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Post by theregalsim on Feb 18, 2018 15:03:47 GMT -5
No expert, but I would simply move the Rig transformBone position higher in Z direction. Most animations I know are all tied to this bone and it won't effect the position of object to the ground. How do i do that?
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Post by theregalsim on Feb 18, 2018 14:54:00 GMT -5
I've created my first chair for TS4 it looks great, no issue with anything expect something small. The chair i cloned is slightly lower then my chair, and its not even that noticeable, but the sims butts kinda sink in ever so slightly more then i like, can this be adjusted? Sorry this is the first time making an object with a sims interaction
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Post by theregalsim on Jan 19, 2018 18:54:50 GMT -5
Does the flame reappear when you enter the "camera" mod by pressing the "tab" key ? Cause it would then be the same behaviour as trees and bushes when looking at them from too close. And I believe we can fix that (just need to find the post about it then) When both in live mode and camera it disappears when close
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Post by theregalsim on Jan 14, 2018 19:36:36 GMT -5
mmm yeah! EA's flames do that as well. My fix is that before taking the picture, go up one floor and then back down again. That used to work, not sure if they changed it. Yeah that’s not working, this also is a edited version of the EA chandelier it’s longer, it’s used in conjunction with my ceiling murals.
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Post by theregalsim on Jan 14, 2018 16:34:09 GMT -5
Hello, The issue I'm having is there is a flame on the candle but it disappears when i get close, yet its visible from far away why would this happen? Can it be fixed?
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Post by theregalsim on Jan 6, 2018 17:51:10 GMT -5
Hi theregalsim, At this moment, making a mural is the only way to prevent these kinds of seams as far as I know. A mural can be made out of a lot of tiles, as long as the number behind the comma is not longer then 2 digits. So for a 2 tile: 1:2= 0.50 4 tile: 1:4= 0.25 5 tile: 1:5= 0.20 20 tile: 1:20= 0.05 And so on.. I do have to admit, making 4 swatches for just 1 wallpaper IS really annoying, but the only way to place them sort of "freely". Thanks for the response Is a 3 tile mural possible? If so what number should I use for it?
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Post by theregalsim on Jan 5, 2018 11:59:55 GMT -5
Thank you for this mini tuto. Do you thing something like this is possible with GIMP ? I think this should explain how it has to work with GIMP: Gimp Layer offsetHaven't tried it myself yet, but looks the same as in Photoshop. I'm having a similar issue with a wallpaper of mine, I saw how you can make a mural in your tutorial, but my issue with that is the game decides where it starts, is making a mural the only way to prevent this? Back in TS3 days i remember i had a two story wall, the texture from the bottom bounced to the top and made a seam, so i had to make a line of 1 pixel on the bottom so when it bounced to the top the line would disappear, is the solution simple as that? as you can see in this image i have multiple wall papers as well. There is also several variations on the 3 tile wide panels but the picture is only showing 1. Also if it has to be a mural, can the game render murals that are 3 tiles? or only 2 tile & 4 tile? Is it possible to have a swatch with a mural, and another swatch that isn't in the same .package? As an example you can see my wall with the blue texture that's two pieces, so i could make a mural of 2 wide, and then the end piece which is just by itself? I made a 4 tile mural, and yes it fixed the seam, but its kind of annoying having 4 swatches because i want to be able to freely place my pieces.
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Post by theregalsim on Dec 27, 2017 17:02:59 GMT -5
Hello, I have created a ceiling mural, but no matter how many lights I place above, underneath, or next to it, it will not light up, I cloned it from the "Feathered Friends Turret" roof sculpture. Have a look at how it stays dark yet everything else is lit up: Also it is to be noted this object rests on the 2nd story on the floor, so that regardless of what wall height you use it will work as you can see in this picture Any ideas?
