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Post by Chicklet45368 on Jul 10, 2019 14:50:53 GMT -5
Everything old is NEW again! The next time you're at that thrift store, flea market, or garage sale don't pass by that old, worn out piece of furniture. With a little hard work and imagination you can turn it into something jaw dropping! Whether your style is traditional, modern, farmhouse or boho these refurbished pieces will become a focal point in your room! This was a challenge to myself to see if I could re-texture some EA objects into something I'd actually use. 10 Objects in Set Sofa - Requires Base Game Screen - Requires Kids Room Painting Single - Requires Base Game Plant - Requires Dine Out (***I replanted the flowers from the Orchid You Not Pot with the Planted Life Wall Planter to create a nice full flower arrangement) Coffee Table - Requires My First Pet (***Note: This coffee table was an aquarium. I did not change anything except the textures so it will still function as the original) Lamp - Requires Seasons Rug - Requires Laundry Day Painting Trio - Requires Get To Work Console Table - Requires Jungle Adventure Chair - Requires Laundry Day
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Post by Chicklet45368 on Jul 9, 2019 19:23:07 GMT -5
This may have been suggested already, but I would absolutely love the ability to drag slots rather than putting in numbers. I am horrible at figuring out negative numbers and such.
So if we had a gizmo to just click on the slot, drag it left or right or up and down to where we want it and move on to the next slot would be absolute heaven!
Thanks for considering it!
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Post by Chicklet45368 on Jul 9, 2019 19:13:08 GMT -5
Hi all,
I am getting an error when I try to import a mesh into S4S.
It's a plant and I've cloned 3 different plants and I get the same error.
Then I separated the plant from the jug and cloned the typewriter since it has 2 groups but I still get the same error.
I updated my S4S to the latest version and tried them again, but I still get the error.
Could someone look at this and tell me what it means?
The Sims 4 Studio - Version 3.1.2.6 System.AggregateException: One or more errors occurred. ---> System.IO.FileNotFoundException: Could not find file 'C:\ProgramData\S4Studio\Scripts\8fe3b1e5-d722-45c4-a7b7-b6b721b609f2\s4s.out.mlod'. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share) at System.IO.File.OpenRead(String path) at S4Studio.ViewModels.ObjectLodItem.ImportMesh(BlenderUtilities blender_util, String blender_path) at S4Studio.ViewModels.ObjectLodItem.<>c__DisplayClass49_0.<ImportMesh>b__0() at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- ---> (Inner Exception #0) System.IO.FileNotFoundException: Could not find file 'C:\ProgramData\S4Studio\Scripts\8fe3b1e5-d722-45c4-a7b7-b6b721b609f2\s4s.out.mlod'. File name: 'C:\ProgramData\S4Studio\Scripts\8fe3b1e5-d722-45c4-a7b7-b6b721b609f2\s4s.out.mlod' at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share) at System.IO.File.OpenRead(String path) at S4Studio.ViewModels.ObjectLodItem.ImportMesh(BlenderUtilities blender_util, String blender_path) at S4Studio.ViewModels.ObjectLodItem.<>c__DisplayClass49_0.<ImportMesh>b__0() at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.Execute()<---
Thanks in advance for any help!
- Chicklet
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Post by Chicklet45368 on Nov 12, 2017 1:55:21 GMT -5
I want to send a big THANK YOU out to those who worked to update S4S, not once, but twice so that our games would work again! You're truly amazing, generous people for giving up your free time to do this so quickly! :D
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Post by Chicklet45368 on Nov 1, 2017 17:01:18 GMT -5
Not sure this will help, but if I want something to be transparent, I normally clone a plant that already has transparent parts on the texture.
If not, then I use the cheat (Ctrl+Shift+C to bring up the cheat menu, just like you do in-game) and then type alphalpha, just like that with no space between the 2 words, and the 2nd alpha word using the last "a" from the first alpha word as it's beginning letter. Nothing will appear to have happened at first, so re-import your texture into S4S and it should then have transparency where the black parts are (that is, if your texture is transparent already, otherwise you'd need to make sure there's no background on your texture).
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Post by Chicklet45368 on Oct 31, 2017 17:22:26 GMT -5
Thanks for taking a look! Appreciate that.
Unfortunately removing the occluders didn't help. So, I cloned a plant and it works perfectly now!
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Post by Chicklet45368 on Oct 30, 2017 23:24:31 GMT -5
Sure can Here's the Package File PackageHere's the Blend File Blend
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Post by Chicklet45368 on Oct 30, 2017 22:16:04 GMT -5
Hi All! I created a "fake" mid-century modern ceiling for a house I was building and I'm having trouble with the shading of it when I zoom in close. It turns dark the closer I zoom into it and I'm not sure why. When I originally made the mesh I put the shader as counter so that it would not have that weird color variation like you normally have when you put several items together. I thought maybe that was why, so I went in and changed it back to phong like the item originally had. That did not fix the problem. I also changed worlds, changed lots, rotated the lot, and changed the sun setting. Nothing helped. Any idea why it's doing this? Here's a preview of what it should look like. Here's what it looks like if click one step closer
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Post by Chicklet45368 on Oct 26, 2017 21:12:39 GMT -5
Hi All!
