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Post by keysmuse on Jul 17, 2019 1:20:18 GMT -5
Try updating or reinstalling GPU drivers first. I bet this will be their first advice. Actually I looked through the Steam forums and moved the WinTab32.dll file out of System32 and it solved it for me! I've added it to the first post in case anyone else has the same issue
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Post by keysmuse on Jul 17, 2019 1:14:59 GMT -5
Then solution is to use whatever version works for you and keep another one in Studio settings. This is what I and many other users do. I just keep a few versions of Blender. There is something in higher versions like 2.78 and 2.79 that prevent Studio from working with Blender. It is what it is. Again, if Blender crashes then you need to look for an answer on their support forums, update drivers etc. Okay thank you I appreciate the help and will go onto the Blender forums to fix the crashing.
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Post by keysmuse on Jul 17, 2019 1:06:14 GMT -5
Still it is most likely a problem with GPU drivers. I agree and I understand but I'm really unsure on how to solve this, if S4S only works with versions of Blender that are majorly problematic for me.
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Post by keysmuse on Jul 17, 2019 0:50:15 GMT -5
I found that AMD users have this issue. Also, I would really suggest searching it on Blender support forums since this is where users with problems with Blender post their questions and get responses. For example this thread says that this issue was patched in 2.78 and 2.79, and that it is an issue with AMD drivers. Hi, I've been searching for a solution for a few days and stumbled across that thread too, however I am not an AMD user, I'm an NVIDIA user and 2.78 gave me the same issues. Another solution I found was to use the zip versions of the program and again no luck with it. Also since 2.79 works for me (I still have 2.70 installed since I can't export without it) I tried adding the Sims 4 Studio Blender Tools script but I received this error?
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Post by keysmuse on Jul 16, 2019 23:34:54 GMT -5
Hi I'm having a lot of trouble with S4Studio compatible versions of Blender. 2.70 and 2.76 both seem to close as soon as they're minimized and at times randomly. I'm unsure of what to do and I've tried resetting user preferences, running in compatibility mode. Is there anyone with a similar problem that managed to fix it? For now I've been working on 2.80 but obviously it's not ideal on a permanent basis.
Edit for anyone who is having a similar problem and does not have an AMD driver, moving "WinTab32.dll" out of System32 fixed the problem for me!
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Post by keysmuse on Jun 26, 2017 16:46:48 GMT -5
the link leads to this thread I'm so sorry, my bad! Here's the updated link D/L
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Post by keysmuse on Jun 26, 2017 16:07:52 GMT -5
hi! Looks like a problem with the specular, so i would check that texture. If you need more help, please share the package and blend file. Hi, thank you for your response! The textures seem okay to me so I'll link the necessary files. I might've just missed something since it's been a while Download
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Post by keysmuse on Jun 26, 2017 13:27:09 GMT -5
Hi, it's been a while since I've posted but I'm getting back into creating CC and I could really use some help I made this shirt but in game the collar has a weird look - What could be the cause?
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Post by keysmuse on Nov 10, 2016 19:23:55 GMT -5
Thank you for responding and redirecting me! Unfortunately though the problem still seems to occur, I've tried remodeling the sleeves too. I really have no idea as to how this could've occurred? I'll try the other solution of cloning a similar top
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Post by keysmuse on Nov 10, 2016 16:37:53 GMT -5
Welcome to S4S! :D
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Post by keysmuse on Nov 10, 2016 16:36:58 GMT -5
hello!! i know it's been a while since i've visited but i was hoping someone could help me? so i've made a top and it appears that the sims arms fall into the body (regardless of body morphing). i've tried modifying the mesh but as of yet nothing has worked so i'd be very thankful if somebody could point me in the right direction. here's some examples: here is a link to the .blend and .package file if anyone is willing to look at it - simsfileshare
thank you
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Post by keysmuse on Aug 9, 2016 16:54:03 GMT -5
To be honest, with a VERY good texture you could achieve your desired look with minimal or no edits to the mesh, and just rely on your diffuse/good specular/good bump map. I'm guessing you have the t-shirt fully meshed underneath the tank top? TS4 is a low-poly game so there is no need for perfectly rounded meshes. I think that idea is fantastic and would easily save me a huge amount of time going back and forth between Blender and CAS. But I think, I'd just like to learn how to do this, mesh wise so I always have it at my disposal if I feel I need to know how to mesh something. I'm sure I make little to no sense so I apologise if I've caused you any confusion. And yeah the tshirt is fully meshed underneath. After remaking the mesh using minimum subdivision, Blender no longer glitches which is good. The mesh isn't as smooth as I would've hoped (and slightly rough in game) but I'm sure I can tidy things up manually. I'm not quite sure how I'll go about texturing Girl Power and the red trims onto it but I think my main issue has been answered. Thank you for all your help!
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Post by keysmuse on Aug 9, 2016 16:09:18 GMT -5
The issue here is that you subdivided the item too much. You can either re do it with minimum subdivision (minimum as in 1 time and the minimum number) and work from there. Or leave it like this, use decimate and re do the uvmap. Trying to reduce the poly of these type of items will always inevitably break the uv. Thank you for explaining! I'm currently redoing the mesh using the minimum subdivision and the results are just as good
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Post by keysmuse on Aug 9, 2016 15:34:22 GMT -5
Yes, it looks like that's far too much geometry. Can you not just remap the decimated mesh? What are you trying to make? If it's a top, I'm sure there are similar tops already in existance in the game so you're probably better off cloning them and editing those meshes since you won't need to worry about too many verts. When you say remap what do you mean exactly? I'm sorry, I'm new to mesh in general so I have yet to learn proper terms for things. This is what I'm trying to make - I cloned a tank and a tshirt but had to use subdivision surface to make the tank smoother after cutting off the neck and other body parts, since it'll be something that comes off of the the mesh rather than just textured on I assumed the best way to do map it would be to put the tank in the extra top part of the UV map. I don't know if it'll help much but here's the mesh looks atm
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Post by keysmuse on Aug 9, 2016 15:00:52 GMT -5
Try to remove doubles before decimating. I tried this but unfortunately the UV map still does that thing. If I left the mesh subdivided as it is would it dramatically affect performance gameplay wise as it'd be a large vertice count?
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