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Post by Ived_Nella on Mar 25, 2022 19:34:35 GMT -5
So this is the first cc I've "finished" and when I'm in build/buy mode the thumbnail for my archway/door is blank. If I click the thumbnail, the game is just gone, no error message, no anything.
I wanted a single tile and rope-less version of the "Upscale VIP Exclusivity Archway" in it's default colors. I "shrank" it in Blender 2.7 using the "Narrow Post and Lintel Frame Door - Medium Height" to get the right size. First I deleted all the VIP rope bits and then re-sized the archway by linking or appending the inner/central frame piece from the narrow door frame's file which is originally called "s4studio_mesh_0" and once that was in the blender file for the VIP arch I adjusted the size of all the VIP pieces to match up properly, mostly by scaling to get everything to the correct width and then using proportional editing to make it tall enough to fit the narrow arch's frame/cutout. Once everything seemed right, I opened S4S and loaded the blender file into all the LOD/meshes available for the VIP archway, except it told me the bones were wrong for the lowest quality LOD's (LOD2, the archway has two "geometry" selections so I tried loading the file into all of them) I also removed the uv map/template/whatever it's called for the posts and rope to ensure they wouldn't show up, and resized the footprint for all LOD's which made the archway show up without the rope and posts and as the correct size in all versions, except the LOD2s didn't size down. I attempted to load the meshes into the "Narrow Post and Lintel Frame Door" but S4S wouldn't let me because it has too many bones that the original doesn't have (14 vs 5 I think).
I placed the file here, in this folder, which I believe is correct: "C:\Users\ME\Documents\Electronic Arts\The Sims 4\Mods\MyCC
I'm guessing the issue has something to do with the number of bones, the footprint size, or the cutout size still not being right but I have no idea because I can't even see it in my game and this is the first CC I've actually tried to use. Other than this I've really just played around with hair sculpting in blender.
Maybe I'm missing something obvious but I really can't figure it out or find it anywhere when I search online. Thanks for reading!
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Post by mauvemorn on Mar 25, 2022 19:44:29 GMT -5
Hi. Share the package and the blend file please. But before you do that, does the name of the package has spaces or uncommon symbols? For example, “{Ived Nella} Upscale VIP Exclusivity Archway.package”? It shouldn’t, so the right one would be “Ived_Nella_Upscale_VIP_Exclusivity_Archway.package”. This crashed the game for other people
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Post by Ived_Nella on Mar 25, 2022 19:57:11 GMT -5
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Post by Fwecka (Lolabellesims) on Mar 25, 2022 21:22:00 GMT -5
So, if I understand correctly, you wanted to eliminate the rope and the stands the rope is attached to and you wanted the entire archway resized? You have to keep your meshes the way EA did things as much as possible. The EA mesh has seven mesh groups, one of which is for the shadow the arch casts onto the wall (It's a flat plane). Your mesh has only six mesh groups. It's missing the shadow mesh. *The rig in your package is...odd. Delete it. *Make sure each mesh group has the weight assigned that it's supposed to (transformBone); each group should match how EA has done it. Note that the shadow mesh will not have a weight. The ropes don't have a weight assignment either. *Your cut numbers should match EA's. *Don't delete the ropes and the rope stands. Your package expects that mesh group to be there. Instead, select it, enter edit mode, press A to select all then deselect one face. Delete the faces you've selected with X. Size the face that's left so it's tiny and hide it inside one of the other mesh groups. *LOD 2 has some of the mesh parts joined so that there are only four mesh groups, one of which is the shadow. Join your mesh groups so that they match EA's. *For the ropes in the LOD 2 mesh, do the same as before and delete all but one face then resize, and hide that face. *Make sure the weights of your LOD 2 match EA's LOD 2. (the shadow plane and the ropes have no weights assigned) *Make sure the cut numbers of your LOD 2 matches EA's LOD 2. *Save each LOD and don't worry if the file doesn't contain the rig. At this point, you're just saving the meshes. *Open EA's LOD 0 and delete everything except the rig. Append your LOD 0 to the file. (This is a recycled screenshot. For step 3 hold shift and select all of your meshes). *Make sure your file