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Post by kliekie on Feb 28, 2019 15:39:07 GMT -5
That seem to have solved the error, thanks! I made a new tuning with this tutorial: sims4studio.com/thread/1324/make-basic-change-items-tuningAnd then removed this chunk which assigned the 4th dining spot: <U> <T n="part_definition">170334<!--part_Surface_Seat_Tall_NoPortal--></T> <V n="subroot_index" t="enabled"> <T n="enabled">3</T> </V> </U>
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Post by kliekie on Feb 24, 2019 3:33:01 GMT -5
I'm currently making a bar table. I removed 1 dining spot (the latest number), the design only allows 3 people to eat. But the table disappears when placed and gives me an error message, after some digging in the lastexception file I found this which is most likely causing my problem: "KeyError('Unable to find joint b__subroot__3 on object_tableDiningBar_Generic:0x071308f45aad0025[4]')", so I guess the game doesn't like it when I just simply delete a dining spot. When I place the bar and go to manage worlds and then go back to the house the table is there and it works with the intended 3 slots. Going back to buy mode and move the table it doesn't disappear anymore, but it does still gives me an error message. What step am I missing, do I need to set the amount of slots somewhere?
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Post by kliekie on Jan 9, 2019 8:52:47 GMT -5
I'm gonna look in to it, thanks!
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Post by kliekie on Jan 4, 2019 14:38:48 GMT -5
Any idea how I do that? :D
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Post by kliekie on Jan 2, 2019 20:14:29 GMT -5
Currently I'm making a Rock-a-Stack toy for toddlers. It's based on the "Tiny Teacher Nesting Blocks" (Base Game) to have the animations + geo states + movement and thinking skill included (also added logic skill and fun myself because why not). So far so good, but I'm running into 1 problem: There is one animation where the toddler picks up (a duplicate of) the most right block and just hold it for a while, looking at it from different angles. And another animation where the stack of blocks collapse while trying to add the latest block. Where is this block 3D mesh and animation coming from? The mesh in the toddlers hand still seems to have it's original texture, the block on the grounds have my own texture already (no new model yet in the shown geo state). Custom 3D mesh: Observing the most right block as a new 3D mesh: Animation of the blocks collapsing while holding the extra block:
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Post by kliekie on Jun 17, 2018 14:21:08 GMT -5
It looks like I have solved my problem. S4S was unable to locate my Blender files in the AppData folder because the Blender folder was set in the properties panel on hidden and read-only, after unchecking the hidden checkbox the problem seems to be fixed. No idea why it was set on hidden all of a sudden, my bet is because of the Windows update. Still no idea why TSRW is giving an error, that one seems to be a writing error in the software itself.
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Post by kliekie on Jun 9, 2018 20:00:20 GMT -5
I'm getting an error whenever I try to export a 3D model (copied at the bottom of the post).
I exported 3D models in S4S before without any problems, but I didn't play/create for a while and now it stopped working (importing models works just fine). I also tried exporting a 3D model with TSRW, exporting as .wso file works, but not .obj so I'm starting to thing my pc is the problem here. The only thing I can think of what has been changed in the past months is a Windows Update.
I'm working with Blender 2.7, didn't change anything compared to a few months back. Tried with S4S version 3.0.1.9, 3.1.0.4 and 3.1.1.5 all give the same error
Anyone got an idea what's causing this?
The Sims 4 Studio - Version 3.1.1.5
System.AggregateException: One or more errors occurred. ---> System.UnauthorizedAccessException: Access to the path 'C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\io_sims.py' is denied.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.File.InternalCopy(String sourceFileName, String destFileName, Boolean overwrite, Boolean checkHost)
at System.IO.File.Copy(String sourceFileName, String destFileName, Boolean overwrite)
at S4Studio.Blender.BlenderUtilities.InstallAddon()
at S4Studio.ViewModels.CAS.CASStandalone.<>c__DisplayClass74_0.<ExecuteExportMesh>b__0()
at System.Threading.Tasks.Task.InnerInvoke()
at System.Threading.Tasks.Task.Execute()
--- End of inner exception stack trace ---
---> (Inner Exception #0) System.UnauthorizedAccessException: Access to the path 'C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\io_sims.py' is denied.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.File.InternalCopy(String sourceFileName, String destFileName, Boolean overwrite, Boolean checkHost)
at System.IO.File.Copy(String sourceFileName, String destFileName, Boolean overwrite)
at S4Studio.Blender.BlenderUtilities.InstallAddon()
at S4Studio.ViewModels.CAS.CASStandalone.<>c__DisplayClass74_0.<ExecuteExportMesh>b__0()
at System.Threading.Tasks.Task.InnerInvoke()
at System.Threading.Tasks.Task.Execute()<---
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Post by kliekie on Dec 3, 2017 7:17:51 GMT -5
Thanks for testing it! I'm gonna keep it on just Cats & Dogs required for now, seems weird to me to add extra requirements when the game itself allows it like this.
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Post by kliekie on Dec 2, 2017 4:29:37 GMT -5
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Post by kliekie on Dec 1, 2017 19:52:43 GMT -5
So I'm converting a model (Pillow Fluff, ottoman/chair) from City Living to a small and large dog bed. I exported the meshes, edit them and imported my own edited version of the mesh as a 'new' mesh. What do I have to tell people concerning the expansion requirements? As in: Do people only need Cats & Dogs expansion or also City Living because it's based on a model from that EP?
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Post by kliekie on Nov 30, 2017 7:50:31 GMT -5
UII! It works! It turned out, it's so easy!But I have another problem.I made a new mesh, added transparency. On the front of the form - it is normal. But from the side visible polygons! Can this be fixed? I'm working on a set of blinds and having the same problem as Aquamarine-DreaM, the model shows something like a double transparency on the triangle edges. First I had 1 big weird line and I thought maybe because the face was too big so I subdivided it in smaller faces but the problem only became worse. Has anybody found a way to fix this? And another problem: when I look from the other side (outside) the whole model disappears if I look from a certain angle. If I position the camera to the left everything looks good, but when I pan to the right the model disappears.
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Post by kliekie on Nov 20, 2017 16:12:16 GMT -5
Update: Deleting any bones is a no-go, the model will disappear right after placing it in game. But stacking the bones all together seems to be fine. the mesh is rotated facing forwards and all bones are on that 1 entrance point. Dogs seem unable to enter the dog house when I put something in front of it and leave the sides open, so they are ignoring the sides. Problem solved..? :D
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Post by kliekie on Nov 20, 2017 12:35:09 GMT -5
Update: I just found out the dogs can enter the bed from all sides, if there is an path to it. so edit in the question: How can I let them enter by just the front and ignore all other sides?
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Post by kliekie on Nov 20, 2017 11:45:09 GMT -5
I'm working on a doghouse but I'm running into one small but very annoying issue. The big bed in the game have the entrance to the side (haven't tested the small one yet, could have the same 'issue'). So in buy mode the grid arrows are pointing forwards but the dog will be entering the bed from the side. This does not make sense to me, why isn't the entrance at the front, like you would suspect? I tried rotating the model but that has no influence on the bones and animations. It's not a problem with my model, it's just how EA made this bed, original bed for comparison: So I would like to know is there some way I can edit the bones/rig so the entrance and animations will actually be at the front? I had the same problem with a shower I was making and never found a solution to it, the animations and effects seem to have fixed positions.
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