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Post by menaceman44 on Sept 27, 2018 9:53:29 GMT -5
You should NEVER just outright delete a group in blender. If you want to remove a group from an object then you should delete all of the geometry APART from a single face and then scale that down as small as possible and hide it in the other parts of the mesh somewhere. If you just completely delete the unwanted groups then studio will ignore that the group has been removed and just keep it anyway.
This is what has happened here.
The screen is still a part of the mesh and IS in the studio view but is invisible. You can tell it is there because 1) the VideoSurface shader is still listed in the mesh tab and 2) if you move the 3D view around, the grid lines disappear when the invisible screen passes in front of them.
If you export your mesh from Studio again you will see that the computer screen is still there. To remove it you will have to do as mentioned above and scale it down really tiny and hide it inside the other part of the book.
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Post by menaceman44 on Sept 26, 2018 11:21:00 GMT -5
I had this exact issue. I never managed to solve it either. I uninstalled a reinstalled blender so many times to no effect. Using a different version of blender didn't have the same issue though. If I desperately need to use the older version of blender again that was being affected then I will take a look at my nvidia drivers.
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Post by menaceman44 on Sept 23, 2018 13:07:36 GMT -5
As far as I know, it's a compatibility issue. The later versions of blender don't do things as well as needed for TS4 that the old versions do.
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Post by menaceman44 on Sept 21, 2018 13:16:49 GMT -5
What is the path you are currently giving it?
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Post by menaceman44 on Sept 15, 2018 15:24:36 GMT -5
Okay, so 100% weight means that whatever bone the vertex is assigned to will move with it 100%. If it is at 0% then it won't move it at all. I always use the Add and Subtract options when weight painting. It might not be the most effective, I don't know, but it is what I understand. You don't have to worry about choosing the colours. Blender does that for you. To make things easier I would start by seperating your slippers into two groups so that you can hide one at a time and not worry about painting the wrong thing. To do this, go into Edit Mode. Make sure that none of your mesh is selected, that nothing is highlighted orange. Move your mouse cursor over one of the slippers and press L on your keyboard. It should have selected all of that slipper. It doesn't matter if the eyes aren't included. Now press P on your keyboard and select Selection from the little menu that appears. That slipper should now be a seperate group and you can hide it or show it by clicking on the little eye icon next to its name in the groups list on the right side of blender. Hide one of the slippers. Now go to Weight Paint mode and click on the little icon that looks like an upside-down triangle on the right of the window. I've pointed it out in the picture below. The area I have circled shows all of the bones for the slippers. Clicking on each one will show you which part of the slipper is assigned to them. If you click on b_R_Foot_ you should see colours appear on your mesh. The wing on the left foot should be 100% blue but it has colour on it so you will need to use the Subtract paint option and brush over it so that the wing is all blue. Move through the list of bones, one at a time, checking to see if the correct parts of the mesh are painted. If you need to make the mesh blue then use the Subtract option. If you need to add colour (weight) to the mesh, use the Add option. You can change how much of an effect the brush has by changing the brush weight in the window on the left of the 3D view (also pointed out below). Oh! and make sure the Auto Normalize button is ticked. Once you have gone all the way through on one foot, repeat it for the other foot. So unhide the other foot, select it, and then hide the foot you have just fixed. Now go through each bone in the list again, correcting anything that needs it as you go. Once you are ready to get your mesh back into Studio you will need to rejoin your two mesh groups into one again. Make sure both groups are visible and in Object mode, then select the second group in the groups list window, hold Shift and then select the first mesh group. Now press Ctrl + J to rejoin the groups. Save your blend and then import it back into Studio to test.
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Post by menaceman44 on Sept 15, 2018 13:49:22 GMT -5
I took a look at your blend. If you see in this first picture which shows the weight paint for the toe of the right foot, the wing of the bat on the left foot is also slightly painted which it shouldn't be. This is what it should look like; So dark blue means it is has a weight of 0%. Red means 100% weight. The other colours are stages inbetween. What you will need to do is paint the weights by hand. Thankfully there aren't many of them. Do you need any further explaination for that?
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Post by menaceman44 on Sept 15, 2018 12:56:39 GMT -5
Hi! Thank you very much for sharing a picture and your files. It really does help when trying to find the cause of an issue. You are experiencing this issue because you have mapped your clothing items in areas that other clothing items also use. For the dress files that you have shared you have used the extra space that is reserved for shoes. You can see an image showing which parts of the UV should be used for which items here> sims4studio.com/post/58687To be perfectly honest I am not entirely sure why you have used so much of the extra space when it appears from looking at your blend file that the mapping would easily fit in the space between the torso and upper legs like this:
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Post by menaceman44 on Sept 15, 2018 11:59:00 GMT -5
Please share your package and blend files. It would appear from the image that you have the weights for the opposite feet on the tips of the oppostie wings which will cause them to move with the wrong foot.
They doo look quite cute though.
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Post by menaceman44 on Sept 12, 2018 16:54:53 GMT -5
I cannot see the pictures but it could be an issue with the image dimensions from what you are describing. If the texture is replaced by a red and white pattern with question marks then there are textures missing. If the texture is replaced by a green-red texture with question marks then the texture is the wrong dimesions.
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Post by menaceman44 on Sept 12, 2018 9:06:10 GMT -5
Right then, after having a little look at the tree in the game and the texture in photoshop, it appears that the "transparency" is what tells the game how to change the colours, so there won't actually be any extra textures for the seperate seasons.
I'm going to go ahead and say that you will have to work with the DDS image format to be able to edit tree textures accurately.
I'm not sure how it works but I painted some white patches over some of the grey alpha areas and those sections did not change colour when I tested it in game. So I ended up with some leaves which had changed colour for Autumn with sections of bright green in the middle where I had drawn on it. Black alpha still removed the texture completely.
I think it is unfortunately one of those object types now that Studio will not be able to accurately represent what you will get in the game. You will need to actually test in the game each time you do something to the textures to see what it will actually look like.
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Post by menaceman44 on Sept 12, 2018 8:50:05 GMT -5
I really like the design of that gate! It would look good on modern homes. But I understand that is not the intention.
I would go for option 2. Those effects are disabled in laptop mode for a reason. I also don't know very many people who actually have laptop mode enabled when they play. I play on a laptop and I certainly don't have it turned on. I've never tried it and have seen too many graphical issues reported from players who do to want to.
I assume the texture is still there in laptop made but just doesn't glow? If that's the case. Certainly use that option.
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Post by menaceman44 on Sept 10, 2018 7:55:52 GMT -5
The localthumbcache.package file should be located in your The Sims 4 documents folder. The same folder that has the Mods folder and Screenshots folder in it.
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Post by menaceman44 on Sept 10, 2018 7:36:35 GMT -5
If you share your package file and a picture of the issue you will be more likely to get help. Without seeing what the issue actually looks like it is hard to know what to suggest.
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Post by menaceman44 on Sept 7, 2018 12:15:00 GMT -5
I don't own a Mac so this is based purely on my observations from your screenshot but what does the second tab in the colours window allow you to do? It looks like it would have rgb sliders. Does it also have a hex code entry area there?
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Post by menaceman44 on Sept 7, 2018 10:58:06 GMT -5
Yes, basically. You would also need to ensure the uv_1 was accurate to your mesh or it won't morph with the body sliders. But one step at a time.
So find an existing CAS item that would work as a base. Export the mesh from Studio and then in blender, import your mesh into the base one from Studio. Do a weight transfer, then delete the base mesh. Make sure though before you do that your mesh names and cut numbers are the same as the original from Studio.
If you get that working, then you can move onto working out the uv_1 if needed.
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