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Post by menaceman44 on Sept 7, 2018 10:52:35 GMT -5
It depends on the program. If you use photoshop, and I assume GIMP would o it as well, you can select different parts of the texture and change the hue and saturation which will keep the shadows intact. Or, if you can find a white versionof the texture to use as a base, you can add your colours on new layers on top and set them to multiply so that the shading below shows through, then flatten your image before you save it.
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Post by menaceman44 on Sept 5, 2018 14:12:30 GMT -5
It was probably a tuning issue since I think EA made some changes to how the stereos work on hottubs. Since you've moved everything over to a newer object it will now be using the updated tuning.
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Post by menaceman44 on Sept 5, 2018 14:11:02 GMT -5
Could you share your files please? What does your UV_1 look like? That is what controls the morphing of the clothes with different body shapes. I'm guessing it's not mapped properly.
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Post by menaceman44 on Sept 5, 2018 13:49:35 GMT -5
Have you tried running the Fix Slot Rays (CAS Arm Position) option on your package found under the modding tools menu?
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Post by menaceman44 on Sept 5, 2018 13:47:06 GMT -5
To share your blend and package files just upload them to any file sharing website like oneDrive or dropbox, and then paste the link here.
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Post by menaceman44 on Sept 5, 2018 13:38:37 GMT -5
I don't know of any tutorials I am afraid but I do know you will have to export an existing Sims 4 clothing item to use as a base for your new costume. Make sure to use one that is a full body outfit and has only one mesh group if you can find one like that.
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Post by menaceman44 on Sept 5, 2018 11:13:18 GMT -5
Have you checked the Warehouse tab which lists all of the resources in a package to see if the other leaf textures are in there?
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Post by menaceman44 on Sept 3, 2018 17:57:23 GMT -5
I don't know I'm afriad. I have never used the extrude feature of blender before. It should be easy enough to check though. Just select the newly extruded part of your mesh and see where it is on the UV map. That should tell you if you need to remap it or not.
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Post by menaceman44 on Sept 3, 2018 17:34:22 GMT -5
I honestly don't know about turning the water texture "off". I haven't pulled an object apart this much before. What I can tell you though is that the mystery black and white texture that kitkat has pointed out above, has influence over the snow cover for your object. That texture was introduced with the Seasons patch and Studio only recently got the ability to deal with them which is why nobody seems to know what they are when they pop up. Basically black areas will not have snow and light grey/white areas will have snow.
There does seem to be some other data somehwere that I am not aware of though that also combines with this as the game can autogenerate snow even on areas that are painted to not have snow. At least that is my experience with it. I think it works in combination with the Normal (or bump) map as well.
Here is what your fountain (as you originally shared it) looks like with snow cover.
The top of the base pedestal is a bit funky.
And I think you may wish to tweak his lower abs a bit as currently they look a little too cut.
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Post by menaceman44 on Sept 3, 2018 16:51:37 GMT -5
Okay, this has me stumped. All I have managed to figure out is that the mystery geometry in your mesh IS the original water level from the Sims 3 object. I removed everything apart from a single face from that group and shrank it down really small so that it couldn't be seen. When viewed in the game you can now see the actual bottom of the fountain but the water still won't show up. I compared it to the original llama fountain and all of the group names, cut numbers, and shaders appear to be correct so I'm at a loss. I would recommend enabling the texures on your meshes when working in blender though as the mapping for the actual bottom of your fountain isn't quite correct and may need some remapping doing. I would also suggest closing the hole in the base because you see grass through it when you place it in game. Either merge the corners of the open square together or create a pillar for the fountain platform to stand on to fill the gap. The second option may be more work but would result in a much better looking object. Anybody else here with more knowledge of fountains able to shed any light on the water surface issue?
ETA: I was typing at the same time as kitkat so hadn't seen their reply.
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Post by menaceman44 on Sept 3, 2018 11:51:47 GMT -5
I don't know how OM went about making their version but the easiest way to do this is to make an override clone of the objects you want to all appear under one entry and then make sure they all share the same PrototypeId value in the Object Catalogue resource. Just take the value from the object you want to be seen in the catalogue and copy it to the other objects and they will all show as "recolours". The only downside to this method that I know of is that I don't think you will be able to use the design tool to switch between the different objects that are under one swatch entry.
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Post by menaceman44 on Sept 3, 2018 5:59:56 GMT -5
When it comes to the advice of finding a base object as close to what you are making to use as a base, it is best to find an object that has the *properties* that are as close to what you are after rather than the actual shape. So since you will need to have glass on your converted object, it is best to find an object in TS4 that already has glass, such as the ones suggested by brujah. I can't find it right now but there is a tutorial available here that explains how to make table decorations behave as floor decorations instead.
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Post by menaceman44 on Sept 3, 2018 4:56:42 GMT -5
Hi Andrew, thanks for your help! I don't know how to get the pop-up back with the three different paths for the three different things, but here are what I believe are my paths. Sims 4 (game): Mac HD- Applications- Sims 4.app (sims 4 logo) Sims 4 Documents- (My name)- Documents- EA- The sims 4 (folder) Blender Path: Mac HD- Applications- Blender I thought that this worked, as it did pull up the screen with all the items from in game that I could choose from, and I was able to choose the bed I want to re-color, but then it takes me to the Warehouse tab. EDIT: I AM trying to edit an in-game bed, but I thought that this was how you did it? I've been trying to follow the tutorial. To get the path window open again just click on the Settings option at the top of the program window.
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Post by menaceman44 on Sept 2, 2018 12:25:16 GMT -5
I know nothing about scripting I'm afraid but I would have thought that you would need to make specific bookcases for library use with this tuning which is probably why EA hid the library bookcase with the skillbooks from the catalogue in the first place.
The only other method I can think of, which shouldn't require any modding, would be to go onto a library lot, open the debug catalogue and purchase a bunch of skill books from there and place them around the lot. Since there wouldn't be a specific Sim purchasing them they should belong to the lot and not get deleted by the game. I haven't actually tried this before though. I could be entirely wrong.
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Post by menaceman44 on Sept 1, 2018 4:41:42 GMT -5
That screen you're seeing is the Warehouse tab. Check in the upper left of the screen to see if there is a tab labelled Studio. If there is then click on that and you should get the screen you were expecting. I'm not sure if the Studio tab isn't there though. That usually means Studio hasn't got all of the resources for the package to have anything to display in the 3D viewer.
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