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Post by Lanti on Feb 4, 2018 17:29:57 GMT -5
I read in another thread that the shadows could be coming from overlapping UVs in the main and shadow LODs. So we would have to slide the shadow LOD a bit to the sides? Why would it happen only to some objects, then, since most of them have the same UVs in both shadow and main LODs? I've read around the forum and didn't find anything to explain the shadows. I'm sorry to bump this. If no one answers again, I'll leave it alone.
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Post by Lanti on Feb 4, 2018 16:59:43 GMT -5
#walls #wall #wallpaper #blackandwhite #build
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Post by Lanti on Jan 30, 2018 13:30:33 GMT -5
I'm trying to understand what causes the shadow/ambient occlusion issue from the Cats and Dogs patch. Does anyone have any thoughts? I stopped updating my game right before the december 12th patch for fear of futhering braking my CC, and I was waiting to see if EA themselves would solve it or a general fix would be available. I know of two suggestions for fixing this, disabling the ambient occlusion SSAO for the whole game and for a single item, but I wanted to know if there is a light at the end of the tunnel for a S4S batch fix or an official EA fix, and also if someone has understood what exactly goes on to cause the weird shadows to appear? I think it's weird that they only appear on some objects while not on others, even if said objects have a similar structure, for example, plants. Most CC plants use a texture with transparent bits for the leaves, but the weird shadows only appear in some of them. Why is that? I have seen the shadows appear in two pieces of my own CC, both of which I haven't finished yet. One is a counter and the other is a painting. What they have in commom is that since they aren't finished, their shadow LODs do not match their shape. This got me to thinking that this could have something to do with what's causing the shadows? This would be the case for plants too, since the shadow LODs do not have the shape of the texture. This could be a coincidence, but I wanted to ask if anyone noticed something similar? I also noticed it on other pieces of CC that have shadow LODs that don't match, either because the creator didn't replace them or in objects like paintings with various sizes in which the mesh is just a big transparent square. Wherever the shadows appear, they seem to show through the objects. It's like the game is taking the information for the item's opacity and shape from the shadow LODs, not the main LODs. So another possibility is that this isn't an issues at all and so will never be fixed by EA. I was thinking this itself could be a fix for a previous issue, since I have the impression that while some objects broke, others seem to look better after the changes? I can't point to specifics, though, but has anyone else noticed it? Is it possible or is it too far fetched? Here is a picture of the painting I mentioned. I started making it before the patch and it looked clear. After the patch, the shadows appeared, and they have the shape of the shadow LOD, which I haven't replaced yet. In the same picture there is a CC plant that also shows shadows which are clearly the shape of the mesh under the transparent texture. Any thoughts?
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Post by Lanti on Jan 30, 2018 12:37:29 GMT -5
Hi. Is your game fully patched with the last update? I was thinking this could have something to do with counters being more "updated" than the game, since I have this happening to a single counter I have, which has been updated by the creator, but I haven't updated my game yet.
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Post by Lanti on Dec 25, 2017 19:28:07 GMT -5
Hello, I have a problem with the files. Since I installed the new Sims4Studio, I can't link the files to the program, so that they open automatically if I click them. Open file example.package with --> Sims4Studio.exe --> don't work, he don't remeber the path and Sims4Studio don't even appear in the list at all. The only option is to open the programm first and open the files through the program. saisanzi I'm not sure if this is the same issue but I had something like this happen to me once after I messed up reinstalling Sims 4 Studio. It was something with Windows registry. Here's what I did, very simple: I went to Program Files and navigated to the Sims 4 Studio EXE file and renamed it. I put in the version name in it but you can rename it however you want as long as you change the file name. Then go to a .package file, choose "Open with" and also check the box for "Always open with this program..." (or something similar, I don't remember what it says exactly). Then, navigate to the Sims 4 Studio EXE file you just renamed and double click it to choose it. That way Windows will always remember to use S4S - if your issue is the same as mine was, of course. Also, you would have to do this everytime you reinstall/update S4S.
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Post by Lanti on Dec 12, 2017 16:43:53 GMT -5
I have Get to Work, Get Together, City Living and Spa Day. It's working.
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Post by Lanti on Nov 26, 2017 10:21:20 GMT -5
Hi. I'm doing something similar and I found this thread here that really helped. I believe you can get something from there.