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Post by theregalsim on Dec 6, 2017 16:49:29 GMT -5
Out of curiosity, wouldn't it be easier to make the walls separately, then change the prototype ID to the same value between all walls, then merge them together? I haven't had to group items with the prototype ID for a few years now, but that seems the far easier method then adding additional normalmaps and linking them in the resources. Interesting point, I wouldn't know though
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Post by theregalsim on Dec 2, 2017 19:30:09 GMT -5
A package with four swatches will require 12 specular images (4 swatches x 3 wall heights) if you want a different spec for each swatch. Studio is set up to add one specular per package from the Studio tab, and it has always been this way. This is not a change introduced by the patch. The reason for this is that most people add swatches that are color variations that don't require different speculars. If Studio required the addition of a specular per swatch, all those packages would be filled with bloat (all the extra unnecessary speculars), and creators would have the tedious task of adding a specular per swatch instead of just adding one. The alternative would be that the creators who didn't want their package bloated would have to edit the resources in the Warehouse so that all the swatches were referencing the same specular. We set Studio up to do things the way the majority of creators need things done. If someone doesn't want it that way, editing is needed. If you want a specular per swatch, you need to add the additional ones through the Warehouse, give them a unique name hash, and reference them in the Material Definition/specular line. That will need to be done for each wall height of each additional swatch. I took the package you sent and added a new set of speculars as an example (they're brightly colored so you can easily spot that they are different). If you click through the swatches on the Studio tab, you will see that three of the swatches use the new set of specular images, while one of the swatches uses the original specular set. I will send it to you by PM. Everything I said above about the specular image is the same for the normal image. Thank you for your helpful response! At least it good to know it can be done, I understand why it isn't set up that way as most people just do color variations when it comes to swatches, rather than variations in pieces, however with the large amount of walls we all download this could very easily add too what is probably already heavy wall catalog, making it even heavier if I were to have the pieces separate in the catalog. My own preference is to just have it all in one like I'm trying to do. But I suppose that's just the way you look at it, id rather just condense a whole set like Jim in his salon de Versailles in one, apparently TSRW has a feature at the click of a button (I asked Jim how he made his set) and it asks you if you want to have the spec/normal for each swatch. However I believe learning things the harder way can be more rewarding in the end lol so i'd like to give this a try in S4S You stated "If you want a specular per swatch, you need to add the additional ones through the Warehouse, give them a unique name hash, and reference them in the Material Definition/specular line. That will need to be done for each wall height of each additional swatch. "
How exactly would I do this? Is there a tutorial that shows how to do this? I really appreciate you sending the sample file, and I understand what your saying, but id like to get this process down because I have a lot of walls planned for the future, however I'm not really familiar with how to work this renaming stuff ECT. in the warehouse tab as it confuses me (sorry for being a pain) so if I could see demonstrated how, that would help me a lot and for my future projects Your awesome thanks so much
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Post by theregalsim on Dec 1, 2017 19:05:58 GMT -5
Has the .package been posted? I cannot find the link :P Sent it to you in a pm, it's not just with this .package I'm having this issue, But ALL walls I try and do this with
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Post by theregalsim on Nov 28, 2017 21:15:41 GMT -5
Hello theregalsim, To be honest with you, I have no idea why it does not work. To me it looks like it does work in the warehouse, but that it doesn't shows the changes in the Studio tab. And when testing in game, it shows like can be seen in the studio tab, wrong. If you take a look in the warehouse tab and then click on the first Material Definition line > Edit items (=First swatch, short wall) You will see that the right Diffusemap, Normalmap and Specularmap are linked to each other. (DST images below that Material Definition line, you can place those windows next to each other) If you changed the Normal- and Specularmap for your second swatch, then the linked maps for the first swatch will stay the same in the warehouse, but in Studio the maps for the second swatch keep showing, when the first swatch is selected! Now when testing in game, I thought it should just work as it's right in the warehouse, but that isn't the case. So a possible reason could be that this worked as normal in earlier version of Studio, but got broken by the latest patch or something. Maybe andrew knows what is going on here. The wall theregalsim is referring too from TheJim07 is possibly this one I think: Salon de Versailles found this to be strange myself haha, so have I discovered a bug then potentially?
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Post by theregalsim on Nov 26, 2017 16:29:36 GMT -5
Hey everyone!
I'm a noob with S4S haha so maybe I'm missing something simple, I'm working on a wall set right now, there is 4 swatches, on each swatch it lets you use its own different diffuse map (or overlay like we used to call it in TS3), but I'm trying to get it to allow me to use a unique specular & normal map on each swatch. Is that possible? I've seen it done with creators like TheJim07 I took peek at one of his wall sets to see and it was possible on his. so I assume so. Is it something I need to do under the warehouse tab?
My walls have really nice molding detail so I just want it to show the best it can ^_^
Thank you!
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