Post by peacemaker on Jan 14, 2018 20:10:51 GMT -5
That is wonderful news! So in practice, when Studio is updated, I would just need to reimport the shadow mesh and S4S will do the rest? That's great news. In the mean time I will go about changing the values manually.
I am experiencing this issue as well. What I have noticed is Maxis has changed the formatting of the Shadow Groups. Instead of the instanced window groups being merged into one, the shadow mesh is now made up of the unmerged groups. I have changed all the cut numbers as well as try editing the shadow lod of an existing window shadow group to no avail. In my picture the ones with the correct shadowing have only been converted to 2 tile so no mesh editing, while the ones with incorrect shadowing have all been edited. The round window still have the original sunshadow meshes since i haven't changed them out to see if it was the importation of the normal meshes or shadow meshes that was mucking things up (turns out issue arises once shadow meshes are changed).
I would really like the ability to renumber multiple object catalogue and definition resources easily and the click of a button. I know its not something a lot of people would use, but given the scenario i am currently finding myself in, the alternative is incredibly arduous. At the moment I am looking at remaking a window set with numerous meshes that I am finding easier to remake completely then editing the old files because of linked textures and so forth. The way i see this as being useful is for remaking cc and having it default replace the older files ingame (after being removed of course) without needing to be re-placed by the downloader. i could also see it being useful for default overriding EA objects with new creations rather then jumping through the hoops to create a DR file via selective clone.
I would see it as a popup, where you input the new hash for the first swatch, and then like S4S currently does, increasing it by one for each consecutive swatch in the package (since S4S has formatted IDs like this for quite some time now). I make a lot of cc, and sometimes I have to remake it instead of editing it simply because its the easier solution. But the downside to that is the new versions become unique. Although I can work around it for individual files by changing the IDs for the first swatch before adding more, when I need to link textures (windows for example) and want to clone all the swatches, that option is just not possible and i need to look at batch-changing the values of the resources. Manually editing them is tedious, especially if you have 50 swatches for each file to worry about.
I don't really think i am explaining myself very well, but hopefully I am getting the idea across.
Post by peacemaker on Dec 14, 2017 23:00:04 GMT -5
I am having issues with a new mesh and I just can't seem to pinpoint the issue. I tried a different base mesh, remapping, rotating UV, all the little tricks i know and I just don't know why this is happening.
Last time I had this offset issue was because of a UV overlapping the texture border (which I do for seamless textures a lot and never had an issue before), refitting it within the UV map fixed the issue. Not in this case though. The entire UV is contained within the image bounds of the texture (which is 1024x512px) so I don't understand why it is showing fine in S4S but not the game. If someone can help that would be appreciated.
Last Edit: Dec 15, 2017 1:09:17 GMT -5 by peacemaker
Post by peacemaker on Dec 13, 2017 19:01:46 GMT -5
orangemittens, i think it is on EA's side. I have tried everything i can think of to get it to work again but with no luck. It just doesn't look like scaling of the FX slot has any affect on sizing now.
It seems that the ability to scale effects in the rig and slot resources has been lost but the 12/12/17 patch. IDK if there is anything that can be done on studio's side to see if it can still be done but thought I would bring it up.
Post by peacemaker on Dec 12, 2017 20:35:47 GMT -5
Not almighty, far from it. I have only made 2
The issue with the cabinets has long been an issue as the shader doesn't allow for evenly lit objects like the counter shader does. That is why i changed my cabinets to the counter shader but it is not a perfect fix either. You could consider changing the shaders to the counter one (I would make a backup copy before doing so though) and see how much of a change it makes. Occluders of other objects will affect the lighting of the cabinets though, which is why i supply a no occluder DF replacement for appliances to stop it from happening.
I am not familiar with the chessboard mesh, but it could use geostates. To check try exporting the mesh of a chess board. If you get a popup talking about geostates, you will be out of luck getting your idea to work since S4S doesn't support them at this time. If it exports fine, it may be an effect, or model groups.
This is because new coding has been added to the tuning file and since its a candle, I am going to assume its a custom tuning file. Because of that it will need to be updated by the creator to work with pets. The issue only comes when pets investigate the object so it is mostly usable in the mean time. I have had to update all my candles too because of this issue.
If you are having problems seeing the CAPTCHA, please clear your browser's cache and cookies and ensure that you do not have any browser addons or extensions that interfere with the display of the CAPTCHA. Then, close the CAPTCHA window and click on the register button to open the CAPTCHA again.