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Post by Sparkschy on Nov 17, 2021 16:42:44 GMT -5
Yeah, I just ran into this problem as well…so dumb and it totally messes up my plans. I’m trying to find a mod or even a tutorial to make such an object usable so i can try an make the mod myself. But no such luck so far
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Post by Sparkschy on Feb 20, 2020 10:09:31 GMT -5
I've been having LE's from the teleport any sim statue for probs even before discover university and even with the updated on, it's still giving me LE's.
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Post by Sparkschy on Jan 24, 2019 14:38:43 GMT -5
Is the clone splitted in more than 1 group? If this is the case you might have the cut numbers assigned wrong. Did you delete anything in the warehouse? The original clone had 0 cuts and just the one group. but I added the nude body under the top, in a different group/layer/object layer. so now I have one for the top and one for the nude top. and seeing as I have 2 groups, I found another clone that had 2 groups and adjusted the cuts accordingly.
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Post by Sparkschy on Jan 23, 2019 14:58:29 GMT -5
I used the new free crop top that came with the baby Ariel update also used the base game bra for the nude top under the sheer top
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Post by Sparkschy on Jan 22, 2019 10:23:30 GMT -5
Hi, I could use some help. I'm attempting to create a transparent top and followed all the tutorials I could find about. and for the most part is working pretty well. everything seems to be were they should be, the right shaders(is it?) are used. but every time I test the top in CAS, some of the bottoms cause my sims mid drift to disappear and I can't, for the life of me, see what I've missed. The top works fine..maybe a mesh part missing? I can't tell. anyone know, what I missed? Blender + package files PIC
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Post by Sparkschy on Nov 1, 2018 11:38:10 GMT -5
Hi Sparkschy . The best method that I have found to get a correct hash number for custom tuning names is to copy the new name and past it into where the regular tuning goes (in Warehouse). Once done, the TuningID box directly underneath will then give the proper number, which is what one then uses for the number of the custom tuning. I know (suspect) that there are other ways (maybe better ones), but this way has always given me an error-free tuning ID number. Same goes with any and all of the object states that need to be changed, and will be needed for the declarations listing of said object states. If this were 'the Good Old Days' before they (the official team) 'punished' us with making the FX non-resizeable, then we would be having a different discussion... I will reiterate that I have never done a 'tuning suite' of states and all myself. Heck, I played with FX on objects for two years before I figured out how to make a simple on/off switch. o_0 I do wish you the Best of Luck with doing this, though, and if you are successful, I am excited to see the results! Just to be sure, before you go down this whole tuning rabbit hole, you moved both the _FX_ and _FX1_ bones, right? tuning the dartboard is also a no go guz everytime I ad new tuning the objects just stops functioning and basically becomes a deco object. I did move both the FX and FX1 bones and noticed that the light up effect doesn't react to it at all. it's like both bones are for the darts and the light effects is attached to something else. my guess was that it's the scoreboard mesh that I can't delete entirely(I hit it behind the dartboard), but I see nothing else that points to the light effect.
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Post by Sparkschy on Oct 27, 2018 13:46:19 GMT -5
Hi again Sparkschy . I really shouldn't be browsing the help section to see if my acquired knowledge could be of use anytime before I have finished my first pint of coffee in the morning. o_0 That said, I do love it when I discover new things while doing so! (I believe that I may have found an answer for another thread that I was trying to assist with...) Looking even deeper into the tunings, it seems as if what is needed is more complex than may be possible (at least for me it would be impossible). There are three Object State tunings, one for each of the three darts that a Sim throws per turn - objectState_dartboard_Dart1, objectState_dartboard_Dart2, & objectState_dartboard_Dart3. Those each point to six different object states for each of the dart numbers. I believe that in order to do this properly, one would need to make copies of each of those and change them to custom names and then reference those with customized tunings for all of the other dartboard items... If you don't mind that it would change the original dartboard to be effect-less, then all of the 'extra' steps above would be unnecessary. That is the 'easy' way to do something such as this, but as I said it would change the original dartboard's effects as well. I do not know of any tutorial about creating a suite of tunings for object states, but would love to hear of one! So back to the FX... IF you were OK with removing the FX entirely, then (mind you, I have not tested this theory), then you could look at the states listed in one of the above files, and to make it easier to point you in the right direction instead of me attempting to write out the codes themselves here, look at the dartboard_Dart1_Off.ObjectState for the code that I have in mind. You could try to replace any of the named FX for the darts/states to the line in that tuning of <V n="apply_new_value" t="no_vfx" /> (changed to be the same as the tuning named above by removing the 'extra' lines of the XML)... I will be trying this method myself in the near future with something, and recommending it on the other thread that I mentioned. You already tried moving the FX bone and saw that it helps. I had in mind something along the line of moving the _FX_ and _FX1_ back along the Y axis by just enough that it would be 'hidden' within a wall - maybe a -0.1 change would be enough. Regrettably, the ability to resize the FX was taken from us I believe shortly before the C&D patch. Before that, it was truly a Joy to be able to play with resizing the FX. I was so very crushed myself when they removed it with no explanation as to why they did. Sometimes when I am reading posts, I fixate on one item and it gets stuck in my head. In this case, it was that you mentioned the bull's eye, and that is why I mentioned only the one effect. In Truth, there are seven for the dart hitting (including the bull's eye), and four for throwing a dart. I apologize for that error. tl;dr - easy fix - move the FX bones, medium fix - change the original tunings, but lose the original dartboard's FX, hard fix - create a whole new suite of tunings/states for your custom object. Ooh wow good morning! its night where I am right now :P I tried hiding the fx in the back and hoped to scale it; cuz the animation plays on the edge of the board as well as under it where the scoreboard was. hence me trying to position it way down in the deep. I'm trying the hard fix as I would love to be able to use the board. I do have one question. every tutorial I followed about object tuning says that the tuning name and ID must be added to the objects definition. but I have multiple tunings so how to I add the tunings name&ID to Objects definitions?
