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Post by BrazenLotus on Jan 1, 2020 12:57:00 GMT -5
I just wanted to note that although you can add new geostates to an object I haven't been able to get them to function properly. When you load the object in game all of the added geostates show up together and they don't abide by any tuning that references them.
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Post by BrazenLotus on Dec 31, 2019 16:25:13 GMT -5
Looking at it more closely I realized that the new geostates are showing up all at the same time when I load the game rather than showing up when the tuning says to. Basically the geostates are all active at the same time regardless of the tuning.
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Post by BrazenLotus on Dec 31, 2019 14:17:36 GMT -5
MizoreYukii Yes, you'd add the same geostates to all of them. It's not animated, the states just need to change like a plant.
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Post by BrazenLotus on Dec 30, 2019 15:48:35 GMT -5
MizoreYukii It's inside the model resources. I actually used an object that has geostates originally but the materials in the model resources aren't working for what I need. I already have custom tuning but the states that reference the new geostates don't trigger any changes. I was mainly just curious, I didn't want to invest anymore time in trying to make them work if it's not possible.
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Post by BrazenLotus on Dec 30, 2019 13:56:54 GMT -5
menaceman44 Did you ever get a chance to look at your project to see if you were able to get them to work? I tried to add some geostates and it didn't work properly for me but I wasn't sure if I was missing something.
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Post by BrazenLotus on Nov 21, 2019 18:56:24 GMT -5
So I'm trying to add some interactions to a few world objects by giving them a new tuning with an interaction in it. Unfortunately when I test it in-game I can't highlight and click on those objects to access the interaction if they're outside of a lot. Instead, when I hover over an edited world object it gives me the 'No' circle with a line through it symbol. If I put this world object on a lot, it works as intended. This happens with all plants I've tried to edit like this except for one tree - the Hawthorne tree. Because one object works, and the others don't I'm assuming it's a piece of data somewhere in the file that determines/allows this behavior. I spent hours looking at and comparing the Hawthorne tree file to another world plant file but was not able to find the difference. Also, there is an issue with being able to copy world objects with the eyedropper tool when they're on a lot, I wonder if these things are related? Anyway, here's a copy of two files I've created to test it, both are overrides of EA's world objects and the only edit I've made was to add a custom tuning with the 'view' interaction to them. FILES
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Post by BrazenLotus on Oct 13, 2019 10:40:49 GMT -5
Does anyone know if this issue was fixed on EA's end? I believe I saw a post somewhere that said it was. If so is there a way to update my older files to fix this issue?
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Post by BrazenLotus on Aug 8, 2019 11:05:35 GMT -5
So I'm trying to convert the clothesline from Island Living into a functional one but have come across an issue with the animation when laundry on the line gets loaded an unloaded. It looks like once that animation starts the original clothes and clothespin mesh shows up. I've changed out all the meshes and checked the Jazz file to see if there was a prop involved that I could change out to fix it but to no avail. I changed out the textures on the original clothesline and it affected the clothes in the animation so I thought maybe it was another mesh somewhere but I couldn't find the model for it in the game file cruiser. Any ideas? I feel like it's referencing something somewhere but I can't seem to pin it down. Here's some pics:
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Post by BrazenLotus on May 17, 2019 20:34:59 GMT -5
Sorry for the delay, I JUST saw your message on Tumblr today.
You would use the same technique, selectively clone the object that has the textures you want to use, uncheck the textures option, and then use the object you just created (which will have dependent textures) for your object with the different mesh.
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Post by BrazenLotus on Apr 21, 2019 10:14:50 GMT -5
If it's possible, it would be helpful to be able to search for 2 words when exporting tunings like 'garden' and 'sim' or something like that. I don't think it needs to be more complicated than that, just something to help narrow down tunings we might be looking for. Thanks for all your hard work!!!
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Post by BrazenLotus on Apr 16, 2019 18:43:07 GMT -5
Thanks for the update!
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Post by BrazenLotus on Apr 16, 2019 17:05:54 GMT -5
You're not the only one...I'm hoping they can come up with a batch fix.
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Post by BrazenLotus on Feb 15, 2019 10:39:06 GMT -5
simadream I honestly just took one of the EA counters and remapped the uv to my texture. The problem is the surface where the sink will cutout needs to be completely flat and mine had a bunch of grooves on it.
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Post by BrazenLotus on Feb 2, 2019 11:39:54 GMT -5
Make sure you replace the Normal Map and the Specular in S4S in the warehouse. If you see the seam with the lights on that's likely the problem.
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Post by BrazenLotus on Jan 31, 2019 12:38:05 GMT -5
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