|
Post by menaceman44 on Jul 30, 2022 15:41:30 GMT -5
If you own Get To Work, try taking a look at the scientific looking shower. It has panels that light up and I think they may animate as well. I know that the effect is done with textures and shader settings and is not a VFX. What you may need to look for in the shader settings is something referred to as a LightMap, but that's only an educated guess on my part.
|
|
|
Post by menaceman44 on Jul 30, 2022 15:15:53 GMT -5
If that doesn't work then another way to do it would be to export the textures from Llumia's packages and import them into new packages cloned from the new body hair. Admittedly, that would mean they would be treated as seperate CC to the original and you would have to manually replace them on all Sims though.
|
|
|
Post by menaceman44 on Jul 10, 2022 15:00:57 GMT -5
Yeah what I meant is, for example, if I had already used the original file in a build and just create a new copy, will the game still place the cloned object in place of the original? or will the original simply be removed altogether? Also you mentioned this was made with TSRWorkshop so would trying to apply the custom thumbnail through that program work? and lastly can I just delete the unknown unused language strings on the warehouse tab? Thanks for helping either way 🌞 Sorry I didn't get back to you. I was away visiting family and I forgot to take my laptop charger with me. As S4Player says, the game won't automatically replace the objects this way as they will be different objects internally so they will just get removed if you delete the package from your Mods folder. I never try applying thumbnails through TSRW as it just isn't reliable enough.
Deleting the strings is fine. Sometimes I even delete known strings that are in a language my game isn't set to as it will never use them. So long as I don't plan on sharing the content.
|
|
|
Post by menaceman44 on Jul 4, 2022 13:22:38 GMT -5
I'm not sure I understand. Cloning it will just make a new copy of it. The original file will stay as it is and you will work on the new clone instead.
|
|
|
Post by menaceman44 on Jul 3, 2022 14:38:50 GMT -5
Oh I see now that it was created with TSRWorkshop. That program doesn't handle thumbnails in the same way as s4s and, quite frankly, usually has issues with them. I can also see that there is a dirty texture in the package and multiple language strings that the game doesn't even use. You might be better off cloning it with s4s to create a new package that should work to the standard the game expects so that it might then generate proper thumbnails and allow you to replace them correctly.
|
|
|
Post by menaceman44 on Jul 3, 2022 12:35:00 GMT -5
That packages doesn't contain any custom thumbnails.
|
|
|
Post by menaceman44 on Jul 2, 2022 13:44:48 GMT -5
Unless you made the package as a recolour only, you should be able to export the mesh and then scale it up in size in blender.
|
|
|
Post by menaceman44 on Jul 2, 2022 11:29:49 GMT -5
I'm going to be of no help to you as I'm not familiar enough with CAS items but I do know that the side seams of your dress should line up with the side seams of the existing body. Also, your frills will only be seen from one side in game because they only have faces that point in one direction. I think you need to duplicate them and flip the normals.
|
|
|
Post by menaceman44 on Jul 2, 2022 11:21:03 GMT -5
What dimensions are your thumbnails? Do you have a package that doesn't work that you can share for somebody to look at? Are you making sure to delete your localthumbcache.package after the game has generated default thumbnails?
|
|
|
Post by menaceman44 on Jul 2, 2022 11:19:17 GMT -5
To clarify, this is the Tags section in the WAREHOUSE view, NOT the regular view with the 3D preview of the object. You need to select the CAS Part resource to get to these extra tags.
|
|
|
Post by menaceman44 on Jul 2, 2022 11:12:54 GMT -5
You'll need to share your blend and package files for anybody to properly be able to help. There might be something going on in the file that we can't see from a picture.
I can answer your question about doubles. You'll want to remove them anywhere there is a seam on your mesh that shouldn't be there to make sure the shading is smooth.
|
|
|
Post by menaceman44 on Jul 2, 2022 11:10:03 GMT -5
Just looking at the images, it seems your problem might just be that your stickers are narrower than a standard 1 tile width. A full tile should go all the way to the edges of the green placement footprint. I would try enlarging your sticker until it reaches a full tile and see how that works.
|
|
|
Post by menaceman44 on Jun 24, 2022 12:35:18 GMT -5
If you want to fill the gaps by creating new faces, as you did in your first attempt, you will also need to map the new faces correctly on the uv.
|
|
|
Post by menaceman44 on Jun 12, 2022 6:41:19 GMT -5
|
|
|
Post by menaceman44 on Jun 11, 2022 14:29:38 GMT -5
I cannot open your blend. Blender crashes and closes whenever I try to look at it. Your object has waaaaaaaay more polygons than you should need to create your deco swingset. Have you noticed that the 3D preview in s4studio is not smooth like your blender screenshot? It is all blocky and angular. Your polycount might be causing some of the issues. I would also check if you are making sure to triangulate your mesh before importing to s4studio since you can't import with n-gons and have them look correct. Also make sure that none of your vertices on your UV map go outside of the image. This can cause texture problems as well.
EDIT; I exported your mesh from the package and blender did open that one. The texture doesn't match up to the UV mapping at all.
|
|