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Post by brainstrip on Mar 13, 2024 23:01:08 GMT -5
Hey all! I recently created a custom computer by cloning one of the base game ones, and wanted to add the possibility of slotting custom mousepads to it by adding a small deco slot to it. I thought I didn't need to do anything else, but the slot isn't working in game and I'm wondering if I missed a step or if slots in that type of object won't work. I tried searching everywhere and couldn't find anyone with a similar problem, only this bit from another thread: I wonder if this is what's going on with my object. Here's what it looks like in S4S:
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Post by brainstrip on Jan 20, 2022 19:42:11 GMT -5
👓 EYEHIP NEON - EYEGLASSES RECOLOUR
Regular eyeglasses still don’t cut it? Wanna blind everyone else while your vision remains 20/20? Say no more! Here comes EyeHip Neon to show everyone but you the light! Just like the originals, these eyeglasses are designed specifically to sit on the nose of most of the sims, although some eyebrow designs might clip through. NOTE: You need the original EyeHip for these to work (these are recolours)!
#CAS #accessories #eyeglasses #unisex #recolour #glow
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Post by brainstrip on Jan 25, 2021 23:38:22 GMT -5
Hi! I created two new "possessed" garden gnomes by cloning the alien gnome (to use its emission map), but I'm getting a weird behavior with it. I was able to do it right before (made 2 other gnomes for my machinima), but it's been a while, so I'm probably missing a step. Hope someone can help me! Here's the behavior I'm getting with these new gnomes:
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Post by brainstrip on Jan 25, 2021 12:48:59 GMT -5
👕 I'M NOT A HIPSTER - GTA V CLOTHING
Express your incredible individualism and stand out from the herd with the post ironic, artisanal, organic, entirely independent, 100% re-claimed “I’m Not a Hipster” GTA V clothing pack! Set includes tshirts for both men and women, tank tops, cropped tank tops, denim jackets, leather jacket, suit jackets, jeans, leggings, and sneakers! Every clothing piece (except the tank tops) can be used by both genders by choosing either feminine or masculine fashion choice.
Almost all of the pieces have between 10 and 15 swatches… 284 swatches in total! And all the branded designs have a simlish version to choose from! #CAS #outfit #gtav #tshirt #jacket #shoes #jeans #tanktop #recolour #remesh #remake #colourful #hipster
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Post by brainstrip on Apr 13, 2020 13:19:34 GMT -5
🤡 TRAGIC CLOWN REDUX
Misery loves company, and there’s no shortage of misery in this game. Yet, company has arrived! Ever since EA released their version of the Tragic Clown, I’ve been wanting to update the one I made before theirs*. So here it is! It even comes in two flavours this time: a regular DE-BUFFED/STANDALONE version (without the “Sad” buff and added interactions) and an OVERRIDE version replacing the EA items. The main difference between the two versions is that in order for spawned sims to wear the correct facepaint according to their gender, the override costumes have the facepaint included in their textures, and the override facepaint just has the clown nose. There’s also only two swatches for the override outfits instead of four. (*)The Tragic Clown portrait will be included in a separate cc pack!OVERRIDE version: Download
STANDALONE version: #CAS #outfit #makeup #facepaint #recolour #remesh #remake #standalone #override #colourful #buff
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Post by brainstrip on Apr 6, 2020 23:29:00 GMT -5
Hmm, I know how to change which facepaint is applied but I don't know if it can be different for the seperate genders or not. I'm not very tuning savvy so I don't know if a gender check can be applied or not. The tunings that determine the facepaint come from the buffs that get applied when a Sim is wearing the TC outfit. You'll want to edit buff_Clothing_TragicClown_TearsOfAClown and buff_Clothing_TragicClown_MiseryLovesCompany. You will want to look at the bits of code near the start under appearance_modifier where it says set_cas_part. Removing the buffs and facepaint from the outfits all together is actually much easier. With your clothing open in Studio, go to the warehouse view and select the CAS Part resource. Scroll down on the right until you see the Buff entry. Replace the Group, Instance and Type values with all zeros to remove any buffs attached to the clothing. Ok, I've looked at the editing the buff and you're right, I don't think we can set it to use a different swatch for different genders. I was somewhat able to achieve what I was looking for by editing the buffs and removing the appearance modifier altogether, and adding the respective facepaint textures into each of the outfits. The only problem is I always seem to mess up somehow and now the nose mesh is all broken (even tho I simply added the mesh and merged it with the main outfit part to preserve the number of mesh parts). Gonna have to keep playing with it LOL! But you've been of great help, so thank you!
