Well, I'm at a loss.. So last night I had a perfect dollhouse (when I removed those shadow resources). This morning I added two more recolours (I'm unsure if I had already added a recolour to the file before), loaded up my game and the shadows were back!
Because I was unsure if I had added a recolour before I managed to fix the shadows, I figured I must have messed it up by adding the new recolours. So I went back into S4S, cloned a new dollhouse, did the proportional size trick again and deleted the shadow resources again. Went back in-game, and the shadows are still there.
I'm really confused because I think I did everything exactly the same as before? It can't be the recolours, because I didn't add any this time.
Would anyone be willing to take a look at the package file for me? I've uploaded it here
Hi OM, thank you so much for your suggestion! With a little help from Teanmoon on Tumblr, I managed to get this trick to work!
It's scaled down to 50% and works perfectly.
I do need a little help removing the shadow though. I managed to delete the occluders and Teanmoon and I tried a couple of things (removing the dropshadow's shader data from Model LOD) but it still looks like this:
Hi! I wanted to resize the 'Home For Two Dollhouse' down to 50% (I doubt the EA employee who designed these has ever seen a real dollhouse?!), like Plasticbox did with the modern and castle dollhouses.
When I created a clone of the dollhouse and tried to export the lod0 mesh, I got the following error:
I selected yes (since that was the only option to proceed) and edited the mesh in Blender (just scaled it down to 50%). The downscaled mesh imported fine for lod0, but I had to use a decimated version of lod0 for lod1 since importing a modified version of lod1 also gave me an error.
I went to test the object in-game (expecting it to look wonky) and unfortunately it looks like both the normal and broken state have merged into one mesh:
It does seem to work fine in terms of interactions.
I was wondering if it's possible to resize the dollhouse correctly using S4Studio at all? Plasticbox managed to scale the other ones down, but I don't know which method he used (and he's been missing from the community for nearly a year now).
Hi! I have two questions about baby default replacements I hope someone can help me with
Early last year I made a set of default replacements which I used for a while with my History Challenge, then didn't use for months. Today I started working on some new default replacement skins for my Legacy Challenge babies and I was testing out my new files in-game when I noticed that female babies with a medium skin tone will change to the light skin tone when picked up/interacted with (they will display the correct skin tone when idle in the crib). Male medium babies or babies with a dark or light skin tone don’t have this problem.
I tried a couple of things (deleting the cache, testing with other people's default files, without the invisible crib mod etc.), but all the same result.
So I figured I would make a fresh set of default replacement files using the latest S4Studio. I wanted to make one package for each skin tone/gender combination (only human babies), but I noticed there is no male version of the dark skin tone.
So my questions are:
1) Is it now impossible to make a different boy and girl replacement for the darkest skin tone? (I could do this last year) 2) Why does the female medium skin baby change to a light skin baby when interacted with? (making a fresh set of default replacement files didn't fix this either).
Hi lovely Sims4Studio peeps I was just wondering if any progress has been made to enable adding files to already existing merged packages (like S3PE had for TS3). Currently it's only possible to remerge all files, and not to add a couple of new files. It would be SO useful for adding new CC!
Hi! I am trying to resize and recolour the new Day of the Dead candle set that came with the latest patch, down to 60% of the original. I edited all the lods and imported the new meshes, but when I tested the new candles in-game they looked like this:
I searched here for a candle flame related tutorial, and found this one, but when I went to look for the FX entry in the rig/slot editor, I saw there was only one. Does that mean I need to add three new separate flames (if yes, how would I go about doing that?) - or is it possible to somehow scale the effect?
Thanks in advance
UPDATE: I fixed it (with a little help from a friend)! All I had to do was change the scale of the FX in Warehouse > Rig > Bones > _FX > Scale (set to 0.6,0.6,0.6) and voila:
Last Edit: Sept 28, 2016 12:30:37 GMT -5 by martine
Thanks for the reply I actually 'fixed' the problem by using a similar method (don't know why I didn't think of that before, because I use it all the time, d'oh!). I extracted the microphone and box meshes + textures, then slapped them on decorative clones of a small plant. This worked fine, because they're completely new items (using just the mesh and texture data). I'd still love to know what caused the debug items to behave that way though!
Hi! I'm working on a big extracted clutter set from the buydebug section in the catalog. I used this wonderful tutorial to extract the debug items and turn them into decorative items (by changing the DevCategoryFlags and TuningID - as well as the categories, price and description). This method worked for nearly all objects, except these two (a microphone and card game box):
I can find them in the catalog and place them, but they can't be picked up or deleted.
I've noticed with the microphone, the 'Object Catalog' entry for the gold swatch keeps reverting the Dev Flag line from 00000080 back to 000000A0, when I change it. The other swatches seem to stick fine. The Dev Flag line on the card box also seems to revert back to 000000A0.
I've uploaded the package files here, in case someone would like to take a look!
Hi! I wanted to make a mesh edit of a few of the baking related debug items. When I exported the mesh for this baking tray I was prompted with the geostates warning, but went ahead and edited the mesh in Blender. In Blender, as well as in S4Studio after reimporting the mesh, the texture was distorted. It seems the automatically removing of the geostates messes up the texture? I was wondering if removing them manually results in the same problem? Or is there possibly a way to prevent/fix this?
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