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Post by brujah on Dec 16, 2016 10:00:11 GMT -5
Hello everysim! I was just looking into regategorizing my glossy floors. As they are now if you have more than one style in the game they take up several slots in the catalog (each one has 11 catalog slots). My thoughts are to either put all of one shape/size into one catalog entry or all of one style into one catalog entry. Let me know what you think with the poll above. If you think I should, select "Yes Please!" and the sorting scheme, if not select "No you're good". Thank you and happy simming! :Nyan
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Post by brujah on Dec 15, 2016 20:00:26 GMT -5
From THIS THREAD Feyona links to another thread. Read her response posted below then check the linked thread (which is another great answer and link). Hello mastertrapani ! Everything is in resource Region Map and depends on the item. If you want to make 2 game meshes work the way you want, you need to create an override and change numbers in region map resource. Some meshes divided in a few parts as ankle, calf, knee. If the number in particular region in jeans is higher than the number in the same region in the boots, than these jeans will cover boots in that area. You would need to clone both items and compare the numbers. Check this thread, it's about how to make necklace work with cowl neck sweater. I explained with pictures how to make it work.
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Post by brujah on Dec 15, 2016 18:07:16 GMT -5
- Can the base body mesh be edited? And what kind of edits are possible? Can we change the mesh completely (change vertex count/order) or are we stuck with just edit the geometry shape (keep vertex count/order)? You can have a 100% new mesh.
- Is the body shaping done with Morph Targets/Shape Keys? (I'm assuming they are) Neither, this is done with a second UV map called uv_1. HERE is a tutorial on how to create one.
- Do the Full Body Sliders and the Local ones operate in the same way? What about the Face ones? (and by sliders I mean ofc Morph Targets) Yes they are the same and operate with uv_1.
- Is the texture being blended on the fit/fat sliders the Normal map? Because it looks more like some baked shadows in the diffuse texture, rather than a normal. Yes and No, it is similar to having a multiplier in TS3. Clothing have their own shadow/normal/specular/diffuse textures.
- Can we edit the Morphs? not needed
- Can we add new zones/sliders/morphs or are these hardcoded? For example, would it be possible to define/add a elf ear slider with a proper zone/morph to the ear? (I'm not interested in having these as accessories btw, not a solution for me) I'm sure there have been slider modifications since as early as the first Game Pack.
- How do parts work over a body? What I mean is... lets say for example, I have a top part that shows a bare lower torso/belly. I suspect the top will require a skin part to go along with it, but unsure. HERE is a very detailed tutorial on creating new clothing.
- Can we replace existing parts? As in, instead of creating a new part and add it to the game, use the same "ID" to cause the game to override a certain part by another? This would fit the purpose of replacing existing parts to fit new/edited bodies/body morphs There are several body parts that can be replaced/modified/added. I reccomend if/when you do get the game to start with THIS beginners tutorial.
In the thread you linked was this post with the second link to the MAC version. madiee Appleseed updated to Appletini, that is the latest version for MAC. You can download it HERE. However, I don't know which requirements you're lacking or how to solve it since I've never used MAC. Hope it helps. So you are correct saying that there are two different links that go to the same thread, they are both directing you to the updated version. Anything said about Appleseed is also true for Appletini with additional bug fixes and capabilities. At the bottom of the download thread you will see a code box with the change log. Harmony is the Beta Windows version and Jackpot is the Community Tested Windows version. While the tool is supported on both, the MAC version does not have as much capability as the Windows version yet. Studio only released the first MAC version in August and that was Appleseed.
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Post by brujah on Dec 13, 2016 11:22:44 GMT -5
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Post by brujah on Dec 12, 2016 22:33:00 GMT -5
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Post by brujah on Dec 11, 2016 23:26:00 GMT -5
uv_1 is not supposed to line up with the map. It is used to make the mesh move with the sliders. Look at the tutorial I linked for the uv_1 in my first response which inabadromance also linked in her last response.
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Post by brujah on Dec 11, 2016 20:32:23 GMT -5
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Post by brujah on Dec 11, 2016 20:23:55 GMT -5
If you saved your textures as .dds you didn't save them properly. You are missing your mip-maps.
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Post by brujah on Dec 11, 2016 11:51:33 GMT -5
- I'm assuming you forgot to delete/make transparent the parts of the texture that are not your clothing.
- Take a look at step 4 of THIS TUTORIAL
- Everyone has their own techniques for recoloring. It makes a difference which program you use. I (for example) use Photoshop. (I know you've taken a look at my texturing tutorial.)
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Post by brujah on Dec 11, 2016 3:17:58 GMT -5
If you share the .package someone can take a look and give a more detailed response. If you don't feel comfortable sharing here you can always send me or inabadromance a pm with a link to it.
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Post by brujah on Dec 10, 2016 10:37:30 GMT -5
...I'm assigning the vertex weights by hand for now... There's no need to do that by hand. TutorialIf you share the .package someone can take a look and give a more detailed response.
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Post by brujah on Dec 10, 2016 2:50:57 GMT -5
Couple of reasons this can happen... - Did you paint the model's vertexes? Tutorial
- Did you create/fix the uv_1? Tutorial
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Post by brujah on Dec 10, 2016 1:12:22 GMT -5
Try the microwave...
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Post by brujah on Dec 5, 2016 23:35:37 GMT -5
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Post by brujah on Dec 5, 2016 23:31:28 GMT -5
I think some occult sims are already being planned. Check THIS out.
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