|
Help
May 10, 2016 15:46:39 GMT -5
Post by brujah on May 10, 2016 15:46:39 GMT -5
I have sent you a PM in response to your email. Check for it.
|
|
|
Post by brujah on May 10, 2016 14:15:32 GMT -5
omg sorry but what you mean with nobind bone ? :-S The highlighted bone in this picture. _noBind_positionDoorR
|
|
|
Post by brujah on May 10, 2016 14:01:20 GMT -5
I have also looked at this and the door is overwheighted. It is assigned to both the transform bone and doorbind bone. It should only be weighted with the doorbind bone. Also if you plan on moving the bones I suggest moving the nobind bone and leaving the doorbind bone alone.
|
|
|
Post by brujah on May 10, 2016 12:21:02 GMT -5
What item are you trying to use?
|
|
|
Post by brujah on May 10, 2016 11:34:26 GMT -5
Gotta try this when I get a chance.
|
|
|
Post by brujah on May 8, 2016 13:00:15 GMT -5
Who's ready for wall cutouts? The newest S4S beta update will include them! Watch for it to be released within the next day or so!
Proof of concept shown right here!KNOWN ISSUES: 1: Mod broken by October 2020 patch. Working on updating. #brujah #brujah236 #window #z #ExclusiveToS4S
|
|
|
Post by brujah on May 8, 2016 3:22:42 GMT -5
This thread has been fulfilled, but I don't know how to add it in the title. Edit the first post. You will be able to change the title.
|
|
|
Post by brujah on May 8, 2016 3:21:24 GMT -5
I haven't forgotten about this. I've been busy with other things. I'm still going to do it.
|
|
|
Post by brujah on May 7, 2016 16:17:27 GMT -5
The bone names are incorrect. There needs to be an underscore in the front of them for the deco slots.
|
|
|
Post by brujah on May 7, 2016 14:09:58 GMT -5
Hi friends, wonder if anyone can help me this this problem :S I used this a base: Here is the file if you wann take a look on it: ***Link removed*** Hey Dave Rawels the answer is HERE #15 under CAS. It directs to #6.
|
|
|
Post by brujah on May 5, 2016 20:24:11 GMT -5
Ok so I did some digging and it is in fact NOT your specular causing this. It is the shadow texture that is the culprit. Swap that out and it should be fixed.
|
|
|
Post by brujah on May 4, 2016 19:16:29 GMT -5
Hi! I feel kinda stupid for coming here for a third time, even though it's about three different things, oh well. I made a frankenmesh from two tops and tested them in-game. Everything seemed fine except some really tiny flaws, but then I noticed the real problem which I can't unsee now of course. The nipples of the skin from my Sims shows a tiny bit through, or at least, I think that's what it is. I first thought I maybe did something to the alpha layer, so it wasn't completely white but a bit off-white, which would cause some transparency, but that isn't the case. I tested the top loads of time, without cc skin, with cc skin, I even painted a solid color on the top to see if it was just a bit of weird shadow placement on the texture, but that isn't the case. You can't see it extremely clearly, but when I'm in-game it is more noticable. Also, you can see the shape of the boobs a lot more than in CAS or S4S. So yeah, I hope somebody knows what caused the issue here. I do want to say I used the nude top to import the mesh on, if that makes any difference? (Although I also tried importing the mesh on a solid top, and it showed the same problem). File for top: ***Link removed*** Also, somehow related, I've been getting a weird issue where my Sims all turn black if I import specular.mask and specular (the ones inabadromance shared) on my top. With a dress I made the same thing happened, but I somehow got that fixed (don't even know how), but now I can't seem to figure it out how it works. I read the tutorial on specular.mask for clothing, but I can't seem to fix it even after reading that. They still turn black as soon as I import either the specular.mask or normal specular.. I also tried to copy the alpha layer from my texture into the specular.mask, but even with that my Sims turn black. Okay, lots of problems. I hope after this I don't have to come back for a while haha :P So, I've taken a look and first I'd like to say while using the nude mesh is doable it isn't recommended. The issue has nothing to do with what you started with either. It is purely a shading issue based on the mesh. If you look close enough the darkened area on the chest, in your screenshot of the green top, it has an almost white square/diamond outline. I know you said that this was a frankenmesh so I'm not sure how much you modified the shape of the chest from the original shape if at all. Does the original top do this in that area? Does this happen on all sims or only those with larger chests? The only solution that I can think of at this point is to make the mesh have a higher poly count in that area so it is smoother. As for your second issue can you share an image or two of what is happening and possibly an offending package?
|
|
|
Post by brujah on May 4, 2016 10:53:04 GMT -5
Sorry it took so long to respond as I had forgotten about this thread. did you have a tutorial on /how/ you made the CAS room? id like to make my own w/ a functional mirror but i cant seem to locate any kind of tutorial on it. No, unfortunately I don't have a tutorial. You can use mine as a base if you want. You MUST make sure that the Object Catalog and Object Definition have the instance of 0000000000009686 or it won't work. Remember to use only one. That's what I was asking. Like how do you make your cas background into a room? The yt vid is on changing them via switching out the package in the mods folder The CAS room started out as a microwave since it has 4 textures. It was a long and involved process of trial and error.
|
|
|
Post by brujah on May 3, 2016 23:12:04 GMT -5
I love your reflective floors, but I click the one for stained concrete and onedrive says the file is no longer available. Thanks for your awesome mods. Onedrive removed their support of shortened links. I updated my studio's links yesterday but I forgot about this thread. All links here have now been deleted. Please go to my studio HERE.
|
|
|
Post by brujah on May 1, 2016 5:13:15 GMT -5
Hi orangemittens, I've tried modifying the intensity of the light resource and it doesn't really seem to make a difference. Shown here is the default mesh on the left, then 4 3D meshes with varying intensity (I've marked the intensity in each of the rooms for reference). As far as I can tell they look exactly the same. Was there something I was supposed to change other than the actual value of the intensity? Or should I try something else? If it helps, you can view the 3D meshes I used in that example here: ***link removed*** Hi applezing . Just wondering here, did you make a brand new clone for each of your arches or did you just change a value and save it with a different name? If the latter, the game can only recognize one of your packages and this is why in the screenshot the rooms have identical light. Try making a new clone (Should have just looked at the packages ). It could very well be that you placed the arches inside with lights. Here are the packages you shared linked to the outside with no lights. I added an additonal value (150) and as you can see there has to be another value or two that need to be changed in order to give the desired effect. Click to see larger
|
|