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Post by Zelrish on Apr 24, 2017 4:29:01 GMT -5
Could be useful when you need a mesh with as many cut numbers as possible for complicated clothing (allowing you to include simglass for example). I tend to always use the same base meshes but that could be useful for when you need something you don't usually use.
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Post by Zelrish on Apr 24, 2017 4:10:14 GMT -5
To add to what Mathcope said : be careful where you choose to position the texture of the shirt because from what we see on your last screenshot: you left the uv where the chest of the sim is. That means they overlap on one another. The problem you will face is that you are importing a top including the whole nude torso AND your shirt. This means that if the uv from your shirt is located where the uv of the nude torso is, then when you add your shirt texture, it will also be applied on the skin of the sim (directly on the nude part where the uvs are overlapping), unless you resized and refitted the uv perfectly so that even with the shirt texture applied on the nude torso it will still be shrunk enough to not be directly visible on the skin itself. This is one of the "annoying" part from creating clothing with marvelous designer : you often need (or want) to keep the nude torso under it for a better final result. But it usually implies that you have to locate the texture of your shirt here Next difficulty will be clipping during animation (due to the body under the shirt), but let's get to it when you face it :p
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Post by Zelrish on Apr 24, 2017 3:46:37 GMT -5
This is a weight issue. You have no or wrong weights on the legs of your mesh. I don't know if you kept your mesh split in 3 with 3 different cut numbers to adapt to wearing boots as the dev usually do but it looks like it and you would have forgotten the weights on one of the object then (here the bottom legs) part. Anyway simply redo the weights following this tutorial. I would recommend subdividing the mesh from which the weights are transferred for a better result.
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Post by Zelrish on Apr 21, 2017 5:02:00 GMT -5
Well, I am not sure it is the case for the sims 4 but there was some glitches only visible in CAS for the Sims 3. Maybe it is also a possibility in the Sims 4. I will tell you how it turned out for me after I test it. EDIT : linamints I just tested. And same thing for me. I see the square in CAS but not in game. I tested some poses to move the fabric around and never saw the square while in game. I play with the graphics at maximum btw. So, I'd say it's not bad at all (notice some clipping happening with the shoes/ankle when walking)
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Post by Zelrish on Apr 21, 2017 3:37:40 GMT -5
Well, I thought the same as you when the game was released. It took me a while to finally play it and to be honest I don't play it much. I spend most of may time creating sims and outfits.
At release The sims 4 felt like a huge step backwards in comparison to the Sims 3. No in game recolors, no whole town accessible without loading times. It was bad.
After finally trying it out and now playing with tons of CC once more, I see some of the advantages nonetheless. For example, the game loads super fast and you can play around in CAS in seconds, not wait forever for the full list of CC to be loaded so you can use them etc. It's far from perfect but for what I do, it is in fact better that way.
When it comes to playing the game tho, those loading times are stupid. The simple fact not to load your local neighbors houses is simply keeping me out of their houses.. I don't want to have a loading screen everytime I go to a neighbor's house or club or whatever. Hence I mainly stay home with my sims :s. What is the point of the different lods if we don't really use them -_- That particularly sucks I think. Even more cause my computer could easily load the whole neighborhood without lags or anything.
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Post by Zelrish on Apr 21, 2017 3:29:21 GMT -5
Whatever, I found out yesterday I can manipulate the breakthrough when the cheats are on by shift clicking my sim. So I will test it to try and unlock it, if it doesn't work I will simply manually give the breakthroughs.
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Post by Zelrish on Apr 21, 2017 3:23:45 GMT -5
I will test it from home later today. Maybe it is only visible in CAS
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Post by Zelrish on Apr 21, 2017 2:39:44 GMT -5
Thank you @wj for the method and tests ^^ This is quite useful. It somehow seems to be linked to the swatches themselves. I noticed yesterday while trying again to change some hair colors that a lot of creators seem to use the exact same swatches as base game haircuts. I am going to try tonight to simply change the swatches colors of an existing package to see what happens. Otherwise I will have to create additionnal packages using your method. Thank you again
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Post by Zelrish on Apr 21, 2017 2:29:26 GMT -5
Hello linamints, I had a look and could not figure out anything wrong on the mesh and texture part. it is not an uv or alpha issue nor an edge split. Vertex paint is good. It could be an overlapping from another texture. Is the sim wearing shoes or socks or anything else at all?
