|
Post by uiako on Nov 15, 2021 0:30:05 GMT -5
I've been having another error as well, should I put that somewhere else? It's where I tag my cc and it just crashes my game
|
|
|
Post by Fwecka (Lolabellesims) on Nov 15, 2021 4:51:53 GMT -5
You should share your blend and your package. Don't know if I can help but I can at least if the problem shows up on my end, or not.
|
|
|
Post by uiako on Nov 15, 2021 14:24:15 GMT -5
Well the other issue was truly just the certain item. it was broken. But, now the new issue is where I rename the file, just made cc. And it wont let me type in the search bar in build buy. The Package Filesthe blend files are file. I know this because before I named it they worked just fine.
|
|
|
Post by mauvemorn on Nov 15, 2021 14:49:05 GMT -5
Do not use blank spaces between letters, any symbols beside - _ ( ) [ ], any non-Latin alphabet letters in the name of any file or folder ever, not just for ts4 packages. The software and games interpret these things differently and when they can't at all, the file won't be accessed. The names of your files should look like this: (uiako)Car_with_Carseat Also, the car is extremely high poly. Objects must never go above 10k tris, the car has 402k
|
|
|
Post by uiako on Nov 15, 2021 14:53:39 GMT -5
Ohhh That makes so much sense! I was thinking it was that. Thank you!
|
|
|
Post by uiako on Nov 15, 2021 14:55:02 GMT -5
Also the car isn't mine. I added a car seat for personal use. It was made by another cc creator
|
|
|
Post by Fwecka (Lolabellesims) on Nov 17, 2021 0:18:49 GMT -5
I've seen this a number of times, actually. Someone will find a mesh online and it'll turn out to have an astronomically high polycount. I don't know why this is. Were the meshes meant to be 3D printed or something? That's a rhetorical question so you don't have to answer it. You can use decimate to lower the polycount, but decimate destroys the topology. You can also dissolve edge loops. I prefer this because you have more control over what stays and what goes. It helps to first turn your tris into quads—fewer edges to deal with that way. studio will turn your quads back into tris so don't worry about that. First, press T to open the side panel. Then select your mesh, edit mode, press A to select everything, Alt + J, then put a checkmark next to Compare UVs. Now, your UV map won't be messed up. Press T to close the side panel. You can now go through your mesh and hold shift + Alt, select some edge loops, X > dissolve edges. There are some parts of your mesh you can delete entirely, such as all those pipes and things underneath the car. I think there are a lot of mesh parts under the hood, as well, though I couldn't really look because Blender would not respond due to the high polycount. Why are those mesh parts under the hood if they won't be seen? They just increase the polycount and serve no purpose whatsoever. Anything that won't be seen can go. Some details can be preserved via a bump map instead of including the details in the mesh, itself. Save a high poly mesh and bake a bump map from it but don't use the high poly mesh in the game. But, here's the biggest problem: s4studio_mesh_1 and s4studio_mesh_2 are the same things. I'm assuming you want one mesh group for the floor shadow, one for the body of the car, and one for the windows. It's not set up that way, currently.
|
|
|
Post by mauvemorn on Nov 17, 2021 3:22:11 GMT -5
Fwecka (Lolabellesims) polycount matters when people make content for games because there the rendering process is live, as in what you’re seeing is being updated constantly. When the goal is a video or a single image, you render the scene/each frame only once. It makes sense to use very high-quality models to get (generally) very realistic results when it will be rendered only once, not every time you move the mouse or something else happens like in the game. My best recommendation is to just not try to adapt extremely high-poly and detailed meshes to ts4 at all because decimate will destroy the mesh or you will spend hours if not days trying to reduce the polycount manually. But op most likely needs this car for a picture and if their pc can render it, then it is fine.
|
|
|
Post by Fwecka (Lolabellesims) on Nov 18, 2021 1:50:25 GMT -5
"Polycount matters when people make content for games because there the rendering process is live, as in what you’re seeing is being updated constantly.
When the goal is a video or a single image, you render the scene/each frame only once.
It makes sense to use very high-quality models to get (generally) very realistic results when it will be rendered only once, not every time you move the mouse or something else happens like in the game."
That makes sense. Thanks. I was wondering about that.
|
|