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Post by John-Sims on Jul 25, 2016 18:03:56 GMT -5
So I've seen a tutorial from Bakie on how to add an Emission Map to a CAS item. I wanted to do this for a Light/Lamp I'm currently working on :3 However as I found out the CAS tutorial didn't work for the Build/Buy Items as well. :/ Could someone please show me how I can add an Emission Map to get that cool lighting effect?
~Thanks~
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Post by John-Sims on Jul 25, 2016 12:38:17 GMT -5
Hi giannisk13, regarding the beds I have some tips for you. I can't comment on the bunk beds you mention as I've not seen them but I suspect the slots have had their height adjusted to compensate for the mesh. This is something That I have never even contemplated, the bed rig is still a mystery to me. All the double beds are the same height so to make yours work its as Bakie said, clone one that you feel is a good match and adjust your frame to match it. I have never had any real success with custom bedding so my advice here is to just replace the EA frame with your custom one and use the EA bedding. Not all the bedding has the same bump and spec maps The really expensive bed has 2 spec maps that I can see and I feel is a pain to use as a clone especially if it's your first go at it. The Utopiate bed is good base as it only has 2 meshes high and med and it doesn't have those little leg shadows that your bed won't need. When placing your frame under the bedding in blender make sure that nothing obstructs the slots around the edges, you can see them clearer by going to the rig and setting the slots to show as B-BONE (click what looks like a little man and the settings are just below). Oh yes the shadow lods for the beds are sometimes different, some are joined as one mesh and others use both the frame and bedding separately so it always pays to export the EA shadow lod and take a look at before you make your own. Uploading your package to something like OneDrive copy the address of the package and paste into the above link box Thanks!! I'll try it and the I'll update!!!
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Post by John-Sims on Jul 24, 2016 18:32:13 GMT -5
Would you let me have a look at your package? It's much easier to figure something out, if you can actually look at things yourself. Sure! Make sure that you put the package in the game to see what's wrong as there's another issue which I can't really explain which can be seen when the sim opens the oven to bake something (like cookies or cake etc.) But could you please show me how? I don't know how toupload my packages yet ~thanks!~
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Post by John-Sims on Jul 24, 2016 11:42:12 GMT -5
Hi Giannisk, If you open your stove (or any stove) in S4S and go to the Rig/Slots tab you should find two slots for siminteraction. I haven't tried it myself, but if you move those to the location where you want your sim's frying pan to go it should solve the issue - you probably only need to elevate them slightly. I've already adjusted the rig in a lot of my projects (conversions mostly) and I've done that for the oven as well. But it doesn't work for some reason.Do I have to adjust something is S4Studio as well? ~Thanks!!!~
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Post by John-Sims on Jul 24, 2016 11:39:17 GMT -5
To make meshes function like they're supposed to, you will have to clone an item from the sims 4 that works the same and then replace it's mesh. In your case, the mesh of the bed must have the same height and length as the ones in game, so the animations will also work. But as I'm not that into meshing yet, someone else can probably help you a lot better with this. Thanks a lot for replying to me! The thing is that there are not many beds that have the same height as the mesh I've done has a platform (-giving it extra height-) and on top of the platform there's the bed. My mind always goes to the bunk beds...there's no that high EA mesh but still the sim will sleep on the bed and not on the air..how did they do that? ~Thanks!!~
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Post by John-Sims on Jul 23, 2016 12:19:47 GMT -5
Thanks a lot! But is there a way to delete the cc EA's wrench icon? I want to make my own cc stuff pack and I'm planning to add a custom icon as well.But as you said the wrench usually covers it up.
~Thanks~
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Post by John-Sims on Jul 23, 2016 12:12:23 GMT -5
So I've Created a bed mesh in blender. But how can I make this to be Used and not to be just decorative??
Also how can I make some converted items be functioned like the originals?-For example I converted an oven ( Midnight Hollow ) to TS4 but it doesn't work exactly as it is supposed to be...the frying pan is deep in the mesh and in the surface where it was supposed to be..How do I fix that??? If someone can help me please post some information in this thread or link me to a tutorial. Thanks.
