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Post by menaceman44 on Oct 17, 2018 14:19:17 GMT -5
Could you not just clip the texture to a third of its size horizontally and make sure the edges are seamless? It should fit a single tile that way without being compressed. It just means there won't be as much variation in the pattern of stones as the original wall but it should look more natural than having smaller, squashed stones.
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Post by menaceman44 on Oct 17, 2018 13:56:39 GMT -5
From what little I know, the alpha of the main texture controls if the plant changes colour. I'm just not sure how it works.
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Post by menaceman44 on Oct 17, 2018 12:07:35 GMT -5
You can. But you use the option to Append the mesh instead of Importing it.
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Post by menaceman44 on Oct 17, 2018 12:05:25 GMT -5
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Post by menaceman44 on Oct 15, 2018 9:08:20 GMT -5
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Post by menaceman44 on Oct 12, 2018 14:33:56 GMT -5
If you share your package somebody will be able to look at it for you. From the images you have provded it looks as though your texture may not match your mesh UV map.
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Post by menaceman44 on Oct 9, 2018 9:29:27 GMT -5
If you want to set which fashion choice the clothing is for then just open it with Studio using the My Projects button and then you can tick the choices you want and save. You will need to do this for each package seperately. There is no batch fix way to do this.
If you are wanting to get the option to choose Masculine or Feminine to come back in the game, well then, I don't know what to suggest since individual pieces of CAS content should not be able to disable that option in CAS. That's not how CAS CC works.
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Post by menaceman44 on Oct 8, 2018 11:35:45 GMT -5
Images of the glitch and a link to download the item in question or a copy of your package would be extremely helpful here.
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Post by menaceman44 on Oct 8, 2018 11:32:58 GMT -5
This has been asked before by another user. The answer was that you would need to create new items of everything you wanted the skeleton to wear or they would end up with flesh segments of body from a normal Sim. If you tried to turn it into a skintone it would just be painted onto a normal shaped Sim.
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Post by menaceman44 on Oct 7, 2018 8:03:30 GMT -5
Would it be possible to make it so that a selected resource is kept "in frame" even if the sort order of the resources is changed? On several occassions I have been wading through file resources and found one that I need, gone to change the sort order in the hopes that the other resources I need are nearby, only to have the one I had selected go missing because it has been reordered off the bottom or top of the screen.
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Post by menaceman44 on Oct 6, 2018 13:15:41 GMT -5
You should have a backup folder containing a copy of all of the files that Studio altered before it made any changes to them in your Studio Documents folder.
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Post by menaceman44 on Oct 3, 2018 6:52:50 GMT -5
Regardless of whether it was the upload requirements of another website that brought these issues to the attention of the creator, they are still issues that need fixing and seeing as Studio is their tool of choice, where else are they supposed to ask for help? This forum seems to be getting very toxic lately with disallowing ANY mention of anything that does not directly relate to topics contained within this forum. blackwolf10799 Studio does not pull the Dirty texture into a project when creating a new object. You will have to create your own based on the UV map of your new sink and then link it to your mesh. Peacemaker wrote and illustrated a helpful guide that can be found on his tumblr.
Part 2 is here> peacemaker-ic.tumblr.com/post/148590258374/dirtytexturetutorialparttwo
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Post by menaceman44 on Sept 29, 2018 14:00:26 GMT -5
If you just delete group 1 then Studio will ignore that you have deleted it and simply keep the version of that group it already has. Your object MUST have the same number of groups that your original cloned object had.
If the Group 1 you have in your mesh is still assigned to "Oven Door" then it will animate along with the door when a Sim opens it so changing it to "transform bone" would probably be best.
You may also wish to move the effect and container slots in the Rig tab of Studio so that Sims place the pans on the actual burners.
As for the issue with the door not lighting the same, I'm afraid I don't know what the issue is.
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Post by menaceman44 on Sept 29, 2018 13:42:57 GMT -5
It is perfectly safe to use the Remove Doubles option in blender. It just means that unless you mark out hard edges, like missdelarocha explains above, the entire mesh will look rounded and smooth.
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Post by menaceman44 on Sept 27, 2018 14:36:46 GMT -5
You still need to edit all of the different LOD (Level Of Detail) meshes. LOD0 is the one you see close up in game. As you move the camera away the model will switch to LOD1 which will be slightly less detailed. Then further than that the game will switch to LOD2 which will be even less detailed.
If this is just going to be for personal use then you can probably get away with just importing the LOD0 mesh into the other LODs. Different LODs aren't always set up to have exactly the same number of groups in them though so just importing your LOD0 mesh doesn't always work in all cases but it is worth trying that first anyway.
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