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Post by brujah on Dec 5, 2016 22:16:04 GMT -5
In your screenshot you are looking at the ScaleOffsets, this is not correct as you have found out. The Material resource that you want to modify has the Edit Items button next to ENTRIES not ITEMS
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Post by brujah on Dec 4, 2016 18:44:34 GMT -5
The reason this happens is that these plants have a setting in the models/LOD that uses vertex color. There are two ways that you can fix this. - Export the mesh and change the vertex color. (screenshot 1)
- Change the setting to 0 in the models/LOD. (screenshot 2)
Looking at the Proud Pansies:
Click to see larger |
Click to see larger |
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Post by brujah on Nov 29, 2016 12:57:52 GMT -5
The only thing that I can think of that is close to what you are looking for is CC Magic over at MTS.
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Post by brujah on Nov 24, 2016 3:02:21 GMT -5
Hi annett85
- Which floor were you trying to clone?
- Was it from the base game or an expansion?
- Were there any logs created by studio? (see picture)
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Post by brujah on Nov 24, 2016 2:47:59 GMT -5
Hi kitty44 That tutorial is for CAS creations. The tutorial you want to look at is THIS ONE
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Post by brujah on Nov 21, 2016 3:22:06 GMT -5
First thing I would do is change the shader from Cabinet to Counter. If the problem persists post again.
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Post by brujah on Nov 20, 2016 18:33:47 GMT -5
You can just use mine if you want. HERE
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Post by brujah on Nov 20, 2016 13:33:47 GMT -5
Take a look at THIS tutorial
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Post by brujah on Nov 18, 2016 0:47:01 GMT -5
I looked at your lastException.txt and I googled the error "TypeError: Error #1009: Cannot access a property or method of a null object reference" it seemed that was saying you had a reference but it wasn't instantiated. So I looked at the tuning and interactions of your .package. The interaction tuning needs to be renamed to something different than your object tuning and then you need to reference it in the object tuning. When I did that, I got the interaction to show but the sim didn't do anything and there was a different lastException entry: "KeyError: <Species.HUMAN = 1". I'm not entirely certain what this is referring to but I feel that it is directly related to your interaction tuning. There is probably a new section that the game is expecting. I suggest going back and getting the original tuning but from an updated game and comparing them to find the missing link.
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Post by brujah on Nov 17, 2016 18:49:54 GMT -5
Can you share the .package? That way we can get a closer look.
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Post by brujah on Nov 15, 2016 2:06:10 GMT -5
I did a little digging into this and as far as I can tell you will have to do several tuning overrides and create a few in order for it to show up correctly. More specifically at a minimum you will need to override the following tunings: 14965 = object_sim, 149289 = Phone_Color_States, and 149493 = prop_phone. You will then need to create a couple of new tunings for your color based off of one of the other colors in the list for example: 149379 = loot_Phone_White, and 149302 = phone_Color_White. There are probably other resources that I'm not aware of that will either need modification or creation to get this to work. But hey, if you're determined enough I'm sure that you can figure it out. EDIT: Almost forgot there is another tuning you will most likely have to create for your color. example: 149353 = buff_Phone_White
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Post by brujah on Nov 14, 2016 8:56:02 GMT -5
You must edit the texture in an external program like Photoshop, Gimp. or Paint.Net
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Post by brujah on Nov 14, 2016 8:51:02 GMT -5
Flip the normals for the cap and it should be fine.
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Post by brujah on Nov 9, 2016 23:20:58 GMT -5
I did a quick test of moving the b__ROOT__ bone down to -1 on the Z axis (of course adding 1 to the container slot). It kind-of worked as you see in the picture except the slice of pizza strayed to the right a little. Try playing with different positions to see if you get your desired results. | |
Posting at the same time with the same response... lol necrodog
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Post by brujah on Nov 6, 2016 21:01:31 GMT -5
In my opinion the reason that this is happening is that it is classified as a top and not as a brassier.
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