|
Post by rosebud1773 on Jun 19, 2023 20:08:28 GMT -5
I'm planning to eventually upload her facial markings. I actually made it a tattoo, but it still needs a proper thumbnail.
|
|
|
Post by rosebud1773 on May 7, 2023 5:58:31 GMT -5
Are you trying to add harvestable plant slots to it?
|
|
|
Post by rosebud1773 on May 7, 2023 5:48:28 GMT -5
Make sure you are not putting the script file more than one folder deep in your Mods folder. Example: Sims 4/Mods/PosesPlayer/Poses - you will put your script file no deeper than PosePlayer otherwise it will not work. Since your game is refusing to launch with the files in place, there is the possibility that the program you're using to decompress compressed files is out of date. If so, it could be corrupting the files as it unpacks them. If not, here's the 3-20-23 version of PP that is currently working in my game. No idea if there's been an update since, but if so, the update itself could be corrupt. www.simfileshare.net/download/3852604/
|
|
|
Post by rosebud1773 on May 7, 2023 5:32:54 GMT -5
If the game culled your sim, they're pretty much gone because culling is deleting. It does this for space. If you made this sim in CAS before playing them, there should be a copy in your library. Of course, the library sim won't have the milestones or relationships as the played version, but if all you're looking to do is upload them to the gallery, they don't need to have those.
Assuming your sim was born in-game, the sim is gone. This is why I use MCCC to take families into CAS regularly. If I like the new sim born to a couple, I'll delete everybody around it, save it to the library and then exit CAS (X button so I don't accidentally save the 'deleted' family).
Basically, all the 'nulls' I'm seeing in your post regarding this sims is pointing me to believe it actually has been deleted by the culling system.
|
|
|
Post by rosebud1773 on May 7, 2023 5:11:21 GMT -5
Cowplant should be under 'show debug'. Just check the box and studio will pull up debug items.
|
|
|
Post by rosebud1773 on Feb 8, 2023 8:34:51 GMT -5
Windows does like to break things with the updates. Maybe they corrupted the script files linking Blender and Studio and maybe that's why the suggest works with Wishes too sometimes. Microsoft reminds me of EA... always breaking things. Either way, I thing it has more to do with their blend file than the permissions issue at this point. I took a look at their blend file and package. Deleted the extra rig, renamed the mesh, linked it to the correct rig and it imported just fine.
|
|
|
Post by rosebud1773 on Feb 8, 2023 7:22:14 GMT -5
Is it just this one blend file that won't import or is it all blend files? Have you tried exporting a mesh from another package, making a simple change and importing it. If so, does that change appear? This could be the import/export bug that is currently plaguing Studio (Star) for some of us.
(Mauvemorn, please don't rip my head off again for attempting to help.)
|
|
|
Post by rosebud1773 on Feb 7, 2023 11:29:23 GMT -5
|
|
|
Post by rosebud1773 on Feb 5, 2023 8:21:14 GMT -5
Set your blender path in S4S settings [shown in the image link]. It's going to continue asking you to download blender otherwise. It doesn't matter where you have blender installed. Just set the path to the blender application inside blender's program folder. ibb.co/tMX2Bzb
|
|
|
Post by rosebud1773 on Feb 5, 2023 7:54:47 GMT -5
Hi, guys. A lot of people are asking for the ability to modify the display index on all CASparts of the item in batch. sometimes a project [mainly CAS] will gap in unexpected places when cut down to match too many cuts. To avoid this, you must join all meshgroups of the item and remove doubles before transferring weights (otherwise vertices will get different values even though they share 3d coordinates) or uv_1 (otherwise the uvs will be ripped and affected by morphs differently). The transition between vertex colors must be smooth as well, otherwise there will be a huge gap in the mesh. It is best to make items exactly how similarly shaped maxis items are made for there is always a reason for why they are split into these meshgroups (to prevent clipping with shoes and accessories, control texture layering in the calf area, disables/enables shadow maps, prevent bones from acting up). But if the item is not meant to have any of these problems (not a necklace, has no Simglass transparency, has no skirt/ sleeves/collar/nothing in the calf area), then it most likely is made of one meshgroup. At the moment you can simplify the process of finding these items this way: - in the catalogue open the console with Ctrl Shift C; - paste cas-preview; - switch to the warehouse tab. If there are four Geometry, then it has one meshgroup per This was a suggestion for a minor improvement, not a request for help, Mauvemorn.
|
|
|
Post by rosebud1773 on Jan 30, 2023 6:31:13 GMT -5
No worries. It looked like a boatload of verts at first. Seems fine for an alpha. Blender 3.4 blends will throw the same error, unfortunately. So 2.7-something seems the best option.
|
|
|
Post by rosebud1773 on Jan 28, 2023 20:46:01 GMT -5
Would it be possible to add a tag somewhere that indicates exactly how many cuts a mesh will export with? Maybe even sort them by cut numbers. I know it probably doesn't sound like a big deal, but sometimes a project [mainly CAS] will gap in unexpected places when cut down to match too many cuts.
|
|
|
Post by rosebud1773 on Jan 28, 2023 15:33:54 GMT -5
Link the blend and package. Someone needs to look at it directly to see what's happening with this one. I'll take a look at it if I'm able.
|
|
|
Post by rosebud1773 on Jan 28, 2023 10:52:38 GMT -5
That I honestly don't know without looking at the blend file and package.
|
|
|
Post by rosebud1773 on Jan 28, 2023 10:26:09 GMT -5
I've taken a look at the .blend and the package. Your .blend has too many rigs and the column is linked to rig.001. That may or may not have caused an issue. When I attempted to import the edited .blend into Studio, it threw the same error. So I exported the mesh from the package and opened it in blender 2.79. Scaled it down and it imported perfectly. My best guess here is that blender 3.3 and 3.4 aren't playing nice with Studio.
Maybe try an older version of blender? I noticed you also have a boatload of verts in that file. I'd decimate those and reduce it so it doesn't cause horrific lag in the game.
|
|