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Post by peacemaker on May 13, 2016 2:08:39 GMT -5
On the off chance I thought i would check a mirror I made recently that has not been shared yet and had vertical adjustment enabled. It is suffering the same issue as the window, so it is not an isolated problem. I have made mirrors prior to this and they act like they should, full adjustment up and down. Perhaps a value is being changed upon import that is affecting them? There is definitely no stray vertices, as the shadow mesh is just an edited EA one, and I double check for stray vertices when importing from sketchup. I can package up the mirror and the window if you prefer, or just the window.
edit: i also did not use the footprint adjustment option of any of these meshes. since the base items had adequately sized footprints.
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Post by peacemaker on May 13, 2016 1:37:36 GMT -5
TBH, i am not comfortable uploading unfinished work publicly, but if someone is willing to look at it I can get a package file together and PM them with a link. i really should have added pics of what is happening though. In blender you can see it is offset from the origin: this is an EA window for comparison (double hung): And as you can see ingame, the double hung can be adjusted all the way to the floor, where as my window cannot: You can adjust my window upwards, but not lower then it is in blender. Its not a big problem, but a problem nonetheless.
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Post by peacemaker on May 13, 2016 0:37:26 GMT -5
I have encountered and issue with some custom window meshes i am currently working on. When ingame, they wont adjust lower then the default height of the mesh as it appears in blender. This is not an issue with EA windows which can be dragged to floor level despite the mesh having similar coordinates as my custom one. Does anyone know how to solve this? I suspect it might be the mesh dimensions and the game restricting the movement based on that, but i am not sure.
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Post by peacemaker on May 8, 2016 1:54:09 GMT -5
i was thinking about the batch export and how the importing would still need to be done by hand once they have been edited. Thinking about it more, the idea evolved to see if the process of adding a background can be handled entirely by S4S. I am not familiar with how the batch process coding works to merge the overlay image with the game-generated thumbnails, but in my head the process would be the same as it is now, but a popup asking the user if they wanted a custom background once the thumbnails overlay process was initiated and the overlay has been selected. You could choose to leave the thumbnails as transparent pngs like they are by clicking no, and if yes is selected, browse for a background image. However i have no idea if you can combine 3 images together in the right order in the process at once to end up with a custom thumbnail with a solid background. But the main idea is to avoid exporting the thumbnails altogether. Hopefully i explained the idea clearly enough to get the idea across.
Even if its not possible, the batch thumbnail export will be a great addition.
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Post by peacemaker on May 7, 2016 5:40:43 GMT -5
That is good to know its on the list, it would be a very welcome edition to have an updated UI for build mode creations.
IDK if i have mentioned this before, but it would be great to have a batch process for custom thumbnail backgrounds integrated into, or separate from the thumbnail overlay. At the moment, exporting and reimporting such thumbnails is a tedious process if you would like something different then the default Maxis uses. It would be something that most probably wouldn't use though. I love the overlay option added, just sometimes it doesn't feel like its enough to differentiate custom content from standard Maxis creations.
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Post by peacemaker on May 5, 2016 6:36:59 GMT -5
i just tried slot resources, rigs and nothing worked unfortunately. There doesn't even seem to be tuning for cabinets that i can check out :/
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Post by peacemaker on May 3, 2016 22:13:43 GMT -5
That is what i was wanting to avoid doing. The cabinets have all that extra coding and meshes I don't need :/ I ended up doing it the cheats way by offsetting the mesh, its just not ideal doing it that way
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Post by peacemaker on May 3, 2016 7:14:35 GMT -5
what i am trying to do is create an outer and inner corner awning that behaves the same way as the respective kitchen cabinets. I thought that the mesh is positioned and footprint would be all that is needed to make these awnings work like the cabinets, but I have not had any luck. The mesh does not rotate like the cabinets, so I am clearly missing something. This probably falls under a more technical question and i need help brainstorming a solution to figure out how to replicate the behaviour. Any suggestions are welcome. I really want to try and get this to work as the ability to make awnings for corners would be a handy skill to have.
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Post by peacemaker on Apr 19, 2016 5:52:39 GMT -5
awe man that sucks. Well at least I know, It just seems kinda weird it is a bug though and i would like to know under what circumstances this bug occurred (which is a bit vague tbh). Because the meshes themselves look different and there does not seem to be stretching of the mesh that would indicate the lengthening of the polys, i have to admit, I do find it hard to believe its a bug, but it was an EA employee that commented, so I will take their word for it. That was 12 months ago though, at this point, I hold little hope that it will be added :/
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Post by peacemaker on Apr 18, 2016 20:54:08 GMT -5
I am almost positive this is a unique roofing item as there is no other construction item that controls eave length, that is all within the roofing mesh itself, at least when talking about all the other types. Considering that hipped roofing doesn't have the ability to have the eaves adjusted, i assume it would be a separate, developer-only item, but it could be possible that the option is turned off within the roofing files. I will probably take a look at that to make sure. However, I don't think it is true because the meshes are slightly different when you look at the edge of the roof when removing any trim. I am wondering if it is locked up in the world files though as it only exists in Oasis Spring, that would be my other guess, but it is just strange that I can't find it.
