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Post by gauntlet101010 on Jan 31, 2019 0:05:07 GMT -5
bUmP
I discovered something interesting. It seems like S4S crashes when I try to extract tuning with a package with something in it, but if I extract tuning from the title screen and create an empty package with nothing in it but the xml I've extracted things seem to work as expected.
After doing this I tried to open a packaged with a dog costume in it and got this error:
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Post by gauntlet101010 on Jan 29, 2019 23:59:32 GMT -5
Nope, didn't work, the program still crashes.
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Post by gauntlet101010 on Jan 28, 2019 23:25:36 GMT -5
The game updated. Can't say when this problem started, though. I haven't tried for a long while.
There's no last exception message, unless there's a place where it might be stored. Nothing appears before it crashes. Studio just closes.
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Post by gauntlet101010 on Jan 28, 2019 19:34:37 GMT -5
I don't know exactly when it started, but Studio just crashes when I try to extract tuning. It buffers for a time and then - gone.
Is this common? Is there a fix I'm unaware of? I have the latest version and re-installed a few times.
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Post by gauntlet101010 on Jan 14, 2019 21:23:46 GMT -5
I've noticed something FAr late in the game that warrants a suggestion.
When you make something blank for CAS items it actually makes it blank, but that's not nessasarily the desired effect. I THOUGHT making a blank speculator or normal would make a default image that didn't shine at all.
The difference here is that if you put a CAS item on a mannequin the mannequin's shine shines through. That's likely true of other items as well. And no normals at all also looks weird. So I think having a default "blank" spec and normal put in place would be helpful rather than making it actually blank.
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Post by gauntlet101010 on Dec 30, 2018 0:43:11 GMT -5
Ever since Seasons came out I REALLY know which objects were made using gnomes as a base during gnome day. How about a batch fix that strips out that tag from the tags category in all CC, so it just doesn't happen?
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Post by gauntlet101010 on Dec 29, 2018 10:43:27 GMT -5
I also have this problem. I was playing in a house I hadn't played for a long time using some older CC counters and they just weren't finding them while I was trying to cook something. New CC counters I made myself don't have this problem and official counters don't have this problem. I've applied all the batchfixes in Studio, but they don't seem to do anything.
Edit: I noticed that opening up the CC in Studio, saving, and then closing fixed the problem. Not really ideal, but if you only have a few counters it should be okay.
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Post by gauntlet101010 on Oct 1, 2018 17:26:34 GMT -5
Alright, I get what happened now.
Something happened to my settings or how the game interprets settings. I turned everything in the game options to maximum and things look like they should.
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Post by gauntlet101010 on Oct 1, 2018 0:11:45 GMT -5
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Post by gauntlet101010 on Aug 29, 2018 23:39:12 GMT -5
I think you may be right; maybe I have to compromise on this one.
Maybe I can convert the shadow mesh to be the light on the top of the ship. I don't think it HAS to move if it's just big enough to fit over the base light... maybe.
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Post by gauntlet101010 on Aug 29, 2018 9:52:42 GMT -5
It was late so I guess I didn't provide enough detail. Sorry about that. It's the Sims Freeplay's UFO. i.ytimg.com/vi/Gsn5yhgco5U/maxresdefault.jpgThe Freeplay UFO has three parts to it and all three move. That's why I didn't use the fan; it only has two parts and only one of them spins around. I know the entire thing could spin if I based it off the fan, but only one part of it would spin. I need the outer edge to spin, centre part to spin the other way, and the light on the top to spin as well as "flash" (which is UV scrolling) and be transparent. The window object is made of several parts; I can't think of another object that has nearly as many. A flower object wouldn't work since it's only made up of one part. This is based on another CC where I deleted unnecessary LODs. It appears just fine when I use the phong shader. I guess I can remake this thing and simply not delete any LODs to see if that works, but is there anything else in there that I need to look out for?
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Post by gauntlet101010 on Aug 29, 2018 0:04:44 GMT -5
drive.google.com/open?id=1NGYdG98SCQyKs797WzxJqeucHW7gdOO9It's used in the fan, but I'm actually using the window as a base because I need a few parts for this. So the thing needs to spin. And jerky sort of animation won't do, so it seems like the only answer is the instanced pinwheel shader. But I cannot, for the life of me, figure out why the thing doesn't appear after I place it on the ground. What settings am I missing? Or is it just a lost cause? I'd really need three parts to this thing, one using an alpha, to really make this work correctly.
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Post by gauntlet101010 on Aug 4, 2018 16:14:01 GMT -5
It seems like this feature isn't working anymore. I tried to convert a pet food bowl and it crashes the game when even minimal changes are made.
drive.google.com/file/d/1hlQO4JS16O0I2M4W8JulIAb0N6CoZTBm/view?usp=sharing
Kitkat also tried with no success.
I didn't do anything mind blowing when making my custom. Just replacing meshes and textures.
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Post by gauntlet101010 on Aug 4, 2018 16:11:44 GMT -5
Good idea.
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Post by gauntlet101010 on Aug 1, 2018 22:03:22 GMT -5
drive.google.com/file/d/1hlQO4JS16O0I2M4W8JulIAb0N6CoZTBm/view?usp=sharingI'm trying to convert the Kibble of Life from Sims2 to a regular 'ol food bowl but, for some reason, it's crashing the game just by loading the thumbnail. I'm at a loss, I have no idea why this is. There's nothing inherently odd about the mesh; there's no additional tuning. Does anyone have a clue what I'm doing wrong?
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