Congratulations, Sierra! Good to see someone else joining here, Sierra. This is not meant as private conversation with orangemittens though I appreciate her input very much :-). I have some more infos waiting to be shared here about the strangeness of ea compression, but can't take the time right now... want to have a look at not shrinking the textures as well... the way the tool wallez does it. For now I need to work on finishing the most important parts of our german game guide first to have the time and freedom I need for my wall projekt afterwards.
If anyone has new discoveries to share about walls, please let us know!
Last Edit: Oct 31, 2014 19:08:52 GMT -5 by simension
orangemittens This was really good news, thank you very much. I tried your mini tutorial on adding colors to wall swatches and it perfectly! Thank you for this as well. Wall is finished... gonna work on the promotion pictures now.
Thank you orangemittens for this information. Gonna enter new ground now - namely working on packages outside S4S. Ihave a question first: Yesterday I finished uploading all textures to my wall. I made it with the version not pulling the bumbmap. You said in the bug report thread that I can see it because it is linked but it is not included. Its a wall matching Maxis original, thus I don't need to edit the bumbmap for this wall. Do I have to include it anyway, so that other Sims players using the wall will have it or is it linked with a realtive path to the game content so everyone will have it? If I need to pull it into the package, how can I do it manually? This package has 10 Recolors, using 40 imgs (thumbs and all 3 sizes). It took ages to finish all 10 swatches. Crossing fingers for me, that I don't have to do this work again :-).
orangemittens Thank you for your valuable information about normals and speculars. I added them in the first post. And yes sure, you can link here. Would love to see some ppl join us here and explore the fascinations of walls.
With my questions about automatic wall behavior I wasn't refering to my new walls but the ingame wall sets. There are several walls existing in parts especialle in the brick section... bricks without side trim, with wood and bricks side trim. Those just do what they want with a tendency to put the trom on the right. This is especially a pain, when your architecture has some one tile walls and you want the trom to be on the left side. You just can't convince the game. And I am noone who like to build how the game behaviour is trying to force me. I'd love to be able to decide myself like as in building kitchens with turning the auto function off. But there is no off for auto walls.
I love walls (and floors as well) and Sims 4 basegame is missing lots of the good ones. Currently I am working on new walls and on the way there is much to discover. First discovery I made on walls: There are 2 different kind of textures. I would like to share my discoveries with you fellow simmers and hope for your input as well. Let us explore techniques and develop best practices on wall creation together.
Topics covered in this Thread:
Walls with standard textures
Creting single tile textures
Walls with wider textures
Wider wall textures reduses visual repitition
Creating wider wall textures
Limitations of wider wall textures
Normal Maps and Specular Maps for Walls
Walls with standard textures The standard is the small one with 256px width.
Fig. 1 Here are exports of the three wall heights textures of an original single tile wall:
Creating single tile textures Textures will be stretched ingame. Thus it is neccessary to create them as larger textures and compressing them before saving for the game.
Fig. 2 Creating Standard Walls
For creating single tile textures I start with a 256×1280px texture and make a pattern that is seamless to the right and the left side. When finished I cut off the top as much as needed for the other 2 sizes. Afterwards I resize all three textures to their saving formats and save them as dds-format.
Walls with wider textures But there are also wall textures some consisting of 2 or 3 walls width. 2 times standard for the small walls, 3 times for middle and large wall size.
Fig. 3 Here are exports of the three wall heights with wider textures of an original wall:
Wider Wall textures reduces visual repitition So what's the purpose of the wider textures? They reduce the repition on longer walls.
Fig. 4 Comparison of a one tile and multi tile texture
Creating wider wall textures Same as for standard walls goes for wider walls. They will be stretched ingame and need to be created on larger canvases to not getting a wrongly scaled ingame look.