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Post by Lanti on Nov 25, 2017 18:35:56 GMT -5
Hi. I'm sorry to bring up an old thread but I guess it's best to keep things together since I have a doubt about the same issue? I'm making some default override recolors for world objects in the debug section of S4S, like trees and also the grass on the floor. So I have two questions. One - that seems to have been answered already - so, I can't have a .package that overrides a debug tree texture without including its mesh? Why is it, then, that a lot of the debug trees I recolored changed other trees that used that same texture? How can we have issues in overriding textures that are used for other objects, that we don't want to change, but they change along? This issue is best described in this tutorial by orangemittens, not sure if I was able to be clear. My objective was the same as the original poster, I thought I could get rid of repeating resources such as the mesh and even recoloring the same texture resource twice without noticing. I guess I'm just trying to see if I understood this correctly. And the second question, how can I share overrides to world ground textures? I found them inside the fullbuilds and changed them directly through there. I wasn't able to find them with the "override object" option in S4S's debug. Now I would like to share them, but I have no idea of what mesh they are referenced to? I thought I could make a blank package and create resources with the same instance numbers as the textures I'm overriding, or something like that, and it would work. But I guess not, from what I'm reading here? Thank you. EDIT: I found this thread that solved my problems. I still don't understand how one thing works with the other, but as long as it does the trick...
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Post by Lanti on Nov 25, 2017 18:17:10 GMT -5
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Post by Lanti on Nov 23, 2017 18:11:25 GMT -5
Hi. I made a backdrop replacement for Windenburg and it doesn't show up. I went into S4S, clicked override, searched for matte and found the backdrop called "mountain range 1". Exported the texture, edited it, imported it back again and it shows up fine in S4S. But when I go in game, the default backdrop is still showing. I tried deleting the cache files in the documents folder thinking it could have something to do with refresh and nothing. It's still there. Does anyone have any idea what could be going on? Here's a picture of the backdrop I'm talking about: Salvar
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Post by Lanti on Oct 28, 2017 19:37:47 GMT -5
This is loads of fun! I think it's the first time I really got into Simblreen, although I was already around in Tumblr this time last year. I'm not going to do the trick or treat thingy, since I guess I don't have enough followers for it - can you imagine the shame if no one shows up at "your porch"? lol But I made something too and put it up straight for download. I put it in my Creator Studio too, anyway. My simblr is here if anyone wants to check it out. Meanwahile, I'm already doing the rounds in trick or treating this simblreen, a lot of awesome stuff. Happy halloween, best time of year!
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Post by Lanti on Oct 28, 2017 19:27:07 GMT -5
Witchy posters in 30 swatches with white and golden frames. The artwork is by Camille Chew. I think if really fits with the game, if you’re Maxis Match or not (like myself lol). Her work is really cute and intricate, and she kindly let me bring it into the game. You can see more of her stuff here. Mesh by me. Happy halloween! #deco #wallart #witchy #halloween
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Post by Lanti on Aug 6, 2017 15:39:31 GMT -5
Hi. I'm making some walls and I have to change the normal maps. I'm used to making normals using DDS and I need the alpha layer. So I've made the normal for my walls and saved as DDS "DXT5 interpoladed alpha", as always, but Studio won't recognize my file when I go into import. I can export as DDS, but not import. I have the latest version of Studio (Harmony 3.0.1.9).
I searched for this in the forum and couldn't find anything, except for the update notes saying that DDS was being supported again? I'm a bit confused, though. Is this something that can be fixed or is Studio not supporting DDS files anymore?
Thank you!
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Post by Lanti on May 9, 2017 22:54:28 GMT -5
Hi, orangemittens. It worked now, all I had to do was put in another 0 after clicking outside the field once the first 0 was in. I hadn't tried clicking out and in again, and that solved it. Must be something with my PC, I don't know lol but thank you so much for your time, the pillows are working now.
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Post by Lanti on May 6, 2017 18:16:38 GMT -5
I reinstalled S4S, and installed the latest version Harmony 3.0.1.7, still no luck. I tried changing the footfrint of other packages following the same method and I got the same result. As soon as I type in a 0 into the fields, they turn red. I save the package and when I reopen them, the numbers are back. Is it really supposed to stay all 0s or perhaps I'm mistaken and should make further tests? I'm thinking that removing the footprint will make the item go over other items (or sims) without having to use MOO, right? Thank you once again
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