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Post by OHMYPLUMBOB on Jul 7, 2021 23:04:15 GMT -5
I'm working on some new defaults and recolors of ALL The EA hairs, and that's a LOT... and you know some are repeat textures, like adults and kids or just female to male, and I want to save on file space, so can I reference images from one of the files?
I saw some questions about this but I don't remember seeing one for hairs, but I do apologize if this has been answered already, I searched and couldn't find what I was looking for.
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Post by OHMYPLUMBOB on Jul 2, 2021 23:52:46 GMT -5
Unfortunately there's no automatic sorter or anything for CC. In s4studio you can view your CC so you can weed out what you want to keep and delete, but you can't sort them.
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Post by OHMYPLUMBOB on Jan 26, 2020 20:27:54 GMT -5
Hey guys, well I've tried this before and FAILED miserably. However, I REALLY want to get into converting clothes from the sims 3 to the sims 4. I know how to convert objects, but clothes are REALLY different.
I've tried following a few videos but there's no text or audio so you can't really tell what they're doing, especially in blender.
I know how to extract everything from the sims 3 file but I get lost in the next part. I know how to do the texture part, but the meshes is what gets me.
I see some people doing things in milkshape (which has ALWAYS confused me) and then doing something with the bones in blender? I'm just completely lost.
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Post by OHMYPLUMBOB on Jan 1, 2020 22:17:53 GMT -5
So i'm wondering if it's possible for the hairs that have both female and male seperate packages... if you can use the textures from the OTHER sex's hair so I can save on the size of the files (especially basegame)
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Post by OHMYPLUMBOB on May 1, 2018 23:04:50 GMT -5
I'm very grateful for the feature - but i'm hoping you guys might be able to implement saving the secondarydisplayindex number along with it? Perhaps with options like 'allow for random' and perhaps masculine and feminine. I recolored a whole bunch of hairs before I realized I have to go back and set the display index numbers because they weren't set with the swatches
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Post by OHMYPLUMBOB on Feb 26, 2018 21:52:43 GMT -5
I did... and for some reason, after I saved and closed the file, it went back to normal. So what I had to end up doing is making an override for each eye, because I figured each had its own emission and it would mess things up, and it's working so far, but again I have to save it, close the file, open it up again, make the emission blank and then save it, and then it works. It's weird, if it's a bug you guys might want to look into it, but I did finally figure it out!
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Post by OHMYPLUMBOB on Feb 25, 2018 22:37:27 GMT -5
Hey guys, I've been stuck on this for a few hours so I thought i'd ask for some help.. I'm trying to make vampire defaults but I don't want EA's glowing part. I've read a few things on emission maps and have been successful at making ONE eye not have it, even though I put my new map in all the other swatches...but now it doesn't work and no matter what I try, I'm still getting the stupid glow on EVERY eye, and now a flashing on the first swatch, and only the first swatch. here's my package: link
they are default replacements - but I don't know if that makes any difference. I know people have made defaults for vamps without having the glow
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Post by OHMYPLUMBOB on Nov 20, 2017 21:33:47 GMT -5
did you use the 'adjust footprint to fit mesh'? that's how I got mine to work!
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Post by OHMYPLUMBOB on Nov 16, 2017 2:42:21 GMT -5
didn't work...dog still goes through it :(
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Post by OHMYPLUMBOB on Nov 16, 2017 0:37:07 GMT -5
Hey guys! I've had success converting a few dog beds from the sims 3, but I'm having a problem with one from the sims 2. I can update the footprint of the sims 3 bed and the dog will go on top of the bed, but for the sims 2 bed, it still goes about the same height as the original small bed. I've tried several things and i'm SUPER stumped. I've included my blender file and my package file. package blender file
thanks for help in advance!
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Post by OHMYPLUMBOB on Aug 20, 2017 15:17:40 GMT -5
Man this sounds a lot more intimidating than I thought it would be. What i'll probably do is include the EA colors in my recolors package, just to make it easier. Thanks for you help guys... Next time I might do it side by side and add slot by slot
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Post by OHMYPLUMBOB on Aug 18, 2017 23:01:17 GMT -5
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Post by OHMYPLUMBOB on Aug 18, 2017 20:04:27 GMT -5
I did this several times, I exported the slots to a .binary file and imported it into another file, and it has a lot of empty things with no names? but nothing shows up in the slot area and here's the file: eacolors.package
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Post by OHMYPLUMBOB on Aug 18, 2017 12:19:43 GMT -5
OH GOSH! I did get confused! instead of Rig I mean Slots... I was reading another post as I was looking at this
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Post by OHMYPLUMBOB on Aug 17, 2017 16:27:37 GMT -5
Hi there,
I'm trying to figure out how to export a rig so I can put it into a different recolor of the same item..
However, I export the rigs, go to import it into the new mesh (same item) and it's just the default one. I closed s4studio and reopened and it's still the same.
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