menaceman44 on Jun 20, 2020 12:12:41 GMT -5
If the catalogue entries for walls are anything like for objects then you need to edit them in more than one place. Ticking the gameplay effects option will alter how the wall behaves but won't update the catalogue listing that the player sees. With objects you have to go to the Object Catalogue resource and click on the ObjectTooltipTags edit items button. Then you cane select the correct things you want listing in the catalogue text. I'm assuming there must be a similar option for walls but probably under a different name.
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Post by menaceman44 on Jun 17, 2020 15:00:30 GMT -5
I don't currently think that is a feature.
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