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Post by OceanRAZR on May 29, 2018 5:37:48 GMT -5
Hello! I just registered today. I have yet to download the Sims 4 Studio, but I am excited to try it. I think it's amazing that there are such cool people who would work so hard to make something so great - and distribute it for free. I'm thankful. I love playing the Sims and I'm looking forward to being a part of this group. -carduus Hello and Welcome to the Community ^_^
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Post by OceanRAZR on May 28, 2018 5:29:27 GMT -5
New member here. I wanted to stop in here and say how much I appreciate the hard work you put into Sims4 Studio. I downloaded it hoping to fix some glitches I was having after Cats and Dogs. Some of my custom content, and a few beds from Maxis, were not working properly. Thanks to you a quick 'batch fix' made everything right again. Now I am using it to delete some custom content that has grown stale. And as I am constantly on the lookout for new content, the ability to see what I am deleting is a huuuuge assist and helps me keep my cc folder in top shape. I am overhauling my entire game before Seasons is released so every bit of help in doing that is appreciated very, very much. Thank you! Hello als Wellcome to the Community from S4S =)
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Post by OceanRAZR on May 26, 2018 17:47:17 GMT -5
Hey to everyone, I never done this post since years... but hey, here it comes.... I am OceanRAZR, from germany, male and I create custom content for Sims 4 since 2016. My old blog got deleted 2017 because someone reported it because of hate.... Whatever, I created a new one 1 day after the delete and now I am grown again (or better... my blog). I am an general creator, from Computers to TVs to Vehicles... I create nearly everything for the Buy Mode and I am one of the few Vehicle Creators for Sims 4. If you want to check out my content and other stuff like informations about problems, giveaways and more, you can visit oceansccc.tumblr.com/ or oceanrazr.wixsite.com/homeGreetings Your Ocean
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Post by OceanRAZR on May 25, 2018 15:43:51 GMT -5
I recommend that you take the original mesh that you tried to import and look at it in Blender with its texture applied to it (not solid pink). Then click the space bar and type in "triangulate." What you will notice is that the metal bar on the front panel shortens as Blender turns the en-gon lying in that vicinity into triangles. This one: ....... O M G ..... It finally worked T H A N K Y O U S O M U C H ! ! !
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Post by OceanRAZR on May 23, 2018 14:50:04 GMT -5
Hi OceanRAZR, it looks like your mesh has some faces that are not triangulated. Before importing the mesh, Studio sends Blender a command to triangulate all faces before it adds the mesh to the package. It does this because the game requires all mesh faces to be triangulated. When Blender performs this triangulation, it is quite possible that this process is resulting in the distortion you're seeing in the way the map is sitting on the image because triangulation changes the mesh. Before looking into it further, I recommend triangulating all faces manually in Blender before trying to import it. If that leads to distortion, fix it with the faces triangulated. If you exclude a cut number, Studio will simply not replace the mesh that corresponds to that cut number with a new mesh. If the item you have cloned has a mesh corresponding to that cut number that you want to keep anyway, you don't have to bother replacing it. It didn't helped :( It's still the same....
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Post by OceanRAZR on May 23, 2018 14:31:23 GMT -5
If you exclude a cut number, Studio will simply not replace the mesh that corresponds to that cut number with a new mesh. If the item you have cloned has a mesh corresponding to that cut number that you want to keep anyway, you don't have to bother replacing it. That would have surprised me too, if it works in all things and then suddenly at 1 car not.
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Post by OceanRAZR on May 23, 2018 14:09:20 GMT -5
Hi OceanRAZR, ... The poly count of this mesh could be reduced without affecting the appearance of the item. Hello, Thanks for your answer. Can you explain me how to? Decimate doesn't work for me because the mesh, exactly the "Car-Design-Lines" which are sharp and the other stuff always get ugly when i decimate, thats why i try do delete every poly thats not necessary. Greetings, Ocean
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Post by OceanRAZR on May 22, 2018 12:07:41 GMT -5
I never have had this issue before. Before I made the XLS I created another car, just one day before, with similar polycount and it worked without any issues like this.
(As extra information)
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Post by OceanRAZR on May 22, 2018 12:05:38 GMT -5
How much is the polycount of the original mesh? Keep in mind that Studio is not meant to work with extremely high poly objects. Which are not suitable for the game either. Also, your Blend file has the wrong cut numbers. The original clone you used has 4 groups. 2 for shadows, 1 for the structure of the car and 1 for glass. Yours only have the glass and structure. Despite you want to have shadows or not your need to include the group of the shadow (at least 1 triangle hidden inside the mesh) for Studio to read the import properly. I exclude the cut number things for shadows and structure because I found out that s4s use the things again from old mesh when I do not have them in my new meshes. I do that only by cars because cut 1 and 2 are not important for me because I make them as tiny as possible to not see them ingame. The poly count of my mesh is nearly 85.000 but I made other meshes with polycounts of 130.000 and they worked fine without any problems... it just needs time to import. (They are working ingame too) To the shadow again... as I said the old cut 1 and 2 are two very tiny poly fields of I think 2 and 8 polys.
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Post by OceanRAZR on May 21, 2018 14:56:50 GMT -5
Ok i tried to repair the from S4S exportet (BROKEN) Mesh. I imported it in S4S again after I repaired it and after the import it got broken again. Someone have any ideas? PLEASE HELP ME :(
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Post by OceanRAZR on May 20, 2018 17:45:48 GMT -5
After I imported my finished blender mesh into S4S, It got broken, The rim color got black instead of grey, the rim badges are completly destroyed textures, the interior textures looking spongy (exactly the radio and speedometer + the steeringwheel, the inside of the front bumper got deleted (WTF S4S just deleted polys from my mesh), the rear XLS badge is spongy too and the front top grille is inside of the bodyshell....
I don't understand what make this issue appear but it's totally annoying. Please help me... :(
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BROKEN FILE HERE FOR HELPERS
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Post by OceanRAZR on May 19, 2018 14:29:36 GMT -5
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Post by OceanRAZR on Jan 11, 2018 16:16:13 GMT -5
It worked. Thank you very much!!! :D
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Post by OceanRAZR on Jan 11, 2018 14:28:17 GMT -5
Well then you should only modify the bump map (normal) as it's been done incorrectly. Please read what i said above, or re export a texture from EA to compare it to your texture. I put ur grey map in normal map place. i am testing it know and let u know if it helped. Thx for the moment
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Post by OceanRAZR on Jan 11, 2018 14:19:25 GMT -5
Please take a moment to read the Creator Help FAQ page: I'm looking at the first file you shared and either you did the textures incorrectly or you mixed up the instances. The normal map is: CCEFA5A0150E4F21 and the specular is: E5F30BF2E3EDB037. The normal should be grey scaled on both main and alpha channel layers. And the specular... the image you imported into the normal could be, unless you want the chair to be matte. If yes, then the alpha channel should be black as well. If you want the chair to be completely matte, both spec and normal, you can GRAB THESE FILES and import them into your package. The Chair should be partly glossy (Aluminium/Metal parts) and partly matte (seating/textiles) and halfmatte (backplate from chair/plastic)
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