I generally do the whole mesh as a precaution incase I didn't see an area that had the issue prior. Even EA's content does it so its not really a mesh issue, but actually an anti-aliasing issue with thenVidia cards when playing TS4. the tutorial by ivo-sims applying the antialiasing fix. As to the exact reason why, I am not sure but my guess is because blender doesn't support smoothing group functionality which seems to attribute to the issue. Good to know you solved the issue
Post by peacemaker on Mar 25, 2018 21:34:00 GMT -5
It is hard to see exactly what us going on here, but i think I know the issue. If it is what I think it is, its actually a graphics card problem which I experience with my GTX970 (common issue with higher-end nVidia cards when playing TS4).
You can either fix your entire game for this issue with this tutorial but its quite advanced and you need to use a third party program. The other way i fix it in a similar manner to my glass tutorial which is go into blender and edit mode. Select the entire mesh and press crtl+T to triangulate (this is very important). Next make sure any edge split modifier is applied (if used) or that your mesh has all its hard edges in place. With the entire mesh still selected, press P then on the menu select "by loose parts". This separated all joined vertices into separate groups. To me, this works very much like assigning smoothing groups. Press tab to exit edit mode, then ensuring all groups are still selected and you active group is still selected (light orange and all other groups are dark orange) press crtl+J to merge them together. Import back into s4s and test ingame. Note, this technique works best on objects with at least a few split edges to get a few groups when separating. It sucks for things like fully smooth spheres.
Hopefully that solves the issue. However, if it doesn't, could you post a bigger picture so we can see exactly what is going on?
Post by peacemaker on Mar 22, 2018 22:00:11 GMT -5
I can confirm this is happening as I was trying to help BrazenLotus on tumblr. I tried removing doubles which did nothing, and changing the shader (it is listed as instanced which is odd for indoor plants) and I just made it disappear. The plant containers are mirrored and what you see if the NM only being applied to one side of the mirrored object.
The issue appears to be on import. Something in the mesh coding is changing (or being cleared) that is removing the data needed to tell the game to render the NM on both sides of the mirrored mesh.
Post by peacemaker on Mar 22, 2018 21:52:59 GMT -5
You may also need to import the footprint binary from a laundry day hamper. Export it as a binary (not batch export) then import into your BG hamper. Another thing is go into the object catalogue entry and check the tags resource. Add any tags that cannot be found in the studio tab manually by finding them in the dropdown menu (I had to do this with kitchens when toddlers were added as I experienced similar issues to what you are describing). It is handy having 2 instances of S4S open side-by-side doing this. Repeat for all catalogue entries.
Hopefully that solves the issue. The function tags are really important to get an object to work as intended and has been the source of many issues after patches. Hopefully its the same issue here and should be easy (although a little tedious) to rectify.
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.
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