I'd like to make a modern "built-in" fireplace that would sit flush against the wall. Basically a rectangular box with a frame around it with glass (like a picture) and inside the box behind the glass would be rocks and the flame. The frame part would be up against the wall, and the rest of he box would be inside the walled off wall.
So, I was wondering if there was a way to add a wall mask to an object to create the cut out in the wall without it functioning like a window and letting light shine thru the room?
Any help would be most appreciated!
Thanks in advance!
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Post by Chicklet45368 on Aug 7, 2017 21:32:59 GMT -5
Thanks Inabadromance! I thought with vertex paint you could control the brightness of a light by how dark you painted it.
Thanks Brujah! I am reading it now and trying to comprehend it. I appreciate the links to research further!
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Post by Chicklet45368 on Aug 7, 2017 20:07:31 GMT -5
Hi All!
I was wondering if there is a way to determine where lights shine? As in the direction?
For example ... to me ceiling lights should be pointed down mostly lighting up the floor underneath it and then gradually getting dimmer the further away from the light it is.
And table lamps should light up where they're placed mostly against the wall or mid height.
I have so many EA ceiling lights that shine super bright against the walls, making the wall texture turn white, and the pattern on it non-existant almost like it's a spot light directed towards it and this is when the light is in the middle of the room.
I didn't know if there was way to change this in the warehouse or if there was a secret to vertex painting that would fix this.
Thanks in advance for any thoughts or input!
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Post by Chicklet45368 on Jul 24, 2017 11:18:09 GMT -5
I've never worked with CAS items, only objects. So, I'm not sure if this applies to that type of object too.
But, what I do when I need to add transparency for something (like lace to curtain edges for example) is to hit CTRL+SHIFT+C to bring up the cheat box then type in "alphalpha" (without the quotes).
If I've already placed the texture in S4S and realize that alpha is not enabled, it won't appear to do anything. I just re-import the texture again and then it shows up with the appropriate transparency where it should.
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Post by Chicklet45368 on Jul 24, 2017 11:01:10 GMT -5
Bruhah - I received a script call error when I tried the door with your tuning.
But, I ended up getting it to work finally!
I cloned a single arch and at first my wall cutout was shifted to the right of the opening. I couldn't figure out why it was doing this since I hadn't cut anything on the wall mask on the right side.
Well, turns out it was where I placed the mesh. I was lining the converted doors opening up with the EA single arch opening, this was placing the door in the center of the X & Z axis (making my door span across the middle of 2 tiles instead of spanning 2 tiles side by side.
Once I moved the mesh in blender to sit squarely between 2 tiles, re-imported it into S4S and tested the door in-game, it worked perfectly and my sim walks thru the door in the appropriate spot now!
But, I thank you for offering the use of your tuning script!
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Post by Chicklet45368 on Jul 22, 2017 12:48:36 GMT -5
Thanks Brujah for the quick reply! I'll try that and hopefully it does the trick!
Thanks again for the help!
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Post by Chicklet45368 on Jul 22, 2017 12:17:05 GMT -5
Hi All! A friend asked if I could convert a TS3 louvered door for her and I said I'd try. This is my first time working with a door or arch. Well, it actually acts like an arch. There are no door animations such as opening and closing. The mesh resembles sliding louvered closet doors that one side is open 3/4 of the way. The opening is a little more narrow than a single arch. The mesh itself spans 2 wall tiles. My first attempt, I cloned a double arch, everything was fine, except my sim walked thru the middle of the arch, which meant she was walking thru the louvered doors just left of the handle, instead of walking thru the actual opening. My 2nd attempt, I cloned a single arch, not realizing that it was a single arch that sat in the middle of 2 wall tiles. So I'm having the same issue as if it was a double arch, but now I'm getting an error message about not being able to intersect the wall if I try to place it. If I place it using the cheat bb.moveobjects it will place fine and the cut out is all lined up where it should be but still the issue of walking thru the middle. I adjusted the footprint hoping that would fix the error but that didn't do anything. Is there a way to change the walk path or routing of where the sim enters the arch? Or will cloning a single arch that sits on one tile and lining up the opening of the converted door with the opening of the cloned EA arch work even tho over half the mesh is wider than the arch I clone? Or will I still get the error message about not being able to intersect the wall? Thanks in advance for any thoughts or help! - Chicklet
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