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Post by brujah on Apr 22, 2016 7:32:40 GMT -5
You could also try THIS ONE, check HERE for valuable info about speculars.
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Post by brujah on Apr 21, 2016 23:46:21 GMT -5
If you look at your second image, the texture is flipped vertically. What program are you using to make your textures and what format are you saving them in? This is a common issue if your settings are not correct when you save as a .dds using photoshop. If that's the case then first try saving as .png since studio will accept that format.
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Post by brujah on Apr 21, 2016 22:42:29 GMT -5
This was relatively easy to do and only took 5 minutes, however until we get the wall cutouts into the tool you will be stuck with it not being perfect and this is not an override. Click to see larger. To accomplish this I did the following: ***All done in the warehouse***- In the cutout resource I switched which one had the DiagonalCutoutMapping check box
- Export both model resources using Batch Export (so I could tell which was which)
- Import the model into the opposite model using standard import NOT BATCH
- Save as new file in case of errors
- TADA!
***EDIT*** One thing I noticed after posting this is that the medium lod mesh has it's cut numbers different on each mesh. To fix this you will need to export the medium mesh (from the original) on the studio side, change the cut numbers in blender (possibly merge a gouple groups), and reimport into the package. You will see what I'm referring to if you exit the package and reopen it after you save it.***EDIT 2*** Upon further inspection the original narrow door seems to be missing parts of the mesh. This can be fixed but is a little in depth.
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Post by brujah on Apr 21, 2016 17:32:04 GMT -5
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Post by brujah on Apr 20, 2016 17:35:10 GMT -5
I have my sig formatted as a table
[div align="center"][table style="width:515px;"][tbody][tr][td style="width:65px;"][img src="http://storage.proboards.com/6001674/i/tMGQ3lnigXJQ9fkZ2LQ4.gif" style="max-width:100%;"][/td][td style="height:75px;"][a href="http://www.sims4studio.com/thread/17/video-tutorials-texture-standalone-recolor"][img src="http://i.imgur.com/JZB9rCX.png" style="max-width:100%;"][/a][/td][td style="width:65px;"][img style="max-width:100%;" src="http://storage.proboards.com/6001674/i/tMGQ3lnigXJQ9fkZ2LQ4.gif"][/td][/tr][/tbody][/table]
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Post by brujah on Apr 20, 2016 17:20:55 GMT -5
brujah I did split the edges, it's a very basic mesh so there's no doubles :/ ... I edited the package you posted. I exported the mesh from it, did what I posted here, and it fixed the shadow issue completely as seen in these pictures. Your original on the left my edit on the right. Click to see larger
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Post by brujah on Apr 20, 2016 1:17:43 GMT -5
The solution to the shadows is a simple mesh edit.
First remove doubles on the entire mesh so you end up with 4 vertexes.
Next choose edge mode and select only the edges that need to have a hard angle then edge split them.
Save and reimport.
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Post by brujah on Apr 20, 2016 0:23:12 GMT -5
Thanks so much for sharing these "Made with Sims 4 Studio" images brujah ! Thanks for linking to them in your sig. The amount of text my sig requires doesn't leave me enough room for anything else lol.
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Post by brujah on Apr 19, 2016 3:25:10 GMT -5
See THIS Reddit post. Apparently it is a bug.
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Post by brujah on Apr 15, 2016 18:49:04 GMT -5
The file is no longer hosted at mediafire... are you still interested in this project? I'd be happy to help if you sent the package.
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Post by brujah on Apr 15, 2016 18:14:23 GMT -5
Hey -X- you'll never guess where I found the solution to this... in the footprint of all places in the maxheight field. The original package had this field set to 2.16. To fix it I changed it to 0. Crazy right? Lol.
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Post by brujah on Mar 24, 2016 19:39:59 GMT -5
You will need to move the b__ROOT_bind__ in edit mode up to the level the animation is supposed to play. Follow THIS tutorial for further assistance.
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Post by brujah on Mar 23, 2016 21:13:13 GMT -5
Right now it's not that easy to do, but as I know how it can be done, consider this challenge accepted! (and FYI the second pic is from S2 lol)
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Post by brujah on Mar 23, 2016 18:30:53 GMT -5
The cut numbers are backwards.
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Post by brujah on Mar 23, 2016 9:55:31 GMT -5
Without looking at the actual mesh but from your screenshot it looks like you need to remove doubles on the inside and outside planes of the shade. You can see a visible crease where this would need to be done.
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