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Post by Syboulette on Dec 15, 2020 6:55:29 GMT -5
Hello everyone ! My question is pretty advanced, so I'm tagging orangemittens in case it's might be something impossible. I found the ressource i wanted to edit in the gamecruiser of S4S (trim). I edited it the way I wanted and tested it ingame, which works perfectly. But obviously, it's an override of the ressource I extracted. How can I make it a clone ?I tried changing the instance number of every resssource using the hash generator with no success. Is it even possible ? Thanks for your help !
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Post by Cidira on Dec 15, 2020 9:11:10 GMT -5
I've been looking for a tutorial to do this myself -- I really want to try some things with ladders, and they're not supported by any tool at all. There must be a way to create a clone or recolor by hand, and if by 'trim' you mean a roof trim then I know non-defaults can be made, but some of the steps for making a clone from scratch and adding swatches are not clear to me.
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Post by Syboulette on Dec 15, 2020 9:19:33 GMT -5
I've been looking for a tutorial to do this myself -- I really want to try some things with ladders, and they're not supported by any tool at all. There must be a way to create a clone or recolor by hand, and if by 'trim' you mean a roof trim then I know non-defaults can be made, but some of the steps for making a clone from scratch and adding swatches are not clear to me. No i was talking about halfwall trim, but I guess it would be similar for any non supported build item in S4S. I made a non-default roof trim for my Annie set but this was with the don't-say-its-name other software
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Post by sigma1202 on Dec 15, 2020 11:56:12 GMT -5
Changing the instance should work, are you changing the model or just making a recolour?
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Post by Syboulette on Dec 15, 2020 13:41:44 GMT -5
Changing the instance should work, are you changing the model or just making a recolour? Just a recolor ! Which instance should I change ? I changed all of them (the trim, the dst, the normal, etc. while relinking everything correctly), but then it doesn't appear ingame :(
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Post by sigma1202 on Dec 16, 2020 10:11:33 GMT -5
Changing the instance should work, are you changing the model or just making a recolour? Just a recolor ! Which instance should I change ? I changed all of them (the trim, the dst, the normal, etc. while relinking everything correctly), but then it doesn't appear ingame :( Sorry I was wrong, I tried a few tests by myself and couldn't get it to work
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Post by Syboulette on Dec 16, 2020 11:14:56 GMT -5
Too bad :( I released my platform recolors like this (as an override). I chose to replace the most ugly (those lattice... (puke)), but if I find a solution to this i'm still interested ^_^
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Post by Cidira on Dec 17, 2020 9:08:56 GMT -5
Same here. I have not done any new experimentation yet since this thread went up, but there must BE a method for making clones and recolors from scratch, otherwise there wouldn't be a way to automate it, and having more clarity on the steps would make it a lot easier to troubleshoot.
(Bonus points for resources newer and prettier than million year old directions for how people made new mesh objects before S4S, but I'd take those if I could actually find them. Best not to link such a thing in the thread if you've got it, though.)
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Post by Cidira on Dec 18, 2020 20:53:51 GMT -5
I've ended up helping two people with related things on Discord recently, and in the process discovered a potentially useful reference file for some of this stuff. This is a custom stair railing. It does not replace the catalog entry, meshes, or textures of the railing it was cloned from, and it has multiple swatches without appearing to be a merged package, and without duplication of texture resources despite all the many wacky mesh pieces a stair railing uses. While I don't think it was made from scratch, comparing it carefully to the original EA railing (base game Sleek Closed Rail) in S4S may help with figuring out how to make build packages from scratch. Stair Railing: modthesims.info/d/556699/blue-glass-railing.html(I also fixed it to work with configurable stairs; that file is in the comments.)
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Post by brujah on Dec 24, 2020 2:39:40 GMT -5
My stairs and railings were done this way. Completely manual... I'm certain it can be done for this as well. You just have to find the correct properties. I'm willing to help with your other project Syboulette. I responded to your message.
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Post by Syboulette on Dec 25, 2020 13:21:26 GMT -5
My stairs and railings were done this way. Completely manual... I'm certain it can be done for this as well. You just have to find the correct properties. I'm willing to help with your other project Syboulette . I responded to your message. I gave it another try today with making CC ladder. I spent hours (and might have lost an eye lol) recreating the complete file, manually renaming each instance of each ressource, and it still don't show as a separate cc ingame. It works well (it shows my mesh, my swatch colors, my texture), but it's included in the clone base thumb, as if it was added swatches. So I know it's been a long time but do you maybe remember which part do I need to change so the game actually separate this manual clone from the original one ?
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Post by brujah on Dec 25, 2020 22:48:42 GMT -5
My stairs and railings were done this way. Completely manual... I'm certain it can be done for this as well. You just have to find the correct properties. I'm willing to help with your other project Syboulette . I responded to your message. I gave it another try today with making CC ladder. I spent hours (and might have lost an eye lol) recreating the complete file, manually renaming each instance of each ressource, and it still don't show as a separate cc ingame. It works well (it shows my mesh, my swatch colors, my texture), but it's included in the clone base thumb, as if it was added swatches. So I know it's been a long time but do you maybe remember which part do I need to change so the game actually separate this manual clone from the original one ? Yes. The new ladder resource needs to have a renumbered PrototypeId.
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Post by Syboulette on Dec 26, 2020 2:50:32 GMT -5
I gave it another try today with making CC ladder. I spent hours (and might have lost an eye lol) recreating the complete file, manually renaming each instance of each ressource, and it still don't show as a separate cc ingame. It works well (it shows my mesh, my swatch colors, my texture), but it's included in the clone base thumb, as if it was added swatches. So I know it's been a long time but do you maybe remember which part do I need to change so the game actually separate this manual clone from the original one ? Yes. The new ladder resource needs to have a renumbered PrototypeId. THANK YOU ! So simple. Works like a charm ! I've learn so much in one day.
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Post by woodsfairy on Dec 27, 2020 15:49:15 GMT -5
This discussion has been so timely and helpful to me! Just one question... How exactly did you renumber the PrototypeId. I know where this resource is to change it, I just don't know how to generate a new number for this field.
Thank you so much for everyone's help and knowledge on this complicated subject!! <3
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Post by hipolitogustavo69 on Dec 27, 2020 16:00:06 GMT -5
pls, help me
The Sims 4 Studio - Versão 3.1.4.2 S4Studio.Logging.S4SLogException: Falha ao gravar no arquivo de log. ---> System.UnauthorizedAccessException: O acesso ao caminho 'C: \ Users \ [UserName] \ Documents \ Sims 4 Studio \ Logs \ Log_2020-12-27.txt' foi negado.
em System.IO .__ Error.WinIOError (Int32 errorCode, String MaybeFullPath) em System.IO.FileStream.Init (String path, modo FileMode, acesso FileAccess, direitos Int32, Boolean useRights, compartilhamento FileShare, Int32 bufferSize, opções FileOptions, SECURITY_ATTRIBUTESAttrs , String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost) em System.IO.FileStream..ctor (String path, modo FileMode, acesso FileAccess, compartilhamento FileShare, Int32 bufferSize) em System.IO.File.Create (String path)
em S4Studio.Logging.S4SLog.get_Stream () em S4Studio.Logging.S4SLog.Log (nível LogLevel, texto String) --- Fim do rastreamento de pilha de exceções internas --- em S4Studio.Logging.S4SLog.Log (nível LogLevel , String text) em S4Studio.Shared.AppModel.Init ()
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