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Post by menaceman44 on Mar 5, 2022 16:15:51 GMT -5
I don't have the pack, so I can't check to be 100% certain, but as far as I remember and understand, the teapot that the Sim actually picks up is a seperate object which is why it is not using your recoloured texture and the tuning tells the game which version of the accessory it should be using. Recolours for objects like these aren't as simple as just changing the texture.
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Post by menaceman44 on Mar 5, 2022 16:11:46 GMT -5
Usually that would mean that the LOD0 mesh is missing or broken somehow.
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Post by menaceman44 on Mar 1, 2022 16:36:27 GMT -5
So glad you managed to solve it. Sorry I didn't come back sooner to see your question about changing shaders.
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Post by menaceman44 on Feb 27, 2022 11:50:12 GMT -5
You could check to see if the objects are all using the same shader as each other as well because they can make changes to how colours display.
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Post by menaceman44 on Feb 18, 2022 9:28:48 GMT -5
What image format are you using when creating your textures? PNG or DDS? I just looked at your texture and it is missing updated mipmaps which is why the texture works in CAS (Maximum texture settings) but not in game (lower settings). If you are using DDS then always make sure that Generate Mipmaps is ticked in the save dialogue box.
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Post by menaceman44 on Feb 18, 2022 9:27:14 GMT -5
Whenever I have created CAS defaults I have had to go the route you have used by putting the default in as a CC item, getting the game to generate the thumbnails for it, extracting those, and then importing them into the default package.
To change the swatch icons you should just be able to change that in the texture tab of Studio. This data is stored in the CASPart resource.
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Post by menaceman44 on Feb 18, 2022 9:17:38 GMT -5
I've looked at your file and I'm not sure what is causing that issue but are you aware that the leg on the left still has a blank cube inside it that pokes through the outside one? Both legs also have top pieces that aren't needed since you can't see them inside the table top.
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Post by menaceman44 on Feb 18, 2022 9:07:30 GMT -5
That means that sadly, s4studio will not be able to unmerge the file. It needs the S 4 S Merge package manifest file to know which files go together to be able to seperate them properly. Without it, it doesn't know what belongs together and what doesn't.
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Post by menaceman44 on Feb 18, 2022 8:01:45 GMT -5
You can manually find the tuning and add it to your package. Go to the warehouse view and select the Object Definition then scroll down on the right until you find the Tuning entry. Copy the name and then go to Tools> Extract Tuning and paste it into the search bar at the top. Select the tuning in the list and then click on Add to current package. Remember that if you edit the tuning you will need to make it custom so that it doesn't overwrite the original.
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Post by menaceman44 on Feb 17, 2022 13:21:57 GMT -5
What is the object you are working on? If it is completely custom, why not just edit the object tuning instead of using the injector? What are the interactions you are trying to add? Are you able to share the package for people to look at and get a better understanding?
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Post by menaceman44 on Feb 17, 2022 13:19:22 GMT -5
I'm just popping my head in to say that depending on the version you are using, some have a little wrench icon instead of the nvidia icon to click on in the first picture.
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Post by menaceman44 on Feb 15, 2022 17:25:37 GMT -5
I think that most creators that want to be able to colour a headband or bow seperately to the hair texture create a seperate "accessory" piece which basically contains the headband texture in different colours that is applied over the headband on the hair mesh as a seperate CAS item.
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Post by menaceman44 on Feb 13, 2022 17:14:44 GMT -5
I find that specular textures are easier to edit and control if you can work with them in DDS format. Instead of having to use transparency to control the strength of the effect, you can just change the shade of grey on the alpha channel.
I can see that the specular mask texture is still bright white for the areas of the boots. If you change that to a shade of grey that will lessen the shine as well.
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Post by menaceman44 on Feb 13, 2022 9:04:40 GMT -5
It's the Specular texture that is causing the boots to appear shiny. You can't preview this effect in Studio and have to check in the game each time you change it. If you don't want any shine at all then you can replace the specular with a blank one. (DON'T use the Make Blank option) Edit the texture so that both the main texture and the mask are both black. If you you still want a little bit of shine then edit the mask file so that the white areas are a dark shade of grey. You could also make the alpha of the main specular a dark grey as well. For more information on speculars you can check here> sims4studio.com/thread/1728/information-on-cas-specular-rlesand here> sims4studio.com/thread/23520/working-on-specular-map-sims
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Post by menaceman44 on Feb 12, 2022 17:05:45 GMT -5
Or move the boots up? Surely it depends if the boots are causing the issue or the pants.
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