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Post by John-Sims on Jul 10, 2016 17:40:53 GMT -5
Sims4Studio has many tutorials, including how to transfer weights Posting your package file would be helpful for anyone wanting to help. But just off the top of my head, you may need to adjust your uv map. Using the sculpt tools also tends to stretch your mesh out in an unappealing way, causing the texture to be stretched, the further your vertices are apart. I didn't use the sculpt tools..I've also tried that in another mesh and it's still blurry like that..what if I subdivide the mesh?? Will that make the vertices come closer? Or do I need to change the way my mesh is unwraped? At the moment I have project from view. ~Thanks~
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Post by John-Sims on Jul 10, 2016 15:23:12 GMT -5
I've tried to convert the Sunlit Tides Tropical Hot Tub ( TS3 - TS4 ) However there's been a huge change to hot tubs between those games... In TS3 the hot tub would be inside the ground while in TS4 it's a square tub on the surface of the ground. So after Converting the main mesh I've found some issues...
1st issue: since that difference in those games for the water to appear properly I had to make the S3 mesh floating so that the surface of the tub is in the same height of the S4 tub. Is there a way to have the original TS3 mesh in the ground and the water to appear properly in the S3 mesh? P.S - I've already tried to adjust the rig and it didn't work :/
2nd issue: While in TS4 studio the water texture (and the water ) appear in the place that they should be in the game the main hot tub is empty in the inside and the water will show up only when in use.
3rd issue: The mesh has some coconut palms. The texture however appear to have black around the edges of the leaf and it's extremely hard to cut around it.
So these are all of my issues I have... I know that it would be helpful to upload images but I still don't know how to upload pictures from my pc (I only know from the internet so far). If someone could teach me how to I'd be glad.
~Thanks for reading this~
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Post by John-Sims on Jul 7, 2016 6:54:11 GMT -5
Ok so after a really looong time I finally made a nice hair mesh in blender..The thing is that when I try to texture it the hair texture will always be VERY blurry and unrealistic...this is not the first time it happened-no matter how much I sized everything the blurriness would ALWAYS be there...I also have an other question-how do you attach bones to blender?? Also if I missed something please let me know! ~Thanks~
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Post by John-Sims on Jul 2, 2016 6:43:44 GMT -5
Oh that's why I wasn't able to open the package nowhere else! Didn't know that! ~Thanks~
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Post by John-Sims on Jun 30, 2016 18:53:44 GMT -5
First of all thank you for answering me!! This looks quite logical I'll definately give it a try and then I'll update.Thanks! UPDATE: OMG!!!! it worked!! thank you!!
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Post by John-Sims on Jun 29, 2016 11:08:40 GMT -5
OrangeMittens in your tutorial you convert 2 pillows each having the same texture...But What if the mesh we want has different textures? For example I'm trying to convert the Abandoned Train Station (Midnight Hollow) which has 4 groups (I think) And every one of them has a diferent texture.Is there a way to add more than 1 texture in Sims 4 studio for each group such as the aquariums have? I have arranged everything perfectly in milkshape then I import the .obj in blender and the textures are fine...but when I try to import the mesh it always changes the texture to the one I have in Sims 4 Studio to ALL GROUPS which is impossible to get rid of! The aquariums have 2 textures 1 for the water and another onefor the outside depending on the groups the mesh has....is there a way to do this myself?? Please someone respond ~thanks~
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Post by John-Sims on Jun 28, 2016 14:14:34 GMT -5
Ok I undestand! Here:
Traceback (most recent call last): File:C:/Users/user/AppData/Roaming/Blender Foundation/Blender/2.70/addons/scripts/addons/io_s3py_animation.py line 109 in execute obj=load_object(objd package) File:C:/Users/user/AppData/Roaming/Blender Foundation/Blender/2.70/addons/scripts/addons/io_s3py_animation.py line 132 in load_object vpxy=first(package.find_all_type(VisualProxy.ID)).fetch(VisualProxy AttributeError: 'None type' object has no attribute 'fetch'
location:<unknown location>: -1
That's what pops up every single time I try to do a tree or a bush (Built Mode items?!) This actually creeps me out kinda...anyways hope you find this helpful OrangeMittens! Please respond ~Thanks~
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Post by John-Sims on Jun 28, 2016 6:27:49 GMT -5
I've tried doing that process in milkshape for converted hairs and it didn't work for me...is there something I'm doing wrong?! What creteria do you use to separate the faces?? I'm really confused...please respond
~thanks~
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