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Post by Flerb on Jul 17, 2018 2:16:26 GMT -5
SPEC and bump maps are quite different in the sims 4. I've been digging around and it appears CAS uses RGBA channels to "reflect" different cube maps and control their intensities. I'm in the middle of building a shader setup in Blender to help with the conversion of custom SPEC maps to Sims 4 spec maps. There are some tutorials about SPEC maps that barely scratch the surface... but they might be helpful for a rough conversion.
You've also got a NORMAL map which is the blue one, it is in color because it contains 3D vector data for far more complex rendering engines than the SIMS, it needs to be converted to a simpler BUMP map which are black and white.
In short you got a lot of converting to do.
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Post by Flerb on Jul 6, 2018 23:08:37 GMT -5
fantastic thank you!
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Post by Flerb on Jul 5, 2018 17:09:44 GMT -5
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Post by Flerb on Jul 2, 2018 14:59:21 GMT -5
I was curious and went looking. I think I found the tuning file you changed, seems simple enough. But it may just be that the GUI doesn't change? Thant's just a guess based on nothing. Have you tried running a test like set the seasons to 3 days? or maybe it has to be a multiple of 7 for some reason?
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Post by Flerb on Jul 1, 2018 2:05:39 GMT -5
Hey guys,
I scoured the internet and spent the last few hours trying to solve this with no success.
For the sunburns mod I was fixing up the aloe vera plant to look nicer as a harvestable plant. Everything works, but for the life of me I cannot get it to cast shadows from the sun, the kind that cast onto itself and the ground and change as the sun passes overhead.
I started with the base game Aloe Vera plant, exported the mesh, cleaned it up a bit, created LODs, geometry states, and imported everything into a tomato plant clone.
as I understand it, importing a simple mesh into the shadowLODs should cast shadows from the shape, but it's not working? I even tried exporting the shadow mesh from the basegame plant and importing that, also didn't work. Any ideas?
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Post by Flerb on Jun 26, 2018 23:46:41 GMT -5
so I have a weird issue as always, I'm trying to create a custom drama_node to initiate a notification and interaction. I made an override of "dialogDramaNode_SP11_Intro", changed it to run how I want to, and it works and triggers every time! good When I change the tuningID slightly from 167172 to the unused 167175, it still triggers exactly as it should! good BUT when I give the xml my own name, instance, and tuning ID it no longer triggers in game... I have seen other mods initiate custom drama_node dialogues so it is possible. here's the xml of the working override set to trigger at 2-3pm on sunday (the time in my testgame is 1pm) <?xml version="1.0" encoding="utf-8"?> <I c="DialogDramaNode" i="drama_node" m="drama_scheduler.dialog_drama_node" n="dialogDramaNode_SP11_Intro" s="167172"> <E n="cooldown_option">ON_DIALOG_RESPONSE</E> <V n="dialog_and_loot" t="dialog_ok_cancel"> <U n="dialog_ok_cancel"> <U n="dialog"> <V n="text" t="single"> <T n="single">0xAA26075F</T> </V> <T n="text_cancel">0x2A4E6228</T> <V n="text_tokens" t="enabled"> <U n="enabled"> <L n="tokens"> <V t="participant_type" /> </L> </U> </V> </U> <L n="on_dialog_complete_loot_list"> <T>18069342355162985661</T> </L> </U> </V> <U n="min_and_max_times"> <T n="lower_bound">0</T> <T n="upper_bound">24</T> </U> <T n="put_on_permanent_cooldown">True</T> <V n="scoring" t="disabled" /> <V n="sender_sim_info" t="sim_filter"> <U n="sim_filter"> <T n="sim_filter">27405<!--filter_AdultIsNotBusy--></T> </U> </V> <E n="sender_sim_info_type">INSTANCED_ALLOWED</E> <V n="time_option" t="schedule"> <U n="schedule"> <L n="valid_times"> <U> <U n="days_available"> <T n="0 SUNDAY">True</T> <T n="1 MONDAY">False</T> <T n="2 TUESDAY">False</T> <T n="3 WEDNESDAY">False</T> <T n="4 THURSDAY">False</T> <T n="5 FRIDAY">False</T> <T n="6 SATURDAY">False</T> </U> <T n="duration">1</T> <U n="start_time"> <T n="hour">14</T> </U> </U> </L> </U> </V> </I>
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Post by Flerb on Jun 25, 2018 19:59:09 GMT -5
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Post by Flerb on Jun 22, 2018 19:22:20 GMT -5
got it thanks!
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Post by Flerb on Jun 22, 2018 14:57:52 GMT -5
Trying to get a feel for how the weather system works in Seasons I found many of the new XML tunings for buffs, loots, etc are not found by sims 4 studio v 3.1.1.7
I reinstalled S4S and am still missing many of the tunings. Have i done something wrong, or is S4S not able to recognize the new tunings yet? I have never seen this issue before on previous updates to the game.
Scumbumbo's XML extractor works for the interim.
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Post by Flerb on Jun 21, 2018 20:35:40 GMT -5
Thanks for pointing that out. I feel like so much breaks with every update the game must be a Frankenstein monster internally!
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Post by Flerb on Jun 20, 2018 20:28:07 GMT -5
Thanks for this!
I've just updated and doing some testing on my sunburns mod. I use the command line to update commodities a lot while testing but it seems stats.set_stat is no longer working with any commodities
for example
stats.set_stat commodity_Human_SunExposure 100 doesn't work now.
Do you or anyone know if the syntax changed? Or where to look up command line syntax?
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Post by Flerb on May 24, 2018 23:48:55 GMT -5
I'm attempting to place tunings on world objects yet having no success. I'm not talking about cloning a world object, but overriding ones already present in different neighborhoods.
For example there's an object the "Mysterious Tree" that has a tuning associated with it. When I copy this tuning to an override of the tree next to it, the Oak tree with Moss, it doesn't work and continues to give the "no sign" when mousing over it.
There must be a specific property to allow world objects to become functional as there are many in the game?
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Post by Flerb on Feb 28, 2018 19:00:45 GMT -5
Shot in the dark, I'm in the deep woods of xml tuning: I have some broadcasters working well, but they still pass loots onto other sims even while the targetsim is at school/work. It's as if they are still standing there at the sidewalk spawn point, only invisible. Household members, NPCs, all react to an invisible sim as they walk by. I cannot find a test nor buff or anything to use that identifies a sim is at school at work.
the broadcaster is using a circle radius and line of sight constraints which I assume would deactivate when a sim "leaves" to school.
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Post by Flerb on Feb 28, 2018 17:24:54 GMT -5
I'm relatively new to modding, but a general overview (you may have no idea what these things are but there's plenty of tutorials.)
you'll need to make an override of the toilet to start. this will be your custom toilet object that replaces the in game toilet. you'll need to extract the normal tuning of the toilet. (this will be another override) you'll need to change the tuning of your toilet to tell the toilet to do something different. Say change the behavior of sims to puke instead when you click on clean. you'll need to look for the puke interaction tuning, get it's ID and swap it with the clean interaction.
^this is by no means a detailed account, I'm sure there will be snags, but that's the basic idea. It's taken me around a month, and many hours to get comfortable finding and reading the xml files to be able to dream up ideas and make them happen.
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Post by Flerb on Feb 25, 2018 17:42:36 GMT -5
Thanks! I've learned a lot in the last month since I was here. Of course we all enjoy yours as well. IN FACT, I'm planning on changing the Aloe Vera in my mod to be a harvestable plant. If I can't figure it out I may be hitting you up for tips.
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