I'm creating a Balloons tower and I'm using the plant pot mesh because I learned to make everything from it because it just has 2 Lods :D But I'm stuck at number 8, because I couldn't found the option on the tutorial. I'll put the photos here:
I've used this mesh and imported mine.
But the Resource -> Entries options didn't exist on this mesh.
Anyway, I clicked on "Edit items" but the next options are very different and I'm stuck at it.
Please help me
In your third picture, where it ways "dropshadow" and below that, "phong." You have to click on "Phong" to access what you need.
For those who are confused about how to make an OMSP, I figured it out, thanks to looking at KitKat's OMSP.
Do what this tutorial says as far as adding "AlphaBlended," but in addition to that, change the shader for the invisible swatch to "PhongAlpha." In your diffuse texture, if you're using a dds file (I always work with dds for my diffuse; just a personal preference) make sure, for the invisible swatch, that your alpha layer is pure black. For the visible swatch make your alpha layer pure white. Make your shadow plane mesh very small, like the size of a pinpoint small, and either hide it in your mesh or lower it so that's it's lower than ground level. For your shadow mesh, delete all but one polygon and make that pinpoint size as well; otherwise, your mesh will cast a sun shadow. Using this tutorial here delete the occluders. Just to be safe, I replaced the bump map and specular files with a 16x16 pixel blank png.
If you do what I laid out above--inserting AlphaBlended and changing the shader to PhongAlpha--you'll be able to interact with your OMSP even when it's invisible.
My model was a bit different (I cloned the base game pig decoration). So I kind of just winged it, and when I go to save the whole package, I get this error:
The Sims 4 Studio - Version 188.8.131.52 System.InvalidCastException: Unable to cast object of type 'S4Studio.Data.IO.Core.ExternalResource' to type 'S4Studio.Data.IO.Core.LinkedResource'. at S4Studio.Data.IO.Core.LinkedResourceSerializer.Write(Stream stream, IReferenceList resources) at S4Studio.Data.IO.Core.LinkedResource.Write(Stream stream, IReferenceList resources) at S4Studio.Data.IO.Package.DBPFPackage.WriteResourceStream(FileStream final_stream, IPackedResource resource, IDBPFResourcePointer index) at S4Studio.Data.IO.Package.DBPFPackage.WriteDataStream(Stream src_stream, FileStream final_stream) at S4Studio.Data.IO.Package.DBPFPackage.SaveTempPackage(String out_file, String tmp, Stream pkg_stream) at S4Studio.Data.IO.Package.DBPFPackage.Save(String out_file, Boolean inline, String temp_path) at S4Studio.Shared.StudioDocumentModel.Save(String filename)
I am trying to apply a level of transparency to a rug so that the ground/floor texture will show through, and although the technique noted here worked in the editor, in game it appears that the threshold is off, resulting in a speckled appearance rather than smooth transparency. Where does one find the variable that controls this aspect and what would one change it to?
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