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Post by Zelrish on Mar 27, 2017 8:44:07 GMT -5
I have a suggestion, not sure if it's possible to achieve. I would really appreciate if there was a way to edit particular numbers in multiple entries. As an example, I am editing over 50 custom make up .packages to make them compatible with some custom skintones. I have to click on each CAS Part and set composition method to 0 so make up will appear on the top of custom skin. If we could select all CAS parts, search for composition method, enter number and edit it in all CAS parts without having to do it manually, that would be a great option I think. I was looking at the suggestions for this specific one before posting it myself. So, have my upvote on this ^^. A batch "fix" for composition method would be very nice.
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Post by Zelrish on Mar 27, 2017 1:56:51 GMT -5
That was a job quickly done Thank you very much andrew :D
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Post by Zelrish on Mar 24, 2017 4:17:31 GMT -5
And here I was a couple days ago thinking there had not been any mod-breaking update recently.... Well I now stand corrected :(
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Post by Zelrish on Mar 24, 2017 4:13:35 GMT -5
What neat trick are you talking about? what video? What are you trying to do exactly ? If the blender file opens on it's own and directly from blender, I don't really get the issue
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Post by Zelrish on Mar 23, 2017 10:08:01 GMT -5
I know there is a HQ mod that allow the proper use of bigger textures. From a quick google search it would be the HQ mod from Alf-si. Could be more out there.
But as it is written on the website : use to your own risks ^^
I think I tried it once but there was not so many HQ compatible mods available so I removed it.
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Post by Zelrish on Mar 20, 2017 17:53:02 GMT -5
Hi there,
Is there a way to unlock the bones : b_CAS_jaw_comp_ and b_CAS_lowermoutharea_ in a similar fashion? Was working on tweaking an animation and although the jaw is moving, those bones that I used in blender are not moving in game.
thanks
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Post by Zelrish on Jan 9, 2017 12:15:41 GMT -5
Yeah I know quite difficult to describe. I uploaded some screenshot on my drive. Here is the link drive.google.com/drive/folders/0B_zKUQTYCB-hT0M1V3FLdnNFZUU?usp=sharingAnd it is doing this even for maxis's content.. Could be GC related dunno. I wonder if it is not happening cause I have a doubled the vertices to have 2 layers of normals facing both directions. As it mainly seems to happen on maxis's stuff only where the legs are still modelled underneath. On the other hand a CC I made with a high ply count doesn't do that. But again I didn't have the issue before and I didn't change anything appart from updating and my GPU
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Post by Zelrish on Jan 9, 2017 9:34:01 GMT -5
Hi guys,
Didn't drop by in a while and same for the game. Been busy with other stuff. So I launched the game yesterday and I noticed that most of the stuff I created has some kinda "bug". There are some spaces (they are probably small openings that are showing what is behind the sim) visible depending on the orientation and the lighting. It is as if the vertices where not properly closed on the meshes. I basically see faces or edges from the mesh. But only from certain angles. I should take some screenshots to illustrate it and post that it would help understand the issue.
I didn't have this before so I am a bit surprised. It really looks like the edges are not properly closed (it is doing that only on some place of the mesh, not it's entirety). I changed my Graphic card recently and run everything on Ultra settings. But I believe I was already in Ultra with the former Graphic card.
Is it due to an update from the game maybe?
Thanks
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Post by Zelrish on Dec 8, 2016 4:57:36 GMT -5
No I didn't because it was not helping me. But this is giving me an idea. Thanks I will try something again :p
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Post by Zelrish on Dec 7, 2016 5:17:19 GMT -5
You can move vertices on the viewport around but not going off the imaginary box that it belongs you know.. This is exactly what I wanna do. I am moving the imaginary boxes from the foot and the one from the bottom. Therefore they fit. But then I get this lighting/texture/doubles problem. My test from yesterday was sadly another failure. I am wondering. How is the game interpreting the vertices at the junction between 2 pieces (here bottom and feet). Because there ARE double vertices there, both parts have the same vertices at the seam but it seems like the game is not using the ones from one of them. The same way we attach and remove doubles in blender. This is my problem, having moved this set of vertices up (the one forming the seam) and "invading" the imaginary box belonging to the bottom part. The game doesn't "remove doubles" at the new seam's location. Could it be that the game uses the specific coordinates of those vertices when "smoothening" the joint between both parts? That would explain why it doesn't work for me as I change the Z axis coordinates of those vertices.
