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Post by spljushka on Nov 22, 2019 18:34:16 GMT -5
Hello, sorry for such a late reply (I'm off/on due to illness). I was trying every possible (and most probably, impossible) way and eventually completely ruined the object and had to delete it. Meanwhile, I learned why it was made sinking in the ground: it was to make it fit in uneven terrain and, probably, cover those beige patches of the stretched ground, so in the end, I decided to leave it sinking.
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Post by spljushka on Oct 5, 2019 8:36:09 GMT -5
Hi there, I am trying to "liberate" some world items. One of them is a rock from Cats&Dogs (2809D). After making it buy-able I saw that I cannot place it without the moveobjects cheat. The footprint was there and it was red. I remember someone here said that this may happen if the object is partially below the grid. This rock sits in the ground, so I moved up the meshes in Blender. Now I can place the rock without the cheat but the footprint disappeared. I did not check if it still blocks sims from walking through it, but I can place a carpet underneath the rock, so I think it does not. How can I raise the object to be able to place it without cheats, while keeping its footprint? What I did in Sims4Studio: - choose "Create 3D mesh"
- change name, description, price, tags (remove the tick from World Object, add tick for Rocks), add a swatch
- change DevCategoryFlags to xxx80
- export all meshes, adjust them in Blender, and import them back
- click "Adjust Footprint" button
In Blender: - select object (I tried both Object and Edit modes, and I tried Select All by pressing A or selecting only the mesh by clicking on it. Saw no difference)
- press G Z .61 to raise the mesh and save the file
- repeat for all meshes (lod0, lod1, shadow lod0 and shadow lod1)
Any ideas?
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Post by spljushka on Sept 26, 2017 11:25:44 GMT -5
Thank you, if it is just flushing than it's good, since I'm making a very primitive set.
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Post by spljushka on Sept 26, 2017 6:11:53 GMT -5
That's bad. Is there any way around it? A trashcan, toilet and toddler's pot are all in my must do list, as well as a stove, sink, bath, fridge and counters. Edit: I saw bakie's tuning tutorials, so I'm thinking, can I take some decorative pot or whatever, create my mesh and recolor according to orangemittens tutorial and then use bakie's tuning tutorial to change the originally decorative item into a trash bin, will this work? Or am I saying something stupid?
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Post by spljushka on Sept 26, 2017 3:20:18 GMT -5
Hi, I'm trying to make a new trashcan following Start to Finish Object tutorial. When exporting lod0 I get a warning saying that some of the mesh geometries are not supported by S4Studio and a suggestion to remove them. I tried several EA trashcans, all of them had this message. Is this something I need to worry about?
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Post by spljushka on Sept 20, 2017 13:08:54 GMT -5
MisterS, thanks a lot, it worked! EDT. It looks like I've chosen wrong EA item for this tutorial (M.A.P. framed jersey). My painting looked good in S4S but in game it had mirror-like reflection. Luckily, I found another tutorial by orangemittens ( Remove Shine ). Now there is only one problem left. In game if I zoom in close to the painting it looks good, but if I zoom out some huge glare appears (very bright spot of light, sorry for my English). Inside, the glare position depends on where I put a lamp, outside, it reflects the sun. The problem is that it's too big and bright like the light reflected by mirror surface, not canvas.
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Post by spljushka on Sept 20, 2017 9:32:19 GMT -5
Thanks for the tutorial :0). I'm a complete newbie, so I have very vague idea of what I'm doing.
After the step 133 (texture import) my picture looks weird - in the left window preview the sides, top and bottom are all good, but the front is turned upside down O.o. Though the texture preview is as it should be. Please, tell me how to fix it.
I suspect I might have pressed some magic button in Blender, but I have no idea which and when. As far as I'm aware there were only two things I did differently. First, after adding the cube in the step 11 I was absolutely sure I wouldn't be able to get the cube width and height anywhere close to my painting, so in the Object Mode I set the cube XY dimensions according to pixel sizes of my painting, and used ctrl+N to set scale (don't ask me why, that was what the internet told to do, so that the numbers in the scale fields are all back to 1.000). After that I followed the tutorial to change the depth. Second, somehow I was not able to select edges to mark seams (step 49), so I selected the whole cube and then pressed Mark Seams.
Also, in you pictures there is some distance between the painting and the grid, while my painting sits on the grid and the bottom part of the shadow plane sank beneath it. Is it alright like that?
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