Ah thank you so much! Yeah, I was randomly really lucky with the mesh alignment, haha. Thanks for taking the time to check out the mesh on your own, I'll fix that seam along the back. Thank you so much!
I wanted to try and convert one of the child hairs to adult male. I followed the instructions in this tutorial, I changed the age groups first in Warehouse and then started editing the mesh in Blender. I didn't adjust it perfectly, because I just wanted to see if the top of the hair was alright:
But when I imported the edited mesh into Sims 4 Studio, for some reason the bottom half of the mesh sort of, righted itself to align perfectly to the male scalp?
I checked the mesh out in game too, seems to be working alright despite the actual mesh not being aligned correctly. I'm tempted to just call it here since I've never had something work out so well for me before. Is the file actually okay? Here is the package + Blender files, thanks in advance!
I'm sorry for replying a little late, but thank you SO MUCH for your help. I'm glad the thing about the swatches wasn't entirely my doing, haha. The file's all good now, thank you again for sticking with me until the problem was fixed!
Thank you so much for the detailed reply, I didn't realize the texture needed to be moved. And thanks to you finding the Focused buff in Object tooltip, I was finally able to get rid of the emotional buff. Thank you so much.
Thank you for taking a look at my file! The Focused buff is still showing up for me, though? If you don't mind, could you explain how the mesh was embedded into the wall? The mesh itself is fine for me, I'd just like to remove the emotional buff that's part of the object.
I extracted the buydebug painting you get from the Microscope, but I'm trying to remove the Focused buff the object gives off? Here's what I've done so far:
- Followed the directions from these threads: 1 / 2 - Imported the Object Definition Data from a basegame painting - Edited Object Definition fields: EnvironmentScoreEmotionTags_32 , EnvironmentScores to match the values of a basegame painting
Is there anything else I can do? I'm an awful n00b, hopefully I haven't missed something super obvious ><
I think the coat works now! I haven't tested it thoroughly yet but it shows up in CAS and doesn't do that flash effect anymore. I cloned a different ring this time, the left ring finger one, and embedded all externally referenced resources as Feyona suggested. Thanks for the helpful feedback~
You could probably anyway simply clone another accessory, import your textures and the mesh and try again, there should not be any problem if you take one of the "ring fingers" for example. Quite funny issue though :D
Right? While I was getting somewhat frustrated with the process, this glitch is hilarious XD
I think your package references emission map from game files. When I create new .package, I press Modding -> Tools -> Embed all externally referenced resources (CAS), so all resources that belong to particular item get included. In your case I would clone another ring and re-import your mesh and textures. You can always change a category in Studio.
I think you're right, trying a different to clone from might help. I cloned the male Middle Finger Ring, while I noticed a lot of accessory jackets clone from the left finger ring. Will try this out and update this post
Hello! I'm attempting to convert the Coattail Outfit from the Vampires pack into a jacket accessory, and I'm having quite an interesting issue. I cloned a ring to import the jacket mesh onto, and it displays fine in Studio. When I first loaded it in game though, it caused the entire Sim to disappear. Several times later, it does um, THIS now:
What is even happening here LOL?? I'm using Harmony 126.96.36.199 and Photoshop CC 2015. Here is my package file as well: www.dropbox.com/s/f548xc0y8t4ldqi/SeparatedVampireCoat.package?dl=0 Thanks in advance for the help! I was going to try and fiddle with it on my own, but then THAT (points above) happened and I'm just... amazed at how badly I screwed this up ><
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