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Post by sigma1202 on Jan 24, 2020 20:00:22 GMT -5
Can someone tell me what the difference is? They seem to do the exact same thing
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Post by Feyona on Jan 24, 2020 22:01:09 GMT -5
By creating Standalone item you create a standalone recolor that depends on the mesh presence in Mods folder (in case if you create a recolor of custom content), or standalone recolor of base game item when your swatch is shown as a separate file. By creating a mesh you clone the mesh and create a .package that will contain geometry resources and all other resources related to textures.
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Post by fleurlibelle on Jul 22, 2020 9:54:35 GMT -5
By creating Standalone item you create a standalone recolor that depends on the mesh presence in Mods folder (in case if you create a recolor of custom content), or standalone recolor of base game item when your swatch is shown as a separate file. By creating a mesh you clone the mesh and create a .package that will contain geometry resources and all other resources related to textures. But the "Create a Mesh" does not contain a clone of the original Mesh actually... that's what I thought it would do. "Create a Mesh" should include the mesh as you say "Clone" but that does not happen! Because once I remove the original files - under the Mesh Tab you can clearly see 0 Vertices and 0 Polygons" and it doesn't show up in CAS for example because the "Mesh" is missing. I tried it with custom content - it works with game meshes but not with custom content if you want a clone of that. At the end of the day it seems that it functions the same as the "CAS Standalone" in both cases you need the original mesh and in this case I don't understand the difference either! Or is there something I miss? It does not seem to contain what matters the most and this would be the "MESH, according to my understanding at least, right??? LOL Because I wanted a recolor but with the "mesh included" for personal use! I like my mods folder organized and structured. Simply because I highly dislike to have ton of packages of the same item with million reccolors in my folders. So I use the original Mesh and remove the swatches and add those I prefer! Even tho I keep a copy of the original file separate with their colors for safety reasons and add swatches which I like to my copied version. Sure they both use the same ressource numbers so that's why I wanted a clone of that item but it's too much work to add a mesh in a new package manually every time. I wish it would be possible simply to copy a real "Clone" of that one mesh without doing the extra work.
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Post by mauvemorn on Jul 22, 2020 11:42:40 GMT -5
Hi. After you add cc into Documents\Sims 4 Studio\Mods, restart the program for it to update. Then go to Create 3d mesh, find the cc you need, clone, and the mesh will be included.
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Post by Feyona on Jul 22, 2020 16:59:59 GMT -5
By creating Standalone item you create a standalone recolor that depends on the mesh presence in Mods folder (in case if you create a recolor of custom content), or standalone recolor of base game item when your swatch is shown as a separate file. By creating a mesh you clone the mesh and create a .package that will contain geometry resources and all other resources related to textures. But the "Create a Mesh" does not contain a clone of the original Mesh actually... that's what I thought it would do. "Create a Mesh" should include the mesh as you say "Clone" but that does not happen! Because once I remove the original files - under the Mesh Tab you can clearly see 0 Vertices and 0 Polygons" and it doesn't show up in CAS for example because the "Mesh" is missing. I tried it with custom content - it works with game meshes but not with custom content if you want a clone of that. At the end of the day it seems that it functions the same as the "CAS Standalone" in both cases you need the original mesh and in this case I don't understand the difference either! Or is there something I miss? It does not seem to contain what matters the most and this would be the "MESH, according to my understanding at least, right??? LOL Because I wanted a recolor but with the "mesh included" for personal use! I like my mods folder organized and structured. Simply because I highly dislike to have ton of packages of the same item with million reccolors in my folders. So I use the original Mesh and remove the swatches and add those I prefer! Even tho I keep a copy of the original file separate with their colors for safety reasons and add swatches which I like to my copied version. Sure they both use the same ressource numbers so that's why I wanted a clone of that item but it's too much work to add a mesh in a new package manually every time. I wish it would be possible simply to copy a real "Clone" of that one mesh without doing the extra work." "Create a mesh" does contain the mesh if you embed it. Studio creates the .package that has a minimum resources that a working .package needs to contain to show up in CAS. If you want to add other resources like mesh you chose Tools -> Modding -> Embed all external resources (CAS) and they appear in the .package. No need to clone a custom .package to add the mesh to it. You just need to put an original file that has the mesh in Sims 4 Studio/Mods folder, open the file that contains only recolors, click the function that was mentioned above and mesh from original file will be included in the file with recolors.
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Post by fleurlibelle on Jul 24, 2020 12:06:03 GMT -5
Feyona Thank you very much for explaining. I was searching for such information within the Tutorial and was hoping to find an explanation there but the tutorial starts with recolors and not explaining the basics of S4S like the Start Screen! I would have never guessed that the "Tools" Function would lead me to the information I need, LOL. Do I understand it correctly? That means in my case that I will need to put that file with the mesh into the Modsfolder of S4Studio, click on create a mesh and then run this "Tools -> Modding -> Embed all external resources (CAS)" function and then it should work? O_o Or do I need to add either way the mesh manually because if so that doesn't work I get an error message. ???
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Post by Feyona on Jul 24, 2020 16:21:23 GMT -5
Feyona Thank you very much for explaining. I was searching for such information within the Tutorial and was hoping to find an explanation there but the tutorial starts with recolors and not explaining the basics of S4S like the Start Screen! I would have never guessed that the "Tools" Function would lead me to the information I need, LOL. Do I understand it correctly? That means in my case that I will need to put that file with the mesh into the Modsfolder of S4Studio, click on create a mesh and then run this "Tools -> Modding -> Embed all external resources (CAS)" function and then it should work? O_o Or do I need to add either way the mesh manually because if so that doesn't work I get an error message. ??? Yes, you need to put the file that contains the mesh to Studio’s mods folder and run the program. If you moved the file while the program was open you will not be able to embed external resources, you need to restart S4S to make it to see that file. After restarting open the file that contains only recolors. These files have only CAS part resources and RLE files on the warehouse tab, no geometry resources, no DST (bump map). Then you run tools-modding-embed all external resources. It will work only if the file with recolors was recolors from the mesh that you are trying to embed. And this should not give any error message.
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Post by fleurlibelle on Jul 24, 2020 16:54:42 GMT -5
Feyona You're a gem thanks a ton for the insight and that you enlighten me! Learning something new every day!
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