So I tried to create a costume using a full 3d model and I got all the vertex groups in place and I go into the game and the model was squished down and just floating and not moving with the Sims legs or arms. (I took the video before texturing it) heres the .blend and .package if needed
This is what its suppose to look like and its suppose to be the size of the bear costume
So your base object is the roomba? That's why there are no sitting options for Sims then as they don't exist to begin with. You will need to edit the tuning as well to add all of the sitting options for Sims.
Do you have any idea what that tuning xml is called?
So your base object is the roomba? That's why there are no sitting options for Sims then as they don't exist to begin with. You will need to edit the tuning as well to add all of the sitting options for Sims.
What did you use as a base? If I were making a chair, I would start with an existing chair.
I used a chair from cats and dogs and made an override of the Roomba and replaced the Roomba with the chair and was able to move the sitting spot for cats, but when putting all the things for Sims they don't get the option to sit.
I have seen many tutorials about editting EA meshes but they usually are just cutting down a sizing down or cutting down a footboard or something like that. I am trying to add to a mesh, such as adding a small cubby to a EA mesh desk, but I find that everything I add, when loaded into the game, looks slightly see through so you can see objects behind it. Can somebody help me figure out why this is happening? See screenshot in link below.
Why don't you use the already Converted version from S2 to Sims 4 by mammut at www.simszoo.de? I been having this LoveSeat in my game for the longest and it still works fine. It's fixed for C&D also.
It looks nice, but I'm trying to create one for a fan stuff pack but maybe I can use theirs if I give them credit for it? But actually thank you because I can use theirs and see what I'm doing wrong in mine and learn from what they did
Well, with a new diffuse and just moving the overlapping part so that it can be textured separately, it works. It does not have to be re-mapped to get rid of the half maps. Here's how I remapped it:
And how it looks in game:
You won't have to change the original texture except to move the couch base part around a bit and add something over the part of the map you moved. It's the underside of the couch cushion and can only really be seen a tiny bit from the sides, so copying part of the couch cushion texture and pasting it over that section would work.
I also made a separate background layer in Photoshop, used the eyedropper tool to get the color of the couch cushion, and paint-filled that layer. Then I merged the two layers into one. Not sure if that's necessary, but, again, there was something about your diffuse that the game didn't like.
This is the final texture I used:
Im pooped, I cant seem to replicate what you did and it keeps coming out still messed up unless i have no idea what your talking about Im not sure i understand the diffuse part?
This is a weird puzzle! Not 100% sure just yet - could be a combination of things. First, the game doesn't like your diffuse texture. Not sure why. PNG textures I created worked fine, and I couldn't see anything too weird with yours in Photoshop except the transparent parts. Even when I paint-filled the background on yours to get rid of the transparent part, the game still didn't like that diffuse file. Someone with more knowledge than I would have to explain that one.
Second, your blender UV map had parts that overlap as shown below. That won't work in Sims 4. Each part has to be mapped in its own space with no overlaps. (at least it did in Sims 3 and still does as far as I know in Sims 4)
Another thing I noticed is that the mesh used the sims 2 technique of somehow "halving" the uv map. Basically, the uv map and diffuse textures look like 1/2 of the corresponding mesh part but cover the entire mesh part in game. I've seen it on some Sims 2 meshes I tried to convert for Sims 3. I never meshed or textured in Sims 2, so I have no idea how that was accomplished nor if it works in Sims 4. (It did not in Sims 3). I totally re-mapped the thing in Blender thinking that was the main problem, but even after doing that the game still didn't like your diffuse texture. My new baked texture showed up fine, but not your diffuse texture. Weird.
So, the last thing was to delete your diffuse texture and only use my textures. And that finally worked. I'm going to do one more test to see if just deleting your diffuse and keeping the old UV map would work, but that might have to wait until tomorrow.
Best of luck with this thing - it's a toughie! I'll keep answering questions for you if I can.
Remapped with new textures (a bake and playing around with the original texture):
New UV map to get rid of the 1/2 mapping -
Baked texture -
Playing around with original diffuse texture (not complete) -
Oh man, that makes me really nervous and a bit overwhelmed specifically because having to modify the textures without losing quality is very important to me, but i will give it a try in a little while!
I think something is wrong with your blender file. When I zoom in and out on it, the couch sometimes goes from white to black.
Also, your shadow mesh with cut value 1 is inside the main love seat mesh. It's supposed to be on the ground. Try cloning the Epiphany love seat instead. It only has 1 shadow mesh which would match better with the Lips love seat base.
So I reconverted the couch using the one you suggested and it still looks like a mess, heres the images and when I'm zoomed out its not black.
Hello! I have a question, we can change the model of a sim? I mean, I want put a 3d model from other game as a sim. I appreciate if anyone can tell me if i can and how. Thanks so much.
Im not sure if you can replace a sim model, but you could probably do it like how the bear costumes work? I dont really know but thats all i can think of
I've come across a new issue, so I was able to get the couch to work and all and looks great in Sims 4 studios but in Sims 4 it looks like a mess. Here's the blender and package file!
What sofa is it? I could answer you better if I could see the parts your're talking about. Also, what program do you use to UV map your meshes?
Short answer - In blender, select the uv map of the first mesh part in the UV Image Editor window and drag it off to the side so that's it's no longer on the grey square. Do the same thing for the uv map of the 2nd part of the mesh except select it and drag it off to a different side from the first one. Then join (Ctrl+j) the two parts of the mesh together in Object mode. Now when you go into the UV Image Editor window, will see both parts of the mapped mesh. Scale and position the maps back onto the grey square so that they don't overlap each other.
This is what I mean when I say drag the UV map off to the side:
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