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Post by Zelrish on Jul 17, 2017 6:25:10 GMT -5
Well, the uv is good, the mirror usage is also good. But your mesh is WAY TOO HIGH in poly count... I applied the mirror and ended up with 15000 vertices... Also there are a lot of doubles in there. But mainly all those high vertices forms you are using are uselessly increasing the number of vertices of your mesh. Don't forget the bullets are small in the end, they certainly don't need so much detail. At the moment, one bullet is 450 vertices. This is way too many considering how many times you will duplicate them. Remove doubles removes 50 vertices. Then, making the point into one vertex (select the tip, scale by pressing s then type the number 0 to scale them all on the same point) and then removing doubles again delete another 10 vertices. You can decimate to reduce the poly count but it doesn't make very nice shades afterwards as you lose a part of the structure. The easiest is to delete some edge loops (you can find out how here)
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Post by Zelrish on Jul 17, 2017 3:01:25 GMT -5
Hi, You probably messed up the cut numbers so S4S was loading the parts from which it could find a cut number and keeping the original ones for those it could not find. I noticed this behavior when I do this mistake.
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Post by Zelrish on Jul 17, 2017 2:54:13 GMT -5
Considering the way you created the whole mesh, redoing it completely is probably the best solution. Although, you might think it is too much work, you might forget that you gained experience from your first time creating the belt. Not having done the UV on a mesh you duplicated over and over again is a mistake because you will now only struggle to make a texture for it.
You mesh had anyway way too many vertices originally before you decimated it because you used things like cones and such which where way too subdivided. The sims 4 is a low polygon game, that means you are not suppose to detail your meshes tooo much as it does serve the game really.
I would advise you to recreate one bullet in a new blend. Make it with lower poly count already. Map it on the uv_0. Save. Make a texture for it (if the UV is good you could simply use a real bullet as texture, super easy). When it works like this, then you can go back to blender and duplicate the bullet to re-arrange it into a belt. Also, maybe start with a normal hip belt before making a double torso belt.
You will only gain from doing it this way. You will have a nicer mesh, good texture, it will load in game faster etc.
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Post by Zelrish on Jul 17, 2017 2:42:49 GMT -5
Hi, Super simple: In S4S, "Create a standalone" and select some hair from the game. Then go to the "mesh" tab and export it. That's it... You can do your business in blender then but I would advise you to check a couple tutorials. Mainly this one and more particularly the section 8.
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Post by Zelrish on Jul 11, 2017 11:36:20 GMT -5
Hi,
So after testing in my game I noticed it is not weight related but UV_1 related. You can easily aggravate the issue with a slim non muscular sim. On the opposite, fat and muscular sim don't have any problem there. The problem comes from how the upper line of vertices (this "collar bone" area is comprised of 2 similar rows of vertices) kinda sink a bit into the torso probably originally to make the collar bones stand out more I guess on skinny sims.
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Post by Zelrish on Jul 11, 2017 3:56:12 GMT -5
Hi,
This is linked to the CC that your sims is wearing with this outfit. This is a vertex group problem on the lod1 (probably or lod2 maybe). The number of group for the CC piece is either wrong or the weights were not applied properly.
In non technical terms : you need to change her dress then test if it is still the same. If yes change something else common to both outfits displayed in your screenshot. Continue until you identify the guilty CC (should be the mesh from the dress)
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Post by Zelrish on Jul 11, 2017 3:51:12 GMT -5
Well, I have since installed the game on my Mac and the game is simply in : Programs So nothing complicated there
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Post by Zelrish on Jul 11, 2017 1:57:12 GMT -5
hum.. Strange
I use Appletini as well on my Mac maybe not the very last build though and I run Mac OS 10.11 (so not the latest version of the system) but I don't encounter any issue with the color picker. You confirm you are using Mac OS 10.11 or later? (you can see it when clicking on the Apple menu in the top left corner and then : about this mac)
Does it crash when you only try to create a swatch without using the color picker btw? Or when importing/exporting meshes?
Did you try simply redownloading S4S to replace the app in your programs? Or redefining the different paths to blender and the game files? I don't know which function from the OS tries S4S to access for the color picker :s
The crash report would probably be useful but I don't know where it is located on the Mac version. And like mine never crashed so far I could not find any on my Mac.
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Post by Zelrish on Jul 10, 2017 8:48:13 GMT -5
Hi,
Does it happen with any and all projects or one specific?
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Post by Zelrish on Jul 10, 2017 8:41:45 GMT -5
Hi, There is no easy way to do this. You need to rip the content of the game through third party software. The best example here is Ninjaripper. There is no tutorial really on how to do it but some users have succeeded. You can have a look at the topics : here and here you should be able to find some useful infos.
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Post by Zelrish on Jul 10, 2017 8:36:37 GMT -5
Strange I cannot figure it out either. From the screenshot it looks like this should be a UV misplacement but it looks normal in blender. Maybe it has something to do with the custom skin you are using (if it is even a custom one)
That could maybe have something to do with the weight paint as well, as the weight for spine 2 is mainly centered exclusively in this area. I find it odd still that the weight paint would impact the mesh in such a way. I might try to figure that out from home later today.
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Post by Zelrish on Jul 10, 2017 8:14:40 GMT -5
Hi,
You need to adjust the weights manually here. No other option if you want to fix it.
Nice mesh btw
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Post by Zelrish on Jul 10, 2017 8:13:06 GMT -5
You will have to share the blend then so we can help you then.
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Post by Zelrish on Jul 10, 2017 5:43:17 GMT -5
Hi there,
Did any one of you here tried to look into the loading screens for TS4? And I don't mean the ones to travel to a community lot, or work or a different district.
I am simply talking a bout deactivating the loading screen that happens when knocking on your neighbor's door. This is in my opinion immensely absurd. When you look through the windows of a lot you see all the furniture inside. That means the only thing missing to load is the sims themselves. Nonetheless, the game cannot load them without reloading the whole lot as if you where coming from the community lot/menu/"insert location here".
This make no sense. We are limited to 5 lots per district and they are not even accessible without loading screen.
I mean, why did they split everything into district/neighborhoods if you cannot access anything anyway without loading. They could have instead modeled the outside of everything instead. So we would have a big outside world where we would still need to go through a loading screen to enter some lot.
Anyway, the point of my post is more to ask if anyone already tried to see what reason there is for those loading screens and if it would be possible to remove the ones inside or small neighborhood of 5 lots... I imagine this is hard coding so probably not manageable but well ^^
PS : I never understood why this was never even an OPTION to enable for high end computers... meh
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Post by Zelrish on Jul 7, 2017 7:15:58 GMT -5
Well, you might wanna change the thickness in MD then. Or change the color of the material to be sure there is no clipping in MD. Could come from your MD rig as well maybe.
Otherwise, you can simply scale your clothes a bit in Blender. There are quite some different solutions here.
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