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Post by peacemaker on Dec 12, 2017 5:57:26 GMT -5
Yeah, that's the original normalmap coming through. As inabadromance said, you will need to edit both the normalmap and specular (or make blank) to fix the issue.
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Post by peacemaker on Dec 10, 2017 19:58:39 GMT -5
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Post by peacemaker on Dec 10, 2017 3:48:35 GMT -5
Good chance that feature isn't available on Mac yet since Mac can only handle recolours at this point. If it was anywhere it would be under tools, if its not there, the function isn't available yet. Candy Apple still has a long way to go before being as capable as the PC version.
Hopefully a Mac user sees this and proves me wrong or confirms it's not available yet.
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Post by peacemaker on Dec 9, 2017 9:29:08 GMT -5
My guess is your UVMapping isn't right. It looks like perhaps your belly is overlapping the texture. It is hard to see without a blend file available.
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Post by peacemaker on Dec 9, 2017 9:25:29 GMT -5
This is great news! Thank you very much for testing the table Leniad. So happy I don't have to mess with tuning files for it now. If more people could test to confirm, that would be even better
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Post by peacemaker on Dec 8, 2017 3:54:14 GMT -5
Exactly as the title states. I have a round, 6 seater table and previously I had to include custom tuning for it. I really hate doing custom tuning because Maxis changes it a lot. I noticed that with the latest patch, the original tuning file has changed names and no longer includes the SP designation in it. I am hoping this is now a basegame tuning file and no longer requires the SP. Small problem; I don't know anyone who doesn't have that stuff pack. So I am seeing if I can link it rather then have custom tuning, and basically just need someone (preferably a few people) to put it into their game and see if they can place it without getting a script call failure. If you get the script call failure, means I have to tediously update the tuning, if it places no issues, it means basegame round tables just became a lot easier to make. (side note, i have a feeling it still requires the SP installed, but one can hope). Download the package file: here
Note: if you already have my Atwood Dining round table installed in your game, please remove it as that is the table above. You wont be able to have both ingame.
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Post by peacemaker on Dec 8, 2017 3:34:28 GMT -5
I haven't looked at it ingame, but it looks like it may be from your lod2 and lod3 meshes which don't look like they have been edited yet (they have a bra strap unlike the higher lods). The lods work to lessen the resources needed to render the same object as you zoom out, so it could be that. Try changing out lod 2 and lod 3 (even if its a higher lod mesh for the time being) and see if that solves your issue.
I can't see any texture issues that would cause that, so my guess is the lower lods.
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Post by peacemaker on Dec 7, 2017 8:03:59 GMT -5
Mess around with the numbers as sometimes after putting in a value and reopening it can change a little. I think I have mine set to 0.42 just to be safe but would have to dig them out.
My advice, export a copy of the footprint and import it rather then having to keep editing them. It is definitely the easier way to go.
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Post by peacemaker on Dec 6, 2017 21:50:37 GMT -5
I have had this issue a lot with windows and it took me a little bit to figure out the corner thing. It is the footprint (yet again).
So a little background on why this happens and how to fix it.
Walls and floors are 0.15 units thick. For the floors, it sits flush with the top of a wall so that is why a wall is technically 2.85/3.85/4.85 units high because you subtract the 0.15 units for the thickness of the floor from it. for walls, the wall sits halfway over the floor square so its 0.075 thick. The buildmode items are coded so they don't intersect the wall and flooring which leads to issues in the corner. So I had to figure out the wall thickness in order to edit the footprint to allow for placement against a wall in the scenario you are referring to.
So a step-by-step to solve this is: 1. go to your footprint resource for the standard window. 2. On the object Polygon line, click the "edit items" button 3. There are 2 entries on the left. Make sure the first one is highlighted blue by clicking on it 3. Now, top of the right section is your footprint coordinates with the format x, z, y for both your maximum and minimum values. 4. We are going to edit the x value (the first one). Given your window is 1 tile, I imagine the first value on each line is 0.5 and -0.5. We need to subtract the thickness of the wall from it so the game doesn't think your window is overlapping the wall causing placement issues. The new values should be 0.425 and -0.425. 5. Scroll down on the right until you get to Point List with an "edit items" button. Click it. This opens new popup. 6. Where it says 0.5 or -0.5 here, change to 0.425 and -0.425. Make sure the negative numbers stay negative, switching these values around will affect your footprint. Save. 7. Repeat for second entry on the left by clicking it and making sure it is highlighted blue. 8. Test ingame.
This is a bit tedious so what I have done is exported a copy of different footprint sizes with this edit already made so i just import when I need a new footprint. Hopefully I have explained this well enough not to confuse you (which I tend to have a bad habit of doing).
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Post by peacemaker on Dec 5, 2017 22:27:47 GMT -5
Another thing I would love to see for S4S is the addition of support for cutouts from buy objects. This has probably been mentioned though, so if it has just ignore me.
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Post by peacemaker on Dec 5, 2017 22:03:16 GMT -5
I downloaded, I just needed to copy the entire link, not what was automatically turned into the link but the forum coding.
when you look at the footprint resource, you see a section called Max Height. that is still set to 2.85 (max height of short wall minus 0.15 for thickness of floor). Go into blender, get the max height of your mesh from the coordinate section by highlight a vertex/face/edge (not the shadow mesh) and under the N shortcut menu on your right at the top, get the z-coordinate and input that into the field instead of 2.85. This should then allow you to adjust the height of the window on the wall. It is strange though, usually this auto-adjusts for me when I am importing new meshes.
and change value for both footprint resources.
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Post by peacemaker on Dec 5, 2017 1:15:01 GMT -5
The toilet issue seems to be linked to a new function tag. Toilets now use 2: func_bladder and func_toilet as opposed to previously only using func_bladder.
edit: there seem to be something else stopping it from being used as well. I need to investigate more.
Edit: Ok, its 2 new tags, the new func_toilet(1881), but it seems the one I needed to add for it to work on community lots was func_bathroom (1023). Before the last tag was added, it didn't shhow up as a selectable toilet when on the community lot but it does now.
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Post by peacemaker on Dec 5, 2017 1:11:12 GMT -5
S4S does not currently support recolouring of fencing, stairs, railing, friezes, and some other buildmode items so that is why its not listed in the catalogues from the main menu.
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Post by peacemaker on Dec 5, 2017 1:08:24 GMT -5
I don't believe you can apply the same lod coding for hairs to other CAS items
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Post by peacemaker on Dec 5, 2017 1:05:46 GMT -5
Maybe consider using Selective clone. By cloning all the swatches (make sure its ticked along with renumber and textures), delete all but the base one/s you want. Hopefully that gives you access to the version with three textures.
The other option is linking a new texture through the mesh data which can be quite tedious.
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