|
Post by menaceman44 on Mar 26, 2022 8:26:12 GMT -5
Please share your blend, package and some pictures so that somebody will be able to help.
|
|
|
Post by menaceman44 on Mar 24, 2022 14:57:43 GMT -5
Tell me something you actually want to change and I'll see if I can assist. Being specific really helps if you want people to be able to offer advice.
|
|
|
Post by menaceman44 on Mar 23, 2022 17:40:47 GMT -5
If you want to look at an exisitng mod to see how the creator set it up you can just open it like any other .package file with S4S and take a look at the tuning in the warehouse view. The only ones you can't look at with S4s are script files as they are created with Python.
|
|
|
Post by menaceman44 on Mar 21, 2022 15:34:34 GMT -5
The new bump you created is what is causing your problems with the lighting. It's missing an alpha channel. I follow this tutorial when I need to create a new bump> sims4studio.com/thread/861/normal-maps-bump-editing-creating It works the same for clothing and objects. You can also download a ready made blank bump from the first post of this thread> sims4studio.com/thread/1079/get-eas-bump-specular-maps Importing that into your package fixed it. I would also suggest making your specular texture square to match the dimensions of your other textures as that might cause problems as well.
|
|
|
Post by menaceman44 on Mar 19, 2022 15:56:22 GMT -5
That's a question mark. That usually means that one of the textures for the object has the wrong dimensions or is in the wrong format. I'm currently looking at it in my game now and most of the swatches vanish after they are placed. The table vanishes but still takes up space that you can't place other objects in.
EDIT: Your Normal Map texture is the problem. The tiny little one that is 4x4. I imported a new blank one and the questionmark texture went away and the other swatches stopped vanishing.
Why did you clone from a 2x1 coffee table when the base game has a 2x2 coffee table? It shouldn't be an issue I don't think, so long as you remember to update the footprint size.
|
|
|
Post by menaceman44 on Mar 12, 2022 19:15:32 GMT -5
Does the interaction you are wanting to add rely on a specific placement of pieces or is it intended to be available no matter how they are placed? I was just thinking that an easier way to go about it might be to make use of the XML Injector originally by the late scumbumbo. scumbumbomods.com/#/xml-injector/
|
|
|
Post by menaceman44 on Mar 10, 2022 11:26:04 GMT -5
|
|
|
Post by menaceman44 on Mar 8, 2022 14:09:27 GMT -5
You can find what tuning the object uses by looking at the Object Definition resource in the Warehouse view. Down on the right hand side you should see a bit that says Tuning and then the name of the tuning it is using. You can then use the menu option to Extract Tuning... by pasting the name into the window that appears, selecting the result you get, and then clicking on Add to Package. You will then be able to view the tuning and see how it is set up. You'll want to find a tutorial on making a tuning file custom so that any changes you make don't override the original. I haven't got the link at the moment but I know there is a tutorial on this forum that I have used myself before.
|
|
|
Post by menaceman44 on Mar 7, 2022 14:56:22 GMT -5
I can at least help with finding the accessory pot. When you select an object to clone in S4Studio, make sure the Debug box is checked. You should be able to find it then. I'd filter the results by pack as well so there isn't as much to sift through.
|
|
|
Post by menaceman44 on Mar 6, 2022 15:38:43 GMT -5
Oh no! You are correct. I will get that updated right away.
|
|
|
Post by menaceman44 on Mar 6, 2022 11:31:34 GMT -5
I was at a complete loss to begin with but it's actually a really simple fix. You have the shader set to CounterCutoutProxy instead of Counters for the High LOD.
|
|
|
Post by menaceman44 on Mar 6, 2022 8:22:48 GMT -5
I've never messed with objects like this but from what I understand the tray uses a geostate to hide the teapot when a Sim picks it up and then the one the Sim holds is actually an accessory object. The tuning for the tray tells the game which accessory colour goes with which base so I think that means that each recolour would need to have its own tuning to point to the correct recoloured accessory pot. I'd like to stress though that a lot of this is just an educated guess on my part.
|
|
|
Post by menaceman44 on Mar 6, 2022 8:18:37 GMT -5
It shouldn't be. If you are prepared and able to share the package and blend files here I could take a look.
|
|
|
Post by menaceman44 on Mar 5, 2022 17:54:08 GMT -5
Did you use the Edge Split option or Mark Seams on your mesh? If you don't do one of those then the game will try to render sharp corners as if they are curves instead.
|
|
|
Post by menaceman44 on Mar 5, 2022 16:31:10 GMT -5
Change the shader to Counters and that will allow light to cast across the seperate objects as if they were all one. From your first picture it looks as though you might have needed to split the edges of the foundation version for it to work.
|
|