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Post by menaceman44 on Feb 18, 2023 14:23:21 GMT -5
I think they are numbered in the order that you add the swatches.
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Post by menaceman44 on Jan 30, 2023 16:40:34 GMT -5
The differences in where and how the object is shiny, compared to the original, is because of the mesh and how it has been split. When you export a model to blender, Studio splits it along the edges of the UV mapping islands which is what caused those sharp corners on the RV in your first picture. When you Remove Doubles or Merge By Distance that removes all of the splitting but this also has the result of the game trying to make ALL edges look smooth and curved. The RV object needs a combination of both types. The curved metal sections should have the doubles removed but the sharp corners, like the sun roof, should be left split so that they shine correctly.
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Post by menaceman44 on Jan 6, 2023 16:48:43 GMT -5
I'm glad that you managed to sort it in the end. Windows specifically are not something I have ever worked with.
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Post by menaceman44 on Jan 1, 2023 17:41:25 GMT -5
Have you also updated the shadow meshes? They are what the game also uses to know what ambient shadows should be blocked from passing through.
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Post by menaceman44 on Nov 20, 2022 13:56:03 GMT -5
Your Normal Map texture isn't set up correctly to work with TS4. Normal Maps for TS4 are greyscale, not the usual purple/blue ones like yours. You'll need to follow the steps in this post> sims4studio.com/post/7663/thread
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Post by menaceman44 on Nov 20, 2022 13:48:13 GMT -5
It looks like it has an emmission map being applied to it. That's what makes CAS items pulse with light.
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Post by menaceman44 on Nov 19, 2022 14:46:14 GMT -5
You need to add the slot to both the rig and the slot resource manually in the warehouse tab. Studio doesn't automatically recognise most types of container slot that aren't already in the package to begin with.
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Post by menaceman44 on Oct 29, 2022 13:04:10 GMT -5
Any chance the model for viewing roof patterns could be altered to include a roof piece without a gable end, like the hipped roof? It's not currently possible to view edits to the Atlas texture unless you load the game because of this.
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Post by menaceman44 on Oct 17, 2022 14:54:57 GMT -5
Anything over 10k polys causes issues with shadows. You shouldn't really need to make anything that poly heavy for a regular object.
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Post by menaceman44 on Sept 25, 2022 9:42:40 GMT -5
The only kind of information I've ever seen given on this is that it can sometimes be affected by if you are using blender in full-screen or windowed mode. I can't personally say whether this is true or not though.
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Post by menaceman44 on Sept 25, 2022 9:31:55 GMT -5
You would more than likely need to create your own new tuning for the object to use based on a regular bin so that there is no animation, and then edit in the parts from the recycle bin to add that functionality.
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Post by menaceman44 on Sept 22, 2022 9:28:51 GMT -5
Because studio can't extract textures while the game is using them.
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Post by menaceman44 on Aug 4, 2022 16:06:48 GMT -5
You'll need to share your package and possibly your blend file for anyone to be able to help.
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Post by menaceman44 on Aug 3, 2022 13:57:53 GMT -5
qolygonal to the rescue! Thanks.
ETA New question; what restricts them from being placed on just the small curved wall? The EA doors that can go on all sizes have the U16 flag ticked but doors that can only go on the two larger curves don't have it ticked. My recolours are for doors like that; they can only go on the two larger curves.
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Post by menaceman44 on Aug 2, 2022 15:35:14 GMT -5
Does anybody know what flag or value needs to be set to allow CC doors to be placed on the new curved walls without needing to use MOO? The "Door (curved)" tag in the studio view enables them to show in the correct section of the catalogue but doesn't do anything relating to actual placement. I've compared a CC door with an official one and I can't seem to find what is different.
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