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Post by sylvanes on May 30, 2016 13:02:55 GMT -5
Yeah I did test them in Windenburg :s I might need to test them in another town.
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Post by sylvanes on May 29, 2016 9:47:23 GMT -5
Hi,
I love to create terrain paints with s4s and I still do, theres just 1 problem: When I create a new terrainpaint in s4s nothing is wrong but when I test it in-game the texture go diagonal in stead of horizontal/vertical. I tested my older terrainpaints and even terrainpaints from other creators but they all have the same problem. My game is updated to last patch so it might lay on my game itself however I thought it wond hurt to ask about it, what the problem may be. Any-one knows?
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Post by sylvanes on May 25, 2016 13:49:27 GMT -5
Ha this is great! My roofs all looked to bright when the sun light was on them. Thanks!
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Post by sylvanes on May 25, 2016 12:03:03 GMT -5
Hi, I got a question, this trick is working great but when I do the same to a wall light, will the part that haves to be transperant becomes black. There was no Alphablend so I did ad 1 (like you show in steps 12-15) but it still stays black, in s4s (using version 2.7.0.2 (jackpot))and in-game. What did go wrong? In all my other objects do I not have that problem. I also did test all basegame wall lights but they all got the same problem, also did try to inport .dds and .png it makes no difrent. Found the problem! :3 For any one else who got this problem: Copy the group, instance and type code (place them on a word or notepath for making it easy) of your texture you made transparency on and allready did inport where you normaly inport your new textures for objects, wall/floor, CaS items. To find the codes you go warehouse-> look for your texture there and click data there will you find the codes. Now follow the same steps you need to do for adding the -alphablend- and click the add button and place in -field- 'alphamap', change -typecode- in 'texture' and then copy the group code in group, instance code in instance and type code in type. Then click save and do the same to all textures as you need to do with adding -alphablend- and also to all to all lods.
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Post by sylvanes on May 22, 2016 16:20:28 GMT -5
Hi, I got a question, this trick is working great but when I do the same to a wall light, will the part that haves to be transperant becomes black. There was no Alphablend so I did ad 1 (like you show in steps 12-15) but it still stays black, in s4s (using version 2.7.0.2 (jackpot))and in-game. What did go wrong? In all my other objects do I not have that problem. I also did test all basegame wall lights but they all got the same problem, also did try to inport .dds and .png it makes no difrent.
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Post by sylvanes on May 18, 2016 14:13:28 GMT -5
Enjoy! A new set of victorian styled curtains. I made a set of 7 parts: 3 to fit smal to middel hight windows, 3 to fit middel to large hight windows and 1 border to make it complete. So you can place them to fit, if its just for 1 window or 10 they all just fit great. They come in atleast 6 lace variant and every variant commes in 3 colors: black, cream and white. Your free to create recolors/retextures but credit me for the mesh. #ts4#ts4cc#victorian#curtains
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Post by sylvanes on May 18, 2016 13:43:40 GMT -5
I made an edit of my fave basegame curtains. I did split it up in 2 and made them more squireshaped then the original round. They have the original colors on them of the basegame but your free to make recolors. I will prob be making more edits when I see use to it. Enjoy! #ts4#ts4cc#victorian#curtains#gothic#basegame
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Post by sylvanes on Apr 14, 2016 15:21:31 GMT -5
Hi, the slot feature is awesome and thanks for the tut to show us how you need to use it. I got it after the first try But is there a way (like the slots on a surface) to change the water of a fountain? Not the texture but how it flows (effect?), for now I need to make my mesh to fit the ea's (statue) mesh for the right water (effec?)I got some great idea's for statue's but it just dont work with the ea water(effect?)flow. Would be great if I could change that to let it fit my meshes.
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Post by sylvanes on Jan 19, 2016 15:45:38 GMT -5
If you import the hair from 3ds max or Maya you are best off using .fbx if you want to keep the joint assignments. If you would prefer to do the bone weighting in Blender there is a tutorial in the tutorial section that shows how to transfer weights from an EA hair to your hair using Blender for that. I do not recommend the use of Milkshape in your work flow at all. Both Maya and Blender are worlds ahead of what Milkshape can do. The only people who should bother with Milkshape anymore are those who already know and feel comfortable with it and don't have the time or inclination to learn to use a better 3D editor. sylvanes , you do not have to use the Warehouse any more to use the SimGlass shader. Studio has added an automatic shader assignment for SimGlass and it is in the Tools section of Studio's top bar menu. It is also unnecessary to use the .dds format when you are using Sims 4 Studio. Studio can accept .png and it is a much easier format to use. I dont recommand any 3dprogram, just use the 1 you work best with. However maya and blender are better atm and I never said ms3d is the best, I just work with it well thats all. I did follow 'easy' tutorials to learn to work with blender but no luck so far ): But hey! I will keep trying some time later For the glass shader, I didnt know. I still do as I used to do But I did know that you can use .png in s4s, I just keep using .dds for myself. But others may use/do .png if they like.
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Post by sylvanes on Jan 19, 2016 14:23:49 GMT -5
1. in what format did you export it to in maya? 2. thats alot of work for trying to export something... 3. 3ds max dont work well with ms3d, ms3d cant allways read the files from 3ds max good. Thats maybe why it will look so odd in ms3d.
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Post by sylvanes on Jan 19, 2016 12:10:26 GMT -5
So far as I know from exporting from a 3dprogram to another is the best to export it as .obj and then inport it to blender. But if you export it as .obj you do lose all bones of the mesh and you will need to assaing them again in blender itself.
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Post by sylvanes on Jan 18, 2016 11:41:08 GMT -5
No problem I'm glad I could help. If you still got questions then just ask them
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Post by sylvanes on Jan 18, 2016 11:39:29 GMT -5
Then you might do some pulling then Or did you done that allready?
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Post by sylvanes on Jan 17, 2016 18:05:52 GMT -5
Hi TheNathanParable! And welcome to s4s forum. I hope you will find your way here and if you got questions you can ask here on the forum.
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Post by sylvanes on Jan 17, 2016 18:01:41 GMT -5
You could try but I think more that the breast morph did go away after you did took the jacked part of the original mesh away to turn it into an accessoire. Its not a big problem, the sims there breasts will not be extreme large XD But it might look odd when you pull it out more from side vieuw.
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