The house in question is an EA build in Oasis Springs called Agave Abode.
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Post by peacemaker on Apr 12, 2016 3:55:28 GMT -5
Yes, it may seem unfathomable that there is a hidden roof type, but it is indeed the case. And I am trying to unlock it for easy use. The roof in question is used on only one EA house found in Oasis springs, and it is a hipped roof with eaves. You can see it below (left is hipped roof, then the right one is the hipped roof with eaves): Well, i hit a stumbling block. In order for the roof to exist in-game, it would have to be in the same format as the other roofing. However, there are only 12 roof files in the client/delta build files, and those account for all 8 standard roof types, and the 4 flat roof types unlocked when in debug mode. I managed to unlock the debug roofing easily enough thinking one of those might have been the roof in question, but it wasn't. So does anyone have a suggestion for where to look for this roof? or what other file formats it might exist as? it has to be somewhere because it can be used ingame with no issues if you edit this lot, you just can't select it from the UI. any help or suggestions would be appreciated.
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Post by peacemaker on Feb 23, 2016 22:42:26 GMT -5
Removing doubles only works when the seam is part of one mesh group, but what you have here is the edge of a mesh group. Blender is unusual in the way it smooths groups compared to other programs. It is all auto smoothing of separate groups, and you can't seem to smooth multiple groups as one without merging them. Merging is not ideal in this case since you need the separated mesh parts at the bottom for the different shoe types which hide sections of the mesh depending on the coding and type of shoe (they do the same things with tops too). It is one reason I generally don't mess around a lot with multi-group CAS objects. I did ask untraditionalnerd about this issue previously myself, and he suggested making sure that all mesh groups are set to the flat shader before saving. I don't know if this works as I have not tested it myself (I generally work with the smooth shader on so i can see seams that need removing or where i need to create them) but it may be worth a try.
There was a similar issue that arose with the neck seam and was fixed upon import though an update with the s4s programming. If this can't be fixed with the way we handle meshes in blender, perhaps it can be handled upon importing the mesh? I am not sure if that is possible though. I am still learning blender myself, and still searching to see if you can smooth over multiple mesh groups, but i have yet to find out if that is even possible.
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Post by peacemaker on Jan 23, 2016 5:05:06 GMT -5
I saw the new feature for the thumbnail overlay which is great when you want to keep the transparent background. However, I generally change out the background to set my items apart from the default style and tie them into the sets they are released in. What I was wondering is if it was possible to batch export game-generated thumbnails from s4s. At the moment I am currently doing it individually, but when you have 20+ styles for each item, it can get tedious really quickly.
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Post by peacemaker on Dec 31, 2015 4:35:29 GMT -5
thank you orangemittens for the link to the tutorial. I had a quick read, and I can see why it will be hard to implement given the number of locations the ID will need to be changed. as for work flow, i would imagine the most simple way would be linking textures of a cloned swatch until a new texture is imported into its place. Well, that would be the case for me atleast with the way i use s4s. I doubt this would work well for everyone. Even a tab on the texture module showing already imported diffuse maps would be helpful too. But again, i know it may take some time to implement this feature. In the mean time, i will see how the tutorial works for my current project. changing id's for 60 swatches may take some time though.
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Post by peacemaker on Dec 27, 2015 0:11:36 GMT -5
There is one thing that I would love to see S4S support. That is the ability to browse textures. This is more of a concern for multi-group objects or non-default mesh edits that want to link to the original textures, which would help keep file sizes down. At the moment S4S clones all the textures when adding swatches. That is great for objects with a single texture, however when you have a multi-group object and want one group to use the same texture as the previous swatch, you can't. S4S clones all textures regardless of whether they are used once or multiple times. It would be ideal if an easy way of browsing/linking a texture could be implemented so there would be one copy of a texture that is used multiple times, or a reference to a texture from a game item. An example of what I am talking about would be items with a glass group or counters. You would want to use the glass texture multiple times if you want to keep the same appearance, and the same can be said for a countertop with multiple cabinet colours. I suspect this would be difficult to implement though, but I wanted to suggest it nonetheless.
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