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Post by Zelrish on May 4, 2017 8:56:24 GMT -5
There are so many more things they could add that they just don't.. It looks like the same things we have with a different design.. meh
As Believe&become said, in terms of sports only, they could add so many. Travelling like in the sims 3 would be awesome as well.
Or simply add more playable career to the game. I really like them we can do lots of poo at work :p (I like to freeze all my co-workers)
This teaser teases nothing. It shows 3 items and as much clothes. This kind of content should be free.
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Post by Zelrish on May 4, 2017 8:43:47 GMT -5
Hi there, I want to modify the yoga mat so that it doesn't automatically remove the shoes from the sims when they start a routine. I extracted some tuning yesterday that are related to yoga but was not able to identify what I should modify. I expected to find some variable to turn to false or disable but did not find one (or function to call). I looked into the animations themselves as the sims have their shoes on and they disappear when they start the poses only. But this is not unfortunately my cup of tea. I did some programming years ago so I understand the concept of what I read but I am not sure where exactly to look or how the tuning ressources interact together. Hence what exactly to look for or how to follow a function through the different ressources. There are also quite some tuning ressources linked to the yoga theme. It doesn't feel like it should be very complicated to do what I am trying to. But well, I need help there (maybe SACRIFICIAL would be willing to help :p it seems you like playing around with the tuning ^^, that'd be awesome).
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Post by Zelrish on May 4, 2017 6:04:58 GMT -5
I am not sure you realise the extend of what it means to mod your own career in the game. That means to develop it. Through coding. This is severely advanced.
Of course, if you could explain more of what you actually want to do, that would help in trying to help you.
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Post by Zelrish on May 4, 2017 2:09:48 GMT -5
Hi, This is a weight problem. You assigned weight to the bone b__R_calf__ for the bottom of the tail but the transition with b__R_thigh__ is wrong. The weights on the thigh's bone stops abruptly and you then have non assigned vertices (from the thigh bone point of view). Here is an illustration of the issue when looking at both vertex groups simultaneously, you can see there is no smooth transition. It appears you made the transition with the bone b__R_thigh_twist__ instead. The problem is that the game uses the bones in order : (bottom to top) foot -> calf -> thigh ->thigh_twist. This is mainly my own conclusion based on experience and observation. Maxis tend to use the thigh_twist bones for movements beginning between the hip and the leg. The same way you yourself rotate your whole leg by just twisting the articulation between your hip and leg. Maybe a solution here would be to unassign the bone thigh and keep only the thigh twist. It depends how you want the tail to move in game anyway. I think you have a lot of tuning to do regarding the end movement anyway.
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Post by Zelrish on May 4, 2017 1:27:34 GMT -5
Hi, I am exactly of the same opinion as Mathcope regarding this so I will just give you a link to his answer also, there are a couple more answers in the thread you can still look at.
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Post by Zelrish on May 2, 2017 3:50:25 GMT -5
Nice, this is exactly the information I was looking for. Thanks a lot
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Post by Zelrish on May 2, 2017 2:58:15 GMT -5
Hello everyone, I started playing around yesterday with the retail stores and had a lot of fun creating a clothes shop of my design I then started playing it and was very pleased until I noticed 2 bugs. First : When trying on outfits and/or buying them, the socks and/or tights are not used. This means the outfit on the mannequin has socks for example, but the sim trying on the outfit doesn't. If a sim buy the outfit, there are no socks either despite the fact the mannequin displays socks and tights properly. So I guess the error is somewhere in the outfit "transfer". Second : After restocking the outfit on a mannequin where it was sold, it is properly displayed but the try on function doesn't work anymore. Sims do the animation but stay with the same clothes. If they buy the outfit they will simply add another outfit in the corresponding category with their own clothes (the ones they wore at the moment they bought the outfit). Workaround here is either to buy a new mannequin and set an outfit on it, or edit the outfits and alter something (even a color swatch change is enough). This bug has been reported for a while now but it seems the devs are not so interested in fixing it. Which leads me to asking here if someone would be interested into creating a package fix for it if possible. Also this has nothing to do with CC content as it happens with the base game only. Thanks in advance to anyone willing to have a look at this.
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Post by Zelrish on Apr 27, 2017 9:22:52 GMT -5
Once again we cannot see your pictures. I opened your .blend and you did not select the rig when you saved. It is explicitely mentioned in the tutorial by kijiko that you need to have the rig selected to import properly into S4S (and I can confirm from my own experience). Moreover the frames you saved for the animation itself are only present on the control rig and not on the rig. This means you didn't loc_rot the rig when you locked the frames. So you also have to do this for the animation to work.
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Post by Zelrish on Apr 27, 2017 2:57:41 GMT -5
Hey, Couldn't see your video either. But the thing is as written on the guide Kijiko wrote on how to use her/his rig, you need to loc rot on the rig AND the controller and when you save the last time in blender before you import in S4S, you need to select the rig (and then save the .blend). If you don't do this, nothing will happen in game after you select the pose in the poseplayer.
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Post by Zelrish on Apr 26, 2017 4:02:25 GMT -5
In term of gameplay the game didn't bring anything new really, the "emotions" sold as the strong point can still be bypassed and often only lead to annoying behavior. Like being embarrassed and overreacting by crying in a closet or hiding under a blanket. It's funny the first time but then it's just lame.
I still play the game but only to see all the different animations with different objects brought through the careers. Some are really nice and I always wanna check if it works correctly with my "lift a sim from the floor mod". I have to agree that appart from that, there is nothing new in the game. But being a life simulation game I am not sure what we are expecting ^^
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Post by Zelrish on Apr 26, 2017 2:31:15 GMT -5
You're welcome. It is set up like this because every diffuse map from every CAS item is piled on one after another on a sim starting with the skin until the fullbody. Which texture will be applied on top of which is defined by the sort layer order this allows to have socks hidden under trousers for example, or tucked shirts hidden under the pants texture. This is why the alpha layer from every texture is important as it is what defines the limits of where the texture is applied. For example I tend to not care if my textures are not clean around the alpha for this reason ^^(it will not be applied outside the alpha layer itself). A sim in game is just a big sandwich of diffuse maps Hope this was understandable.
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Post by Zelrish on Apr 26, 2017 2:02:50 GMT -5
I am no hair expert but Indeed it seems to be the texture. I don't know where you located the uv for the mesh (if you touch it or not). But your "hair texture" is located on the body. You can see that from all the black on the legs and lower torso from your sim. I guess this was the hair texture? Here is where the textures should be located on a diffuse map to appear properly in game. Yours should be in the top left corner to be applied only on the hair. I guess you will also need to edit a part of the black representing the shaved hair on the head as well (what is by default here in the "face" area) so that it doesn't show on the forehead at least ^^
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Post by Zelrish on Apr 26, 2017 1:24:36 GMT -5
Also : Does it happen with all your project or just this one? Your current project might simply be corrupted and you might simply have to re-create it.
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Post by Zelrish on Apr 26, 2017 1:18:53 GMT -5
You delete what groups are left and proceed with the link I gave you. The procedure will recreate all the missing vertex groups.
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Post by Zelrish on Apr 25, 2017 1:51:16 GMT -5
Hi there, I don't see a problem here :p Double check your vertex groups to make sure you don't have an additional non-EA group that should not be there. You probably also should redo your weight painting. You can use a weight transfer to achieve it more easily. Take a look at this tutorialI recommend subdividing the reference mesh for better and more accurate results.
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