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Post by brainstrip on Apr 6, 2020 20:55:42 GMT -5
Thank you for the hasty response! I'll try that and if I'm able to separate the genders I'll let you know as well. :P
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Post by brainstrip on Apr 6, 2020 15:58:05 GMT -5
Hello menaceman44 ! I have a similar situation as yours. I originally made custom Tragic Clown outfits, facepaints, etc.. before EA decided to make the somewhat accurate TC for TS4. Now, I'm working both on an override and separate version of it, and I'd like to achieve two things: First, for the override I'd like male sims to wear a facepaint with the stubble like the original TC, and female sims just a clean one. I was thinking of overriding two of the facepaints, but I don't know how I would go about changing which swatch the Tragic Clown outfit for males uses. And secondly, for the regular version, I'd like to remove the buffs and the facepaint reference from the outfit altogether. I think I can achieve both things editing the snippet of code you managed to successfully edit, so I'd love to have some guidance on how I can achieve that.
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Post by brainstrip on Jan 12, 2018 19:14:50 GMT -5
It wasn't that part giving trouble though. The knee part of the outfit was clipping through the legs, which were alright since I copied that part of the legs from the hidden bottom part to maintain the correct weights. EA closes the bottom part, but part of the leg remains inside the mesh, depending where the bottom is of course. Lots of their outfits have a lil bit of leg poking inside the mesh, that's no trouble at all, unless you leave the entire bottom mesh inside. :P Someone else fixed the weights there for me after all, so the outfit works great now. There's just lil bit of distortion on the necklace depending on the body type of the sim, so I'll have to manually edit its weights to make it flawless.
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Post by brainstrip on Jan 11, 2018 17:35:00 GMT -5
You have a lot of empty weights in your .blend. That's why you get tons of distortion. 1. You need to go either to weight paint mode or in edit mode, scroll down on a tool panel and open weight tool panel. 2. Turn vertex selection on, select all vertices. 3. Click "clean" and in "Subset" field select "All groups". Click "clean" again to make sure that it worked. 4. In edit mode click on any vertex and see what bones are assigned. There should be only bones with weights over 0.000. You will run into additional issue because there are some vertices that have 5 bones assigned. Maximum bones that game can read is 4, therefore a few vertices will poke here and there. To fix that you need to select all vertices again, on Weight Tool panel select "Limit total" and choose 4. Click "Limit total" to make sure that it worked. In the top of blender you will see a message that 146 vertices limited (may be more, I didn't attach all parts, just checked what is going on in the main one). After this step some weights will get a bit messed up, to fix that proceed to next step. Last step is to select all vertices and on a Weight Tool panel click "Normalize all". Check in the game. If any spots look bumpy use blur tool in weight paint mode to blur out those spots. I suggest combining all parts and not separating them while you check package in the game. When I work with a .package like this I use one cut of the mesh for entire outfit and delete everything except one triangle in other cuts. This way I don't have to separate/combine cuts each time when I need to adjust weights or uv1. When I am satisfied with outcome I separate outfit in different parts and assign proper cuts. Also check your uvs and delete the one that named UVMap. I tried what was proposed earlier about using the nude top and seeing if that fixed the distortions and it did, only thing left to fix is the weights around the knee area where the dress clips with the legs. I just tried transferring weights from another dress the same length but that didn't work out so well, weights there weren't good enough. The rest of the stuff you mentioned was already in the dress I used as a base, but I'll try doing all those things you mentioned. The UVs have been fixed I believe, I wasn't paying too much attention to that earlier, as I tend to leave uv1 for later. These are the newest files: package / blender
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Post by brainstrip on Jan 10, 2018 20:47:20 GMT -5
you are correct. you do have to follow the number of objects that were there. i'm talking about merging them together and then cloning a new package, like the nude top or bottom because it only has one geometry, and then seeing if you get any new results. Ah! Got ya! That I haven't tried. :P
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Post by brainstrip on Jan 10, 2018 20:38:46 GMT -5
have you tried joining the whole mesh together and doing the transfer? and by joining it together, i mean merging all geometries in blender and also creating an entirely new package that has one geometry in it. I merged all the groups into one and removed doubles so that the transfer would be flawless. Then I proceeded to split edges and separate parts back into separate objects as they were, renaming everything as it was. And that was the result. I didn't know you could have a LOD with only one merged object, thought I had to follow the number of objects that were there.
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Post by brainstrip on Jan 10, 2018 20:16:12 GMT -5
No luck at all! Idk whats wrong with this. :( I think I'm gonna end up asking someone to fix it for me, and I'll carry on from there. Package / Blender
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Post by brainstrip on Jan 10, 2018 17:26:49 GMT -5
Yeah I'll have to try that, otherwise I'll keep running into new mesh distortions. >_<
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Post by brainstrip on Jan 10, 2018 17:14:48 GMT -5
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