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Post by Sparkschy on Oct 27, 2018 4:55:52 GMT -5
Okay, after positioning the fx far far away, I noticed that the fx of the darts hitting the board leaves to O.o it's somehow tided to the light show fx that happens everytime a dart hits the board (bulls eye throw= lights, close enough throw= lights, missed throw=lights) only the 'dropping the darp on the ground' doesnt have a light effect. which brings me back to the tuning of the fx, but I'm still stuck with replacing effects. I used this tutorialI even check out the tutorial for tuning an object. I found the dart2_bullseye.objectstate, but I got a feeling I have to change all three darts. so how to add all three to my object definition? is that even possible?
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Post by Sparkschy on Oct 27, 2018 2:37:44 GMT -5
Hi Sparkschy , I took a look at the original dartboard and its tunings (well, I looked at *most* of the tunings), as well as the list of FX that andrew kindly makes for all of us. From what I can see, there is only the one specific FX for the dartboard, and within the tuning files the file: 5B02819E!00000009!000000000001F26A.dartboard_Dart2_Bullseye.ObjectStateTuning is the one that delineates which effect is played with that state. Having downloaded your file and looked at where you were going with your clone, the only thing that I myself could suggest trying is to make replacements of the tuning(s) that call the effects and change the effect to something else, less noticeable, -or- possibly try 'hiding' where the effect is played, specifically by moving the _FX_ bone(s) back on the Y axis a bit to see if they will then be 'hidden' within the mesh itself... I hope this helps you! Cheers. Hi hi! so I couldn't for the life of me figure out how to at the effect cuz I couldn't find the effects line in the xml code. Then I tried scaling only to find out I couldn't scale the effect no matter what I tried T_T and now I've positioned the effects so deep down hope that helps
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Post by Sparkschy on Oct 24, 2018 3:56:00 GMT -5
Alright i'm so at my wits end with this T_T I'm trying to alter the dartboard that comes with G2G. I wanted the score board and wooden plank thing gone (which I did) but now the animated effects (they light up when a sims hit bulls eye) still remain and I can't seem to get rid of them. I looked through the forums for tutorials that may yield the results I wanted but no luck. I tried cloning an effect from another object, but it got rid of the whole interaction of the dartboard entirely. deleting the FX bone, didn't work either, couldn't find anything in the blender file. I'm stuck. so anyone know how I can fix this? here is the package file
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Post by Sparkschy on Aug 11, 2018 9:39:20 GMT -5
if you share a picture in game of the issue and the package files then someone can take a look at it. late reply, but it was the weird white alpha causing the weird shine. and since the normal problem's been fixed, the shine problem disappeared. thank you again
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Post by Sparkschy on Jul 25, 2018 7:49:57 GMT -5
That sounds really strange.. i've personally never seen your issue. Click on the alpha channel, select all and copy the texture. Try deleting the alpha channel by right clicking it. Then add a new layer, alpha. And paste the texture again. Save and re open. If you're still having issues please save the texture as psd and share that one and the one you're saving. Thank you!! and menaceman44 and Feyona aswell deleting and adding a new alpha layer helped :D now I gotta find out why some people experience a shine issue with my cc again thank you so much
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Post by Sparkschy on Jul 23, 2018 9:05:00 GMT -5
Hi! You're probably saving the file wrongly, It needs to be saved as Dxt5 with alpha. Also, the layer should be called "Alpha" not "alpha 1".. Hi hi :D, I save he file as dxt5 | interpolated alpha which is the right one I believe. also just made a new bump file, saved it and opened it in photoshop again, same result and it even changes the "alpha" name back to "alpha 1". could the with white alpha layer be effecting the shine?
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Post by Sparkschy on Jul 23, 2018 8:38:55 GMT -5
Hello hello, I have a question! I made some cas items, but some are experiencing a shine problem. I keep getting this problem with my cc and I'm so confused. I even went back to see if there are any irregularities with my package files. the only thing odd I found was with my normal map. I follow this tutorial ... when I'm done with my bump map it looks similar to this (see img below) then I save it as dds. file but when I open that bump file in photoshop after saving, the alpha layer is all white I don't use the speculars at all...what am I doing wrong, because these shiny problems don't show up in my game at all. can someone maybe shed some light on this for me? I would so appreciate it. here are my package files (zipped btw)
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Post by Sparkschy on Jan 11, 2018 9:33:38 GMT -5
Amazing Tutorial!! I can't wait to try and make my own. thank you so much :D
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