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Post by Zelrish on Apr 20, 2017 11:15:41 GMT -5
As Wingly said, you have the UV from 2 "objects" that are overlaying. Here is a screen shot of your mesh showing why : So, your texture is not a perfect fit for the uv of the dress you overlayed on the skin. I doubt you will manage to have it work properly that way. From my experience, if you tighten the alpha of the texture to a perfect fit from the dress part of the UV, you will have black lines created by the mipmap when zooming out of the model. The solution would be to either move around the uv vertices that are part of the chest so that you snap them with the ones that make the edge of the dress (take notice that you extruded the edges without moving the uv for those new vertices so the texture will be reaaally tight on the edges of the dress you created (the one going inside the model, in the cleavage area)). That way the texture will not be applied twice on the mesh (it will still be hard to have a clean alpha without mipmap issue). But you will distort the skin texture a little. Or like you already did, move the dress uv on the extra part of the texture from the top and bottom. (you can use both as it's a full body mesh). PS : sorry if it's unclear, there are way too many parenthesis in there :s
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Post by Zelrish on Apr 20, 2017 3:11:15 GMT -5
I have this issue on my computer since I changed my graphic card :s But it happens with every and anything in the game. More visible with CC but it is also visible on EA original items (objects or CAS). I noticed it tends to happen when the CC has is "double layered" (displaying texture on the outside and inside) I tried deactivating some functions on the graphic card level but could not identify the cause :/ hence not fix it.
Hopefully it is different for you if it is only on this object.
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Post by Zelrish on Apr 19, 2017 3:05:09 GMT -5
Sure,
For example I give a sim a haircut from the creator Anto (very nice haircuts) and I set the hair color to black for the outfit : "everyday 1". Then I give another haircut from Anto to this sim for his/her outfit : everyday 2 and decide to set the hair color to blond.
from then if I check back the outfit : "everyday 1", the hair color will have been switched to blond as well. If I reset it to black, black will also be applied to the "everyday 2" outfit. This behavior" also happens between categories. I can give an Anto haircut for the outfit "swimwear 1" and the same will happen with the color.
This can also happen with different creators sometimes :s Recently I had the issue between 2 different hair creators and I had to switch to the different outfits to re-set the hair color once I was done selecting the haircuts for the colors to finally stick (and I used 1 haircut per creator)
I just don't know the common ground here. What is creating this "issue". I guess there is some common id somewhere in all those packages. My understanding is that the game originally doesn't allow you to have different hair colors per outfits (I am not certain because of all my CC now -_-). So I am guessing this is the basic problem. But the fact that using CC from different creators is allowing you to change the hair color is making me want to identify the root of the problem so I can "fix" this.
PS : Now that I remember it, recloning doesn't help as I recloned a creation recently because of a recolor swatch that was not working, and the color selected was kept between the new package (I only copied 2 swatches), the original and the other creations from this creator.
Sorry for the wall of text, I hope it is somehow clearer and that I didn't give too many infos at once (I tend to do that as I write my thought process..)
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Post by Zelrish on Apr 18, 2017 8:38:01 GMT -5
You have to select everything on the texture but that button then. I personally would select the button then select inverse to apply a filter or repaint the rest except the button. You could also copy the button on another layer etc. There are many ways to do so and the best would be to check on some simple photoshop tutorials.
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Post by Zelrish on Apr 18, 2017 8:33:04 GMT -5
Hi everyone,
Could someone explain to me why is it that the hair colors are almost always linked between creators haircuts? Is it because they used the same packages to clone from or something?
Is there an id or something in the CAS ressources that I could modify for this behavior to stop or is it deeper implemented in the game?
It is not game breaking but would be nice if I could fix that in my game.
ty
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Post by Zelrish on Apr 18, 2017 1:57:56 GMT -5
Hello guys,
I ran into a little issue in the game with the scientist career and thought about posting here after not finding helpfull answers on internet (there might be none).
Anyway, I have a scientist sim who reached lvl 8 or 9 in her career and since then I got this bug with the breakthrough going on. She doesn't have any breakthrough anymore. All the conditions are there but there is no lightbulb appearing and filling now when she does any and all the activities that are suppose to bring one. Stuck at 14/16 since she reached the level in the career.
Multiple ppl had the problem at different lvl of the career from what I could see on internet but I thought that maybe some of you modders ran into the problem and maybe tried to fix it somehow :p
I still have one or two ideas to try (like make her create every device and elixir she invented, who knows) but so far nothing worked.
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