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Post by Zelrish on Sept 12, 2018 4:57:43 GMT -5
It is because of pixelisation caused by low texture resolution (not that we have much of a choice) But mainly it is just that the texture is not clean when you zoom in. It's an issue I am fighting against everytime I wanna retexture. We use such a small area of an already small texture that we have to work at pixel level. I dunno how to make a texture look nice at pixel level personally (if at all possible) I usually go around by making the selection myself with either lasso or another tool and setting the feather parameter to 0 pixel and unticking the anti-aliasing. Cause other wise when you fill the selection with colour it will also taint the surrounding pixels around the selection. As shown when zooming in The borders of the texture have pixels that are only slightly coloured and that is usually due to the selection. Once combined with the uvmap it can be quite visible. PS : in the end I am not even sure that will actually help make the texture sharper as it depends on the uvmap afterwards. Should probably wait for the input of someone who has way more experience than me at texturing for the sims
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Post by Zelrish on Sept 12, 2018 4:38:12 GMT -5
Can you provide te new error message then please?
Also, you might wanna try to fix the flashing of blender before anything else you would have to use it at some point.
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Post by Zelrish on Sept 11, 2018 11:54:05 GMT -5
Sure if you forgot the mipmap you will have issues there.
For png you need to save as is but your image need to be a layer (that means where there is no texture should be empty, not white but empty) For dds you need to save as dtx5 interpolated and generate mipmap.
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Post by Zelrish on Sept 10, 2018 8:42:56 GMT -5
If the idea from Aduah doesn't work, please share the .blend so that we can have a look and help you with this.
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Post by Zelrish on Sept 10, 2018 8:33:26 GMT -5
Hi vamprocillinSorry for the super late answer, I was not much present lately. I had a look at your package and I don't know from what you tried to do a weight transfer from but it surely didn't work at all. You whole backpack is assigned to only 2 bones (left cheek and left forearmtwist) Please follow thoroughly the first tutorial I linked. You will first need to create another package with an EA backpack in order to export it and be able to use it as the reference for your new one. Then follow the tut :p
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Post by Zelrish on Sept 10, 2018 8:10:57 GMT -5
moonperson098Well, does it work again? Without any information from your side, it is not possible to help.
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Post by Zelrish on Sept 10, 2018 8:03:06 GMT -5
I checked the pinned post and saw it says to clear the thumb cache. When I go in both cache folders I have, they don't have the "localthumbcache". I searched it though, and it came up. I just want to make sure it IS a package file I will be deleting? I don't want to mess up my game.
I recolored 4 hairs and put them in my game, each with their own custom catalogue thumbnail, and only 2 custom ones showed up, the others are just default previews with the CC marker in the corner.
You gotta make sure you loaded the thumbnail on the first swatch of your package (in case you only made one). Because all the swatches without custom thumbnails will have one generated by the game and it is possible you didn't have the first swatch selected when you added your thumbnail. Like the game displays the first swatches in the Lists that could be an explanation. Emptying the cache is not necessary for this. It will only make the game re-generate the "game made" Thumbnails.
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Post by Zelrish on Sept 10, 2018 7:59:46 GMT -5
Hi,
I cannot help you with the whole project but just wanted to tell you that your project is in itself quite advanced and will require python scripting. Most people making advanced mods are usually advanced programmer used to develop stuff either professionally or for their own enjoyment. They are also familiar with python scripting/xml etc (which are required for what you want to make). To my knowledge, most of those people have "simply" analysed by themselves the way the game works. How interactions behave with one another etc. Which functions you need to call to get access to whatever information you need.
Far from me the idea to try to discourage you or anything, but I just want to point out that it is the main reason why there is no tutorials on scripting. It's mainly about already knowing how to code and then analysing the game's code to change it the way you want it to behave.
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Post by Zelrish on Sept 10, 2018 7:47:30 GMT -5
You don't need the S4S plugin to create or import poses made in blender as it looks for the rig and not the objects, so it should work nonetheless.
Also what does : "S4S won't allow me to import" mean? What does it say or do?
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Post by Zelrish on Sept 10, 2018 7:43:45 GMT -5
Hi Pyroclastic+1 to menaceman, please share the resulting package so that we can have a look (simply upload it somewhere like you google drive for example and provide a link to download it). Based on your description of the issue, I would think that the alpha channel of your DDS picture was not saved or it was edited as well maybe in a way that shouldn't. Or maybe not saved as DTX5.
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Post by Zelrish on Sept 10, 2018 7:38:02 GMT -5
nparallelWhich blender did you open that is blinking? Also, reinstalling doesn't really change anything. You need to set the path the to the correct version of blender (2.70) in the options from S4S.
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Post by Zelrish on Aug 27, 2018 2:04:59 GMT -5
Well, the in game filter "feminine" and "masculine" are here for that. But if your CC has no tag at all indeed it is not gonna work for those.
And to answer, we have a batch fix to allow CC for all genders but not one that allows you to select what you want for male or female. So you have to do it manually.
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Post by Zelrish on Aug 21, 2018 3:40:10 GMT -5
Repair the game via Origin? If not successful, reinstall the game.
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Post by Zelrish on Aug 9, 2018 13:26:05 GMT -5
Hi kabiikinsYour texture is too small. Should be minimum 1024x2048 (you have currently a (512x1024) Removing the unnecessary parts of your texture are optional but you could (the bottom part and between the arms) But like it is one of the first layers applied it is not really an issue. And if you wanna have no blending of your tatoo (for a sharper effect) you can change the composition method to 0. For this go to the warehouse tab then select the cas part and look for the composition method field. (it is used to blend your tattoo texture in the skin texture)
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FRIEZE
Aug 9, 2018 1:50:46 GMT -5
Post by Zelrish on Aug 9, 2018 1:50:46 GMT -5
Hello yagwit As far as my knowledge goes it doesn't exist no. You might be able to get some approaching results using tapestry that have similar designs included maybe.
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