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Post by hokieman on Aug 11, 2017 14:43:13 GMT -5
Glad I could help.
HM
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Post by hokieman on Aug 10, 2017 14:35:59 GMT -5
This is a guess since I haven't worked with either the podium or the microphone before. But I took a quick look at both in S4S and I think the fix may be pretty simple. If you look at both items in S4S in front view (the little box in the lower right hand corner should show F) side by side, the first thing I noticed is that they are facing in opposite directions. So all I think you need to do is rotate the object 180 degrees in Blender, save and reimport the package and it should be fixed. I've used this method to deal with shower head directions so the FX lines up with the head so I know it works for that object type at least. I also looked at the slotting and the podium has an FX slot located at the origin too that the microphone doesn't have. I don't know if this has anything to do with your problem but you might want to look at that if too if rotating your object doesn't fix the problem completely.
HM
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Post by hokieman on Jul 1, 2017 13:33:25 GMT -5
Ok, that's not hard to do at all. It's covered in one of the tutorials here but I couldn't find it right off the bat. Basically, what you'll need to do is open two copies of S4S side by side at the same time. In one copy, open your object and in the other, open up a game object that is the type and has the characteristics that you want your object to have. In your case, it would be a light. In the instance of S4S where you opened the game object, go to the warehouse tab and scroll down until you find object definition and click on it. On the left side, look for the tuning and tuningid lines. Do the same for the instance of S4S with your object. Then cut and paste the values in those two lines from the game object to your object. That should turn your vase into a light. I've not done any lights so I don't know if that is all that's needed for lights to work properly but it did work fine for me when I converted a nightstand to a bookcase. Hope this helps.
HM
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Post by hokieman on Jun 30, 2017 12:21:43 GMT -5
I'm not sure what you mean exactly since you didn't attach an image. But I would guess that it is probably the texture not matching up exactly to the mesh edges. So the first thing I would do is bring the texture image into Blender and see how the uv map overlays it. You might find that the uv map doesn't line up as it should and parts are picking up the wrong part of the texture. If it is, all you have to do is adjust the location of the parts on the uv map over the texture so they do line up correctly and then save and reimport the blend. I've had that problem since Blender never seems to put the uv map on the grid and I always have to move the parts onto the grid and don't get things in exactly the right place sometimes. So having the texture there when you have to align the uv map makes it much easier getting that part right.
HM
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Post by hokieman on Jun 29, 2017 14:47:40 GMT -5
Dsanyl1234, the way to convert an object that is part glass is to not join the glass part of the mesh to the other. That causes the glass part to take on the solid characteristic of the other part or vice versa. They need to remain separate mesh parts. The key is in choosing the item you clone from TS4 carefully. You need to choose an item with at least 2 mesh parts and one of them should be glass. When you change the cut numbers on the mesh you are converting, the cut number of the glass part should be the same as the cut number of the glass in the object you're using as a clone. Don't be surprised when you import the new object back into Studio if the glass part looks solid. In game, it will show as glass if done correctly.
I recently converted a TS2 bookcase with glass shelves and faced the same problem. After several attempts using different TS4 objects, I finally ended up using a glass top nightstand for my base object since it had two parts and one was glass. In Studio and Blender, the glass looked solid but in game the glass looked correct. To get it act like a bookcase instead of a nightstand, I had to change it's definition in the warehouse to that of a bookcase. You may have to do that for your objects if you can't find a similar TS4 game object to use as the clone.
Hopefully, I haven't confused you further.
HM
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Post by hokieman on Jun 25, 2017 11:35:25 GMT -5
I don't know if other things have an impact on display order in the catalog but for objects, price seems to be the key factor in the display order. I have no idea on CAS items.
HM
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Post by hokieman on Jun 14, 2017 11:45:28 GMT -5
Thanks but there's no need now. I got it figured out last night and the glass is see through in game now and the bookcase acts like a bookcase. I had reversed the bump and specular when I swapped them out in the warehouse. Dumb. It still looks opaque in S4S though unlike some of the other items I've done but I'll take what progress I can get. All that remains now is fiddling with the footprint placement a little more and it's done. So I guess this thread can be marked solved. Thanks again for the help.
HM
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Post by hokieman on Jun 14, 2017 1:14:36 GMT -5
I found out about the uv map naming the hard way and ended up with two. So is there a way in blender to combine them? I couldn't find a way so I ended up starting over and got everything on the same uv map. Now I'm trying to figure out why the glass shelves went opaque on me. I tried to use the tutorial here to change them but between about half of the pictures were missing and it used an earlier version of S4S, I was unable to make any progress there. What's really weird is that glass parts of other pieces from the same set came out just fine but for some reason the bookcase doesn't want to cooperate even though I used an object with a glass top as a base and made sure the glass replaced glass. I'll figure it out sooner or later but right now it's pretty frustrating. Anyway, thanks again.
