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Post by eronoel on Jun 11, 2016 20:45:04 GMT -5
Wlecome Heather, Wizey, and Renee! Thank you for the introductions, wizey its pretty active around here and people are very helpful! So welcome all
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Post by eronoel on Jun 11, 2016 20:01:12 GMT -5
Thank you, Anaska! I looked in that list before, but must have just totally overlooked it. I am pretty sure that will solve my problem
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Post by eronoel on Jun 11, 2016 11:22:28 GMT -5
Hello, So I have a desk that I set to go against the wall (checked "edge against wall"). However, now when I have the game in half-walls mode (?) the chair & the desk (that goes in the desk chair slot) go invisible (fade) anytime the wall clips. I looked at the tutorial on making things not fade but my U3s are already set to 0. Is it possible to change this, or is this just the way the game mechanics is when things are set edge against the wall? Do the other U's do anything? The object is cloned from a desk. Thanks in advance
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Post by eronoel on Jun 6, 2016 22:42:59 GMT -5
Welcome 801elefantes (the new patch might help with some of your goals?), welcome MLysarchive (thanks for the pronunciation guide ), welcome @geometricsims -Kate, (what site are you learning to code on?), welcome jindann (just let us know if you need things clarified, luckly a lot of the tutorials include pictures), and welcome to the many, many people who have introduced themselves since I last welcomed people It is always nice to get to know a little bit about the person behind the screen name!
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Post by eronoel on Jun 3, 2016 19:44:52 GMT -5
Yes, I think it probably is influenced by the political discussions and climate right now. However, although based in the US, EA isn't just a one-country company (they have branches all over the world) and the sims isn't just a one country game, so it seems unlikely to me that this would really be just direct response to US politics. Although as anska points out, everything is political one way or another; I just don't think that it is necessarily always so US-centric. When you think about it, it seems kind of strange that they even bother to separate male and female anyway in the game. I mean, they could just have the same body template and have user's change it themselves to have more or less abs, boobs, butt, etc. But obviously that isn't how they have it. I do tend to be more "traditional" in my clothing picks for female and male sims, but it will be nice to have a larger selection of clothing for all sims. In the end, it doesn't hurt anyone - everyone can play how they want and we have more clothing options and hair options for all genders now
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Post by eronoel on Jun 3, 2016 19:28:39 GMT -5
The lighting in the game feels off. My screenshots are like SO dark during regular play. oh, well, hope springs eternal
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Post by eronoel on Jun 3, 2016 11:12:31 GMT -5
freeasabird Yea you know I wonder if sometimes this stuff gets translated weird at some point by something because I have had a couple times when I KNOW that I made something 512x512 and then it was causing problems and I checked it and it had a 512x513 size! I purposefully made the file 512x512 (that is pretty much my standard size) but somehow a pixel got added in somewhere.
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Post by eronoel on Jun 3, 2016 11:09:20 GMT -5
ugh,
that is all
(ty @dtron for the info)
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Post by eronoel on Jun 2, 2016 22:47:51 GMT -5
If I am reading this thread correctly, does this mean we can use a 256x256 size bump for a 512x512; just as long as they are the same proportions? or does it mean that we now have to have 512x512 for 512x512? PS. Steven, I glad you figured out what was wrong
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Post by eronoel on May 31, 2016 10:35:27 GMT -5
Awesome, thank you! This is good to know
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Post by eronoel on May 30, 2016 21:47:38 GMT -5
I have a desk I made that I cloned from another desk, but the desk i made is hanging and I set to put the desk to be with the edge against the wall. To make it look appropriate, the whole object needed to be moved about -.36 on the Y axis. I also moved the rig in blender to match the move; looks good in game, now I am just trying to figure out the rigs (so the animation will be right)
Questions: Moving the rig in blender did make some of the slots for chair, drink, etc to move with it. But I still have the basic b_ROOT_, transformBone, b_subroot_0 and _FX_ at 0,0,0. Is this something that I need to move too? (ie, will it affect general useage in game?)
Also _ctnm_sitShared_0 did not move either - what does this control?
Finally, what is generally the best practices for moving rigs in this manner; is it better to do it in blender? or to just keep it the same in belnder and then re-set it in the rig/slot (jackpot version)? or does it not matter at all?
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Post by eronoel on May 25, 2016 21:15:02 GMT -5
I'm not sure I understand what you mean - is it like a recoloring challenge? (I am a challenge nooblet)
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Post by eronoel on May 25, 2016 21:12:24 GMT -5
ladyv I second orangemittens My life has been much easier with GIMP since I don't use dds files (you can even save the files as you export them as pngs). However, if you REALLY want the plug-in I am happy to lend a hand (if the video doesn't help), since I have added it a few times to different version of GIMP over various computers that I have. Sometimes GIMP plug-ins can be very frustrating; I have also found this link on GIMP add-ons to be helpful (it may seem basic but it does go over ALL the things you can add)
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Post by eronoel on May 21, 2016 16:29:41 GMT -5
I don't know if there is already a feature for this (maybe I haven't found it), but it would be nice to be able to tell after you have made an item if you made it as a recolor or a 3D mesh. I sometimes accidentally select recolor when I mean to do 3D mesh, and then I get in game and of course, it needs the mesh. But I haven't found a way to look at my item before going in game to see it. (does that make sense?)
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Post by eronoel on May 21, 2016 16:25:47 GMT -5
Also spiritcc have you tried loading your files into the studio as a png, instead of a dds? I've started doing it and it seems to make a different (although also, unfortunately, I have found some reds & yellows just seem to have issues with how they render in general, not sure why, but must be something with how the programs interpret the color)
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