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Post by Zelrish on Dec 6, 2016 10:44:39 GMT -5
I know that for the sims 3 this was an option in the nraas control center. The equivalent for the Sims 4 doesn't have this function (yet I hope). I am really looking forward to it tho (even if you can pile up accessories much more in the sims 4 as it was in the sims3 as there is more categories). But I am not sure this is something to modify on the package or something from the game itself. Looking forward to some informations regarding that.
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Post by Zelrish on Dec 6, 2016 4:22:20 GMT -5
Well, considering I didn't touch the UV, I shouldn't have to retouch any texture (which I didn't) And texture wise this is the skin. No textures are being applied here from the shoe. On the "original" version, the one where the shoe goes under ground level and I do not touch the ankle seam at all, I have no problem in game. I wanted to do more tests but I got lazy as they would maybe not help me fix it. (wanted to apply a diagonal line on the skin texture to see if there is an overlapping). I will share the packages/blend tonight so you can have a look. Oh, and when using leggings, the texture from the bottom stops properly at the seam ankle so this issue is not visible. This theoretically means that the game applies at least the bottom texture properly. The thing is. It looks like the same issue that when you don't remove doubles in blender. But being 2 different parts in the game, I cannot remove the doubles (well when I separate the meshes the doubles are automatically created). I presume the game is supposed to do that itself. But it's not. Because if I take those custom heels and bottom in blender and fuse them, I see this line/seam. I need to remove doubles for it to disappear. hum.. I think I have an idea. When I created those CC I fused the bottom and feet then removed doubles and started working on them. Maybe removing the doubles screwed up the ankle "seam" for the game. I could maybe take the originals, fuse, remove doubles but the ankle seam and then scale/move the meshes to have what I want. I would need then to reselect exactly the same vertices than originally selected for both parts in order to conserve the way the "seam" is created by EA. Sorry I am just writing my reasoning here. dunno if it's clear but well... :p I hope I found out something there at least this is something I didn't try before so I have a little bit of hope.
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Post by Zelrish on Dec 5, 2016 14:23:29 GMT -5
It's originally EA's feet yeah
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Post by Zelrish on Dec 5, 2016 9:02:12 GMT -5
Hey guys,
I have an annoying issue with some content. Still trying to figure out a way to use nicely meshed heels with platforms in the game I had come with another "solution". Which is : move the ankle seam from the foot a little bit up and resize the length of the leg on the bottom mesh.
Unfortunately the screenshot of the problem and files are at home at the moment but I still wanted to ask if you guys would have an idea.
So basically, I moved the seam for the ankle on both mesh up removed vertices etc separated the meshes as usual and created my 2 packages. (I know that by doing so the bone for the ankle will be misplaced and so lead to some weird bends at the shoe lvl but that is fine so far).
The problem I face (and again I will have to upload some screenshot to show it) is that the junction between the foot and the leg becomes visible in game. There is NO hole in the seam as close as I could look at it. It is more as if the skin texture is skipping a part of the texture therefore a "seam" is visible. I didn't change the UV mapping on either the feet or the legs so that shouldn't happen. Also it kinda look like the lighting on the bottom of the leg and the foot are discontinued.
I dunno if any of you ever tried doing this and you would know of this issue but it bothers me. (it is the best way I found to be able to use my custom heels IG without having to elevate the sims themselves and ruining the synchronisation of the animations). I know I would need to then modify ALL the bottoms I use IG but I don't mind so much, I only have the mesh to replace and I can do it super fast. But before starting those massive changes I would like to make sure I can fix this "seam" problem.
I am not sure how the game handle separate pieces of the body mesh. I have the feeling that even though I lifted the separation between the foot and leg vertically, the game still apply the texture as it WOULD do without any modification...
But that will be clearer with some screenshots later.
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Post by Zelrish on Nov 21, 2016 13:59:16 GMT -5
Hello there,
Could it be possible to have a batch fix to change the sortlayer of all the CASP from a Package?
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