Fig. 5 Formats for creating and saving wider wall textures as far as i figured out
Creating wider walls is a bit more complicated as creating single tile textures. I start with 1024 × 1280px and make a pattern seamless to the left and right side. Those will do for large and middle size walls. When finished I cut of the upper part for the middle size. Then I take the same large wall original into a new file of the small creation size. It does not has the same width (768 instead of 1024): one third is cut of. You can't just scale it, because this will result in smaller texture parts ingame giving a different impression of the wall. Have a look at the example of EAs original wide wall (Fig. 3) and you can see that the small version shows a smaller part of the texture. Because you cut one third off, you need to redo the seamlessness for the small texture. When finished I can resize all three textures to their saving dimensions and save them as dds.
Limitations of wider wall textures The potential of the wider textures seems limited though. I found only originals using it, where it does not matter (much) when the order is broken.
Fig. 6 Here are the 2 walls I found so far (first one has several recolors):
My own texture has a much higher need for displaying the correct order, when it comes to crossing corners. Sometimes it works, sometimes it brakes. The "funny" thing is, it depends on wall height: Even with exaclty the same textures parts on medium and large walls one might brake and the other works. Second it seems to depend on corner position. If you have more information, please share it.
Fig. 7 Here is my new wall textures with little tolerance for being broken:
So far I think wider textures are reserved for textures with high braking tolerance.
Normal Maps and Specular Maps for Walls Read the original Post by orangemittens Wall with trims, tiled and brick walls often have a normal and or specular map. The normal map defines hights and depth and is usefull on bricks and rocks to give them more 3d effect. The specular map defines the shiny parts and is especially useful on tiles and materials made of glass or metal. Even flat walls might have those extra graphic files but often those are empty. Sims 4 Studio exports normal and Specular maps and allows you to edit them. All of the images associated with a wall, including bump and specular, can be exported at once with one click of the Export All button. This will arrange all of the walls in individual folders named by height. The only exception to this is walls that have an auto corner feature. Currently Studio is pulling the corner walls into the .package and those can be accessed from the Warehouse tab for export and import. If you want a wall to have auto-cornering you must clone a wall that has that feature already to use as the base for your wall.
Please join the Discussion! What I know nothing about yet but would love to:
How can we get rid of auto walls (game chooses another corner than I would) ingame?
best clone bases
Hope you join and enjoy the Sims 4 wall discussion here :-)! Feel free to post links to tutorials, best practices, tipps and tricks as well. I am going to add wall tutorial links and links to your intructive posts here in the first post.
I am going to update this post as more information is gathered in this thread.
Thank you for your kind words! Even if three of them look very simple... we put some time and afford in it finding the best sizes and positions. And we remade the circlette to reduce polycount. It's fascinating how lottle faces are neccessary to accomplish a nice ingame look!
We are looking forward making more: Working on our next earrings already, patiently killing time while waiting for the Sims 4 Studio to be capable of adding objects and walls to the game.
Post by simension on Sept 27, 2014 12:55:36 GMT -5
my husband WilWo an I tried to mesh for the Sims since end of Sims 2. We failed. We tried again with Sims 3 and failed again. We love to learn complicated things and have no good explanation why we never made it with Sims meshes so far. It was not the meshing, texturing: WilWo is well into meshing and I am a Photoshop junky. Still we stuck to recoloring with Sims 2, abandoned that obviously for Sims 3... no need with CaS. But we kept the will for Sims meshing all the time. Meanwhile we built a Sims game guide. Nowadays it's one of the biggest Sims 3 game guides, it's in German, and we are working hard on our Sims 4 game guide as well. If you like to have a look: simension.de Being German you have an explanation for funny things I might write. I am no native speaker and might find alternative routes to use your language! Be patient with me, please.
Back to creating. This time we made it! With the Sims 4 Studio we made our first from scratch ingame item, meshed by us, mapped and textured by us - this ist great! We love the easyness of the Studio and the fact it uses Blender, one of the best open source programms on the market! No exporting to milkshape, mapping with uvmapper, maybe meshing with a third programm. Now that we got our first three objects working we are busy reworking our meshes to reduce the polycount.
We are excited by out first success and deeply hope to take it from here on. Goal is furniture and decorations, and if possible also buildmode stuff.
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