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Post by Zelrish on Apr 9, 2018 6:01:27 GMT -5
Yeah, but I would need to do that to the female one then, and kids etc. Might take a while.
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Post by Zelrish on Apr 9, 2018 4:08:39 GMT -5
Well, this is good news then :D This is quite a "long" process though but at least that is something.
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Post by Zelrish on Apr 9, 2018 3:28:10 GMT -5
Still the same. The difference in rigs make it so that you have to remake the animations wholly. Also, creating an object and assigning animations to it is possible. Necrodog made some video tutorials about it here (first part)
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Post by Zelrish on Apr 9, 2018 2:39:32 GMT -5
If repairing didn't work the next course of action seem to be reinstalling the game. I would advise to uninstall the game AND S4S, then reinstall the game, then S4S and try again.
PS: You absolutely don't have to do this but I am curious to know if the issue happens as well if you try it from another user on your computer. You can temporarily create a new user on your computer by going to system preferences then: Users and groups. Unlock the padlock at the bottom by clicking on it and giving your admin password and click the "+" just above the padlock and create a second user. You can delete the user account later in this same menu with the "-" icon when back on your normal user session. Logout from your session to login on the new user and test if you have the same issue on this user session. That will allow us to know if the issue is user specific or system wide.
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Post by Zelrish on Apr 9, 2018 2:29:26 GMT -5
Have you even tried to import this model in S4S?
I noticed that from 250 000 vertices on, S4S would start to crash while importing the mesh as there are simply too many vertices to import. So I would try to import it before continuing to work on this mesh in case you simply cannot use it at all as is and need to reduce the poly count.
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Post by Zelrish on Apr 9, 2018 2:20:50 GMT -5
Make sure you didn't place the the Ts4script file in too many subfolder. Simply drop it in the mod folder directly without subfolder. Make sure you didn't unzip the TS4script file. Make sure as Soarkiemonkey said that script mods are activated in your game. As per EVERY update of the game, they will be automatically disabled afterwards.
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Post by Zelrish on Apr 9, 2018 2:17:04 GMT -5
Hi there Posh-SimsYou did not provide the link to the blender file (the link is missing from your post). From the pictures I would advise you first (to minimize the issue) to delete the extra geometry that is not visible. That means the sim's body parts that are completely covered by the underwear. That way you limit where the sims body might become visible through distorted clothes. Secondly this is due to a combination of uv_1 and weight paint that are slightly not adapted to the mesh. Due to transferring from a naked body for a mesh that sits above a naked body. That means the uv_1 is probably fine for most figure but will show distortions and wrongness when hitting the extremes of the slider. As the mesh you created in MD was apparently not retopologized, the position of each vertices differs a lot to the ones from the body of the sim. that means that even with the same weight and equivalent uv_1 transfer they will simply not match exactly how the vertices from the body part move. But basically to fix that: 1: remove the body parts that are not visible so they simply cannot go through your mesh. 2: try to fix your uv_1 to match better the body expansion when using the sliders.
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Post by Zelrish on Apr 9, 2018 1:59:36 GMT -5
Hello there and welcome sakari you can have a look at our recoloring tutorial section in the tutorial full indexBut basically, once you created the package with S4S it is mainly work in photoshop or other 2D retouch program. Adding multiple colors to one texture only means to paint the area of the texture in question with a different color.
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Post by Zelrish on Apr 9, 2018 1:55:09 GMT -5
I have moved those post in their own thread as they were off-topic from the previous one. About the italian: it is an issue at installation from S4. OM has answered that this is due to the Antivirus and explained how to bypass it and also linked to another topic where someone had a similar issue.
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Post by Zelrish on Apr 7, 2018 18:25:42 GMT -5
You're welcome
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Post by Zelrish on Apr 7, 2018 14:19:09 GMT -5
Well, you have a black part in your texture. it is simply appearing where it is mapped on the uv I suppose there was some kind of accessory on the base hair you cloned. Either edit the uv or the textures. Your choice
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Post by Zelrish on Apr 6, 2018 3:35:55 GMT -5
Hello giathesim Thank you for the detailed bug report here. I could reproduce the issue with this same custom content on my mac as well. I could not pinpoint the cause of this as some packages in the list for example the gfv74OpenClosedSign.package works without issue (and some others) I tried to export the mesh but even then there is only a grey texture in blender. The texture is also not visible directly in the warehouse. I also tried cloning the CC pack but to no avail: The texture is visible on the S4S preview but not visible as texture and cannot be exported. In any case exporting the texture results in an empty .png BUT: exporting as .dds works. You get the texture properly and can work on it in photoshop (with the DDS plugin). To export as .dds on Candy Apple, simply add .dds at the end of the file's name when you export. I have transmitted this bug report to the developers so they can have a look at it and hopefully fix this in the next build (probably for the next pack from EA)
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Post by Zelrish on Apr 6, 2018 3:01:17 GMT -5
Yup +1 To Feyona here. You need to change the swatches colours.
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Post by Zelrish on Apr 6, 2018 2:55:04 GMT -5
This is really not rocket science... Those are the paths on Mac
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Post by Zelrish on Apr 6, 2018 2:35:55 GMT -5
Hi Furkan You didn't make the uv_1 for your mesh. You grouped everything together on one spot which means that the sliders will not modify anything. You need to do the uv_1 for the shirt. an easy way to do it is by using this method. Also, I advise you to separate the shirt from the body before the transfer that way you create your uv_1 for the shirt only without redoing the uv_1 of the body parts which are already fine. (don't forget to join the meshes afterwards)
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