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Post by Clown Confetti on Dec 4, 2016 0:10:31 GMT -5
This is so frustrating because I don't know what else to do. I've looked up every tutorial, tried to double check all of the options were the same, but still the poses continue to rotate into the ground. Does anyone have a way of fixing this? I made a pose today and it rotated itself into the ground when played in the game, too. Poses I made a few days ago didn't do this. Maybe it's an error with the new patch or S4S version?
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Post by Clown Confetti on Dec 4, 2016 0:05:45 GMT -5
I don't know if anyone already did these, but like I wrote on my Tumblr, that just means double the glitter and that's a good thing. :-P Nothing changed in the mesh (besides liberating it) but two textures added, gold and silver. It also has one macaroni texture (from the activity table). It's stackable.
If anyone knows other things already liberated from the same table, let me know! Otherwise I might do the rest.
Clutter section in catalogue or search "glitter jar".
#clutter #glitter #activitytable #liberated #basegame #maxismatch #separated #jar #glass
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Post by Clown Confetti on Dec 2, 2016 15:08:52 GMT -5
Thanks, I'll keep trying to get this sorted out :-)
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Post by Clown Confetti on Dec 1, 2016 20:35:23 GMT -5
I'm finishing up this display box project, but it looks too glossy. Particularly, it starts looking brighter as soon as I zoom out (assumably when the LOD model gets switched, but I'm actually using the same mesh and texture for all LODs on this one). Could this be a problem with the specular (which I did edit, all channels are black), a problem with lighting in the game or something, or anything else? I know my way around Blender, but I'm not too good with the studio warehouse stuff. Any ideas are appreciated. :-)
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Post by Clown Confetti on Dec 1, 2016 15:31:19 GMT -5
Hi. I've created some Christmas lights using fx animations from the game. The problem is, i'm not sure if the fx will work for you if you don't have certain content installed. I'm not sure if the fx comes along with the expansions/stuff/game packs or if they are patched into the game files. There's two different objects. You'll find them in the wall decorations catalogue. The first light should flash red and the second light should be white and fade in and out slowly. Flashing LightsFading LightsIdeally i'd like the testers to be people that don't have all the dlc, particularly people who don't have Get to Work. Thank you. I tested them just now, I don't have Get to Work (I have Get Together, Outdoor Retreat, Spooky Stuff, Romantic Garden Stuff, and just got the latest patch). The light effects work in my game. However, there was some sort of problem with the "turn off/on" function, where I couldn't turn the lights back on with that menu after they got turned off, but they will turn on/off using any other lamp's "turn on all lights in this room" function so it's not a big problem.
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Post by Clown Confetti on Dec 1, 2016 12:51:36 GMT -5
I've figured out what I've done wrong. Thanks so much for the help! :D No problem! :-D
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Post by Clown Confetti on Dec 1, 2016 6:43:08 GMT -5
Thanks a lot! The first link is exactly what I was looking for :-D
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Post by Clown Confetti on Dec 1, 2016 6:34:55 GMT -5
In edit mode, use the B key shortcut to select things (within the marked area that shows up after hitting the key) to select one of the shoes. Move the selected shoe using the G key, or the moving arrows, or the toolbar shortcut. You can rotate the shoe using the R key. After you've moved it, you can use the A key (select/unselect all) to unselect that shoe and then repeat the process for the other shoe, or select both of them and move them together if they've ended up not centered alltogether and you prefer them to be. Hope that helps! :-) Also, you'll have to disable the "limit selection to visible" button in the bottom toolbar in edit mode, to select the separate shoes easily. I would take a screenshot but I can't right now -- if you can't find it, google can probably help.
Edit to add: forgot, no, you won't have to change the uv-map. That's mostly only if you start adding or removing vertices/faces/edges. If you're just moving, rotating, or resizing parts, you can keep the uv-map the same unless you specifically want to edit it. :-))
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Post by Clown Confetti on Nov 30, 2016 2:37:38 GMT -5
I've been wanting the game's guitars (and other handheld instruments) hanging on walls rather than standing on the ground, has anyone made this? Deco or functional doesn't matter. It feels like the kind of thing that someone would have made already, so I figured I should ask since I haven't found them by googling, but otherwise I'll make deco ones myself. I'm only really interested in the Maxis guitars, not new meshes, btw.
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Post by Clown Confetti on Nov 28, 2016 15:43:43 GMT -5
Clone a plant that has transparent planes already enabled, so there won't be any extra settings to find in the warehouse for your package. It should show up properly in the game (I've done this without problems). If you want to see the transparency while you're working in Blender: If you want the planes to be "double-sided" in the game, you usually need to duplicate your planes and flip their normals. Edit: no, apparently not :-P I thought I had tested this but I guess I must have confused something.
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Post by Clown Confetti on Nov 28, 2016 9:17:00 GMT -5
Neat, I'm glad it's working out for you :-D
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Post by Clown Confetti on Nov 27, 2016 17:42:03 GMT -5
I guess that you're using a filter for modifying the colours, or using a blending layer full of one colour -- all you have to do is select the areas you want to colour and apply the filter/colours only there. You may find some tips if you google about selection or "masking" tutorials + the name of your image editor.
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Post by Clown Confetti on Nov 26, 2016 16:38:14 GMT -5
I recommend the same type of videos as Mathcope linked, and also just as you already did, to study Maxis plants. When it comes to plane-based plants it's a matter of practising to use planes with transparency, for the succulents though it's just like working on any other 3D shape.
If you have trouble projecting a texture onto your mesh, there's two things I recommend: one is to create your uv map in parts along the way, not unwrapping the whole mesh at the end after finishing all the details. It helps to have better control of where which part goes on the uv map, and sometimes unwrapping something before being done with its final shape helps me get less warped uv:s. (I dunno if I explained it well enough, I'm really tired right now :-P ) Second, I recommend using Blender's "texture paint" mode, it helps me test and arrange my uv maps whether or not I'm planning to use a hand-drawn texture for a particular mesh. Using that, I just doodle straight onto the mesh and the texture (in the uv/image window's paint mode) and see where the uv:s or the texture may need to be changed to have a better fit. I also use it to see where shadows need to go and such, it's a lot easier to paint onto the mesh directly than to go back and forth with an image editor.
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Post by Clown Confetti on Nov 25, 2016 10:49:37 GMT -5
Decluttered (empty) basegame children's bookcase for Merry927. It comes in the same 6 swatches as the original, the textures have been cleaned up, and slots have been added. You'll need to use the moveobjects cheat to make full use of the slots, see preview pic! Same category as the original, catalogue preview: #decluttered #bookcase #children #kids #basegame #empty #emptied #edit #slots
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Post by Clown Confetti on Nov 25, 2016 7:44:12 GMT -5
They are look great and work perfectly, Clown Confetti. Thank you so much for doing such a great job. I'm glad you're sharing. I'm sure this will be much appreciated by many. No problem :-D I look forward to your wood recolour set, I definitely need wooden kids' furniture in my game!
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