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Post by cupidjuice on Mar 30, 2018 21:44:09 GMT -5
I have transferred weights from a million different tops attempting to fix the funky weights on this top. Can anyone tell me what exactly is wrong? I know everyone is probably tired of me constantly posting about weights and vertex nonsense I guess I just will never wrap my head around it
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Post by cupidjuice on Mar 23, 2018 20:28:53 GMT -5
I'd guess that the whole computer, except the screen which is seperate from the computer mesh, has been assigned to the mouse joint. Fix it by checking the joints in another computer and copying the set up. As I remember most vertices are assigned to the transform bone with just the mouse itself, not the cable, assigned to the other. If you don't know how to assign bones check out the meshing tutorials here. There is one about creating an accessory that covers joint assignment. The names will be different but the principle is the same for objects. You'll have to delete the mouse bone for your shadow meshes. Good luck i figured it out no worries!
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Post by cupidjuice on Mar 21, 2018 22:30:44 GMT -5
As you can see the while computer moves with the mouse :P Thank you in advance to anyone who takes the time to look at the package file ♥
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Post by cupidjuice on Feb 10, 2017 17:19:30 GMT -5
(this is funny but its not) both problems (including the previous thread) were because there was a light hiding in the kitchen hood, causing me to be unable to place it *kms*
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Post by cupidjuice on Feb 10, 2017 16:12:33 GMT -5
I made a previous thread about this counter but it is a different issue, now. It seems I can't place a counter in between two of them, but I can place a stove? Any help is appreciated here is the package file here is the package file
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Post by cupidjuice on Feb 10, 2017 15:21:09 GMT -5
edit: nvm! apparently [1] is the standalone counter and [6] is the snapped on, i guess?
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Post by cupidjuice on Feb 10, 2017 15:06:15 GMT -5
I'm trying to make some counters, and I haven't gotten very far. I've only made one counter, and haven't replaced any of the bump maps etc, but when I place it on the wall it takes on the mesh of the originally cloned object as you can see below: here is the package fileany help is greatly appreciated
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Post by cupidjuice on Jan 17, 2017 22:15:44 GMT -5
Sorry I didn't get a chance to answer. I'm glad to hear things are working for you now You're fine♥! I figured it had to be something with me removing the slots, anyways- it was the only thing I changed minus the added parts to the furnace and what not ;>
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Post by cupidjuice on Jan 17, 2017 19:01:55 GMT -5
Yep! That was it. Removing the slots is what was causing the problem.
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Post by cupidjuice on Jan 17, 2017 10:40:17 GMT -5
I found this thread mentioning taking away the deco slots can result in the same defect I'm still having.
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Post by cupidjuice on Jan 17, 2017 10:04:34 GMT -5
I threw together this furnace fireplace a couple years ago, OM helped me with the tuning to remove the flames/glow, and it remained functional as a fireplace.
I decided to give it a face lift, so I re-worked it last night despite my lack of build/buy knowledge.
I opened the original package file via the "projects" tab and imported my new mesh.
All was going well until I tested it this morning: My sims throw their arms up in protest because it is out of their reach to "light" it.
Lastly, there is a funky shadow on the back right side of the tank. It isn't on the left side, though. I haven't been able to figure out a remedy myself.
I'm no build/buy expert so any help is appreciated.
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Post by cupidjuice on Nov 7, 2016 21:39:16 GMT -5
Another thought, that is potentially useless: There is a baby default skin, by Chisami, maybe this will help somehow, at least for referencing, or some kind of resource to help figure out how to get the baby to pull the ghost textures/shaders, whatever the lingo is.
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Post by cupidjuice on Nov 7, 2016 21:36:39 GMT -5
I can't help too much with the actual issue and this may come off as a "caption obvious" statement but the only ways to get a ghost child is to create one in CAS through ghost parents or getting the "death" outcome when wishing for a child at the wishing well. So perhaps babies screaming objects that look like babies can't use the shaders because the shaders are only available for every age except babies. Which would make sense why those little fingers are trying to turn into hands, it looks like they're adopting something made for a larger sims like a child. Oh, think you missed a bit there. You can't have ghost babies in the vanilla game - that's what my mod does. The parts I've written, at least. The only thing I've got left to add is getting the babies to look like ghosts. As for the babies, the reason they don't use the right shaders is, I'm pretty sure, because they're objects and not technically sims. They've got the trait assigned at birth but it doesn't affect anything. I've got a fledgeling idea of how to modify the object based whether or not the baby it contains is a ghost, but that's useless when I don't know how I ought to modify the bassinet. Oh no I definitely got that part, I read thoroughly. Like i said all his is beyond my realm of understanding as far as gameplay modding goes; So when the baby is IN the bassinet it doesn't comply with the shader?
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Post by cupidjuice on Nov 7, 2016 20:30:25 GMT -5
I remember making a tattoo a year ago and the alpha functioning fine but I guess EA changed something because recently because my tattoos have looked fine in S4S but when I go in-game they are almost invisible / color is drained / it looks like it has light BLASTED on it.
I found darkening the textures (like, a lot) will make them show up as normal but you may need to fiddle with it to get the right effect.
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Post by cupidjuice on Nov 7, 2016 20:08:43 GMT -5
you only have the outfit category "nude" checked, you need to add other outfit categories and check a style choice like fem or masc
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