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Post by danisimsbr on Feb 9, 2021 10:23:04 GMT -5
I'm trying to transform the "Hot Pot" into this: The function is actually the same, a machine that cooks the lamen. But I'm having a few problems. This is how it looks like by now (don't mind it, it's all messed up XD) 1- I'm confused about the UV map. I can make simple ones, but on the case of the "Hot pot", the machine and the recipes are in the same uv image. The recipes don't appear in the Blender file, so how could I create a new uv for them? Or if I jut copy them to my new uv image, the studio would recognize them? 2- I joined the EA's hot pot mesh with the "new parts" of the object I created. I didn't start it from 0, since it's an object that actually has a function, I thought it would be better. 3- When the Sim starts cooking, the object goes back to the original mesh because of the animation. I don't know where I should change it. 4- Can I remove the animated fire when it's cooking? Those machines are electric. 5- Can I change the 3 recipes names? Oden, Yosenabe and Sukiyaki. I know it's a lot of questions, sorry. Maybe I should make a decorative version only. But I'm curious to know what I did wrong and how I could change those things. I just wanted to change the appearance of the hot pot + the recipes names. But it's not that easy hah Thanks if anyone can answer at least one of these questions.
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Post by menaceman44 on Feb 9, 2021 11:00:09 GMT -5
3- Check if the object uses GeoStates. Look on the Meshes tab in Studio and if it has GeoStates you should be able to check them all from there. An example of an object that uses GeoStates is the doll house. It has a normal state, a damaged state, and then a fully broken state. These are all seperate meshes.
4- You can't remove the flame but you should be able to hide it. In the Rig/Slots tab there will probably be an FX slot entry. Move this down so that it is inside your mesh and you shouldn't be able to see it when you look in game.
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Post by danisimsbr on Feb 9, 2021 11:26:57 GMT -5
3- Check if the object uses GeoStates. Look on the Meshes tab in Studio and if it has GeoStates you should be able to check them all from there. An example of an object that uses GeoStates is the doll house. It has a normal state, a damaged state, and then a fully broken state. These are all seperate meshes. 4- You can't remove the flame but you should be able to hide it. In the Rig/Slots tab there will probably be an FX slot entry. Move this down so that it is inside your mesh and you shouldn't be able to see it when you look in game. Oh, thank you so much! I'll give it a check
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Post by MizoreYukii on Feb 9, 2021 12:46:42 GMT -5
I wish I knew how to help with the UV stuff but I don't know enough yet, sorry. 4- You can remove the VFX but it requires custom tuning, wouldn't be too hard though and only a few files (or you can override if it's a personal item). But the easy choice would be to just move the VFX as Menaceman said. 5- Yes you can, they are just strings. This again would make it an override though unless you want to make it custom, you'd have to override the serving strings and also the interaction strings. If you search "sukiyaki" etc. in String Table Lookup, or open the files for reference, you will find them. You can use this tutorial to learn how to override them.
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Post by danisimsbr on Feb 12, 2021 14:53:49 GMT -5
I wish I knew how to help with the UV stuff but I don't know enough yet, sorry. 4- You can remove the VFX but it requires custom tuning, wouldn't be too hard though and only a few files (or you can override if it's a personal item). But the easy choice would be to just move the VFX as Menaceman said. 5- Yes you can, they are just strings. This again would make it an override though unless you want to make it custom, you'd have to override the serving strings and also the interaction strings. If you search "sukiyaki" etc. in String Table Lookup, or open the files for reference, you will find them. You can use this tutorial to learn how to override them. The UV map is very complicated hah I still can't do it well. Thank you so much for your help. I'll check what you said
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