snowtato
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Post by snowtato on Oct 26, 2018 15:28:57 GMT -5
Hi vivid and thanks!
I can try that, but isn't uv_1 an important part of CAS files because it helps dictate how the morphs will work?
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snowtato
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Post by snowtato on Oct 26, 2018 4:47:58 GMT -5
Hi everyone! The project I'm working on is really quite ambitious considering my limited knowledge of how to create CAS items--a frankenmesh involving six different meshes (did I mention this is my first CAS frankenmesh?!?!)--and though I've managed to solve a lot of problems by myself thanks to the many helpful threads on this site, this issue has me stumped. Even though the corresponding faces on the UV map are nowhere near the shirt texture, a bit of the shirt texture and a bit of odd gray appear on the right shoulder of the jacket. This only happens in game/CAS, not in Studio or Blender.
Here is the package and the blend file, if you would like to take a look. Thank you so much for reading! Any insights are very much appreciated!
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snowtato
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Post by snowtato on Oct 19, 2018 3:24:47 GMT -5
Thanks so much, Zelrish! I never would have stumbled on that. Sadly, I can't seem to find a sort layer value that works. I started with your value and tried both larger and smaller numbers. No matter what, I either end up with the effect shown above or I end up with this: It looks like this is a pre-existing issue, as I can't seem to find any CC skinny jeans that work with boots. x_x Maybe I'll try to make an accessory jacket instead...
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snowtato
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Posts: 49
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Post by snowtato on Oct 14, 2018 17:37:40 GMT -5
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snowtato
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Post by snowtato on Oct 14, 2018 17:34:50 GMT -5
Hi everyone! I'm working on a very elaborate clothing mesh and have managed to solve all the problems myself... until now. The body mesh includes skinny jeans that I would like to make work with tall boots. Most CC boots seem to work okay with this mesh, but all the non-CC boots taller than ankle height take on the pants texture: I tried shifting the jeans UV further up so it did not extend below the knee, but this made no difference at all. The texture did not shift on the boots at all. If it's not a UV map overlap issue, what is it? I'm so clueless that any push in the right direction would be great. Here's the package file if you'd like to take a look. Thank you so much, as always.
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snowtato
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Post by snowtato on Oct 6, 2018 16:03:06 GMT -5
Thanks, Brujah! You've got an amazing eye! If I select the parts highlighted in your picture and delete the faces, that should fix it, right?
EDIT: Found and fixed the overlapping faces. Thank you again for expertly isolating the problem.
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snowtato
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Post by snowtato on Oct 6, 2018 1:38:49 GMT -5
Lady Head Vase! I'm having such a nostalgia trip right now!
I'm so glad you're back into creating. I can't wait to see what you come up with.
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snowtato
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Posts: 49
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Post by snowtato on Oct 6, 2018 1:30:27 GMT -5
Hello! I'm still very new at meshing. Tried to create some new sunglasses by modifying a basegame mesh. They look great in S4S but have weird, dark, lines on either side in game/CAS. I'm 99% sure this is a mesh problem + my fault, but I'm not sure how to fix it. In the course of creating, I've used edge split and removed doubles.
Any insights from anyone would be appreciated! I'm trying to get better at meshing and to create higher quality CC in general. The feedback I get from this community means a lot to me. Thanks.
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snowtato
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Post by snowtato on May 2, 2018 5:15:10 GMT -5
Mathcope, that's brilliant and totally something that didn't occur to me while working on my own projects. What programs do you recommend to extract game files?
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snowtato
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Post by snowtato on May 1, 2018 5:54:47 GMT -5
Hi! I was so excited about the geostate feature because it means I can finally edit the City Living food stalls. So far, meshing has worked fine but when I open the game, all my custom stalls revert to produce stalls. I would like to reskin the stalls that serve Vietnamese, American, etc. Not sure if this is related to the feature or not, though without the feature I certainly wouldn't have been able to get this far. :D
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snowtato
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Post by snowtato on Jul 7, 2017 21:41:54 GMT -5
Hi everyone! I made some stackable magazines that work fairly well, but if I put other deco objects on them, it occasionally makes the game act up. Build/buy mode suddenly stops functioning properly and the game won't save. Would anyone be willing to play with these guys and see if you also encounter this problem? I don't want to release the CC publicly if it's causing problems. Just so you know, the problems went away as soon as I closed the game. I'm not out here to distribute nuclear CC. ^_^ DownloadFind them in game by searching Snowtato. Requires MOO to stack more than two. Thanks in advance!
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snowtato
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Post by snowtato on May 22, 2017 7:25:29 GMT -5
Thank you both! I agree, the non-shine is more photogenic and Maxis Matchy (even though Maxis put the shine there to begin with, lol). Thank you for your feedback! That was just the boost I needed to finish this project. :D
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snowtato
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Post by snowtato on May 20, 2017 18:26:13 GMT -5
Hi everyone! I'm reworking the basegame Plumbobs poster mesh to have higher resolution textures and better size options. The original comes with a shiny specular that is supposed to simulate the glass in the frame. It's very pretty in game, but in screenshots it tends to make the art look washed out and/or super bright. What do you guys think? Should the specular stay or go?Thank you in advance.
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snowtato
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Post by snowtato on Mar 28, 2017 5:15:08 GMT -5
Thank you so much for this! I'm going to work up the nerve and dive right in!
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snowtato
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Posts: 49
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Post by snowtato on Mar 25, 2017 22:01:51 GMT -5
Awesome! Thank you for the guidance. I look forward to dissecting a few of your creations.
I specialize in Historical CC and think Andrew's Craft Enabler has so much potential for historical players. I'd love to add time-period-appropriate furniture, sculptures and toys to the woodworking table. I also think it would be wonderful to customize the easel paintings so my cavemen are no longer painting pop art and Renaissance masterpieces.
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