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Post by menaceman44 on Dec 16, 2018 14:48:11 GMT -5
Looking at that screenshot I would say that your UV mapping does not line up with the texture. You need to do this in blender. The texture also seems very tiny compared to a regular Sims 4 clothing texture.
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Post by menaceman44 on Dec 16, 2018 14:07:32 GMT -5
The GtW mannequins are a bit of an anomaly since the mannequins you see in game aren't *technically* objects, they are Sims with the AI removed. The object that you clone in Studio is what is initially picked from the catalogue and as soon as you place it the game switches it out with a Sim version. I think that's why there is a 10 mannequin limit per Lot. What I'm trying to say is that the fact one is a Sim effectively wearing a costume, and yours is an actual object, perhaps the game is treating the specular settings differently between the two.
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Post by menaceman44 on Dec 14, 2018 9:57:26 GMT -5
If you are cloning a Sims 4 seat as the base then you won't need to make new slots. You may just need to move the existing ones slightly to fit the TS3 mesh. Much easier than trying to add new slots from scratch.
I can't help with the second issue, sorry. I've never had the meshes import in the wrong place.
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Post by menaceman44 on Dec 14, 2018 9:50:18 GMT -5
I've never played around with changing relationship level checks in tuning before but I have played around with tuning for other purposes. I've just taken a quick look and it seems that the "vampire_AskPermissionToDrink" may be a good place to start. About two thirds down the list there is a "tests" section which seems to reference relationship level and outcome. The first has a value of 13 and the second has a value of 5. Sadly, I can't say what these values relate to though but you could try changing one of them and seeing if it has any effect.
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Post by menaceman44 on Dec 14, 2018 7:52:27 GMT -5
If the original mesh has more than one group then it is usually for a reason. If it is the legs that are in seperate groups then that is so that Sim can wear the outfit with different footwear correctly. It is always best practice to make your work fit with what already exsits in game and not to try and force the base object to fit your custom mesh instead.
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Post by menaceman44 on Dec 12, 2018 7:41:12 GMT -5
That's great to hear but how did you fix it? It may help other creators with a similar issue.
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Post by menaceman44 on Dec 12, 2018 7:33:35 GMT -5
This isn't a texture issue. This is caused by incorrect weights. If you have done a weight transfer on the entire mesh but it still uses the original hands then you will need to do the transfer again. Delete the hands from your mesh and append the original hands again from your base mesh but do the weight transfer BEFORE you join the hands back to the main group. If that doesn't make sense then inabadromance is better at explaining these things. Also, are the original legs still under your mesh? If they are then you need to delete them but if I understand then that was only for testing anyway.
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Post by menaceman44 on Dec 11, 2018 18:24:43 GMT -5
Sorry, but people here won't be able to help you with TSR Workshop issues. You'll have to ask over at their forums instead.
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Post by menaceman44 on Nov 29, 2018 9:10:21 GMT -5
I would recommend exporting an exisiting glass door from the game and looking at how it is set up so that you can see what is needed. You won't actually need to know about scripts to be able to convert a window to a door but you will need to know about bones, vertex paint, and be able to edit a mesh in blender.
A door should have two or three bones which different parts of the door are attached to so that it animates correctly: A bone for the door frame which doesn't move; a bone for each of the door panels so that the game knows where they should swing from and which way.
A window will not be set up in the same way because there is no animation involved which is why you will get the error about the vertex group transformBone.
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Post by menaceman44 on Nov 26, 2018 15:53:50 GMT -5
To save as a DXT5 file you will need to download the relevant plugins for whichever image editing tool you are using. There are plugins available for both Photoshop and GIMP.
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Post by menaceman44 on Nov 23, 2018 12:48:09 GMT -5
Across the bottom of the window should be a "View" option. Click on that and select "View All" from the menu. This should bring your entire item back into view. If you have a mouse then you can hold down the middle scroll button to rotate the scene.
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Post by menaceman44 on Nov 18, 2018 13:48:52 GMT -5
Are they actual models or are they just effects? You won't be able to find effects if that's what they are.
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Post by menaceman44 on Nov 18, 2018 13:43:06 GMT -5
Please share your package file and blend for somebody to look at.
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Post by menaceman44 on Nov 18, 2018 13:42:28 GMT -5
If you share your package and blend then people will be able to help but I'm going to take a stab in the dark anyway and say that you need to fix your uv_1 which controls how the body morphs with the sliders.
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Post by menaceman44 on Nov 16, 2018 8:03:14 GMT -5
Any object you create always has to have the same number of groups as the original object you clone and use as a base. You cannot just delete groups you do not want. If there are more groups than you want then the method to get rid of them is to delete all of the group geometry in blender apart from a single face. Then scale down that single face as small as possible and hide it in the other object geometry. If you just delete the group then Studio will ignore you did anything to it and keep the original when you import your new mesh. Hopefully this tutorial should cover the basics> sims4studio.com/thread/826/create-object-mesh-package-existing?page=1When cloning an object to use as the starting point, make sure to choose one that behaves the closest to what you are wanting to create.
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