HM
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Post by hokieman on Jun 13, 2017 17:57:31 GMT -5
Thank you Burjah. Sorry for the delay in responding but I was so frustrated that I laid it all aside for a few days and just played the game. I went back at it again today. I didn't find any stray vertices although I did find that the mattress fragment that I thought I hid in one of the bedposts wasn't all the way in but that wasn't the cause of the placement issue. I did manage to fix both the bed and the lounge chair. Mainly, it was my inexperience with operating in Blender's 3D space that was the main culprit I think. Once I figured out how to move the meshes around a bit and experimented with various placements, I got the bed and the lounger where they should be. The lounger has another issue now that is preventing sims from using it which I've got to figure out yet. Think it's a footprint issue. The bookcase has a uv map problem. It was a 4 part TS2 mesh and when I joined the books to the frame, somehow the uvmaps didn't merge and I've got two uvmaps for the joined piece and haven't figured out how to get them merged yet. And the glass shelves keep losing their transparency. So I think that I'll just start that one over from scratch. Thanks again.
HM
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Post by hokieman on Jun 7, 2017 1:22:17 GMT -5
Well, I got around to testing the packages today after I ran all three through Blender again changing their positions. Only one was off of the origin in Blender. The other two were where they were supposed to be. So I moved those two around on the shadow plane to see if that would do anything. I'm sorry to say that nothing I tried changed a thing as far as in game placement. They moved in Blender and when I reloaded them in S4S there was a visible location change in the view. But there was absolutely no change when I tested them in game. They remained in the same places they had been in before. I then ran them through S4S again to see if using the adjust footprint would fix it but no luck there either. They still place in the same positions as before. My next step is to start over from scratch I guess.
Anybody got any other ideas that I can try to get these things to behave?
HM
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Post by hokieman on Jun 5, 2017 19:40:35 GMT -5
Thank you Leniad. I reopened the blend and found that the bookcase was way off the origin coordinates. I was able to get it back using your suggestion and was able to change the location coordinates manually and it popped back to the origin. Hopefully that will fix the problem. Haven't tried it in game yet but that's next on the agenda.
HM
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Post by hokieman on Jun 5, 2017 15:03:27 GMT -5
Is there a way to adjust an object's placement within the footprint?
In the last couple of weeks I've converted a number of TS2 items to TS4. This is my first foray into S4S and Blender so I've been learning as I go. Most have gone without a hitch other than having to adjust the uv maps but I've got three items that have similar problems that I can't figure out how to fix. So I'm asking for help.
1. A bookcase that came out with a half tile footprint and the back side is right on the back edge of the footprint so that it can't be placed up against the wall since the back of the footprint extends into the wall and the bookcase clips into the wall. Using MOO, I can place it but half the object is in the wall. I need to change the footprint to a full tile (like the footprint of the item it was cloned from) and move the bookcase forward so that it can be placed in the right place.
2. A two tile chaise lounge chair has a similar problem as the bookcase. It's too far back in the footprint so that the back clips the wall. Using MOO to place it puts the back edges in the wall and sims can't use it. It can only be placed a half tile out from the wall. The lounge chair I cloned it from (Esmerelda's Lounge chair@MTS ) doesn't have the problem.
3. A bed frame that is off center so that it doesn't line up with the separated mattresses I've got (Veranka and several others). It's off about a quarter of a tile to the left from where it should be lining up. Also on the bed, I have to use MOO to put a mattress on it. I think that fix is to remove the footprint from the frame so mattress placement can be done without MOO. Is that correct?
I've already tried adjusting the footprint in S4S and that helped some but didn't fix the problem altogether. I think I will probably have to go back into Blender but I'm not sure of what I need to do once I get there to get things to line up properly. I think I will have to resize the shadow plane but I'm not sure how to get the objects to center back on the plane. Working with Blender has been a challenge for me so I'm not surprised that I managed to get these items off center like they are. The problem is getting them back to where they should be. I've had a lot of trouble learning how to navigate the 3D space and with dimensions and haven't figured out how to precisely do some things other than by eyeballing it.
I've also a Blender question. Is there a way to scale in only one direction and just say only go so far? I know I can constrain scaling to one axis but what I mean is, when I use scale it scales from the center of the object in both directions along the axis and I have trouble getting it to the right dimension by eyeballing it. Is there a way to scale in only one direction along an axis from a certain point that remains fixed on one end or side of an object for a certain distance? As in scale 20 pixels up the positive X axis from this specific vertex, edge or face. The only other 3D modeling program I've worked with is AutoCAD and that was some years ago. AutoCAD has a stretch command that does basically what I want to do but I haven't been able to find any command in Blender that acts in a similar way. I've been through the online manual several times already but either such a command doesn't exist or is called and/or described as something else that I don't recognize as doing what I want to do.
Finally, this is my first post here so I want to take the opportunity to thank you guys for making S4S and the tutorials. It's a wonderful program and the tutorials are absolutely great! I really wish there'd been a program like this back years ago when I was trying to do meshes and recolors for TS2. You've taken so much of the tedious stuff out of making new things for the game.
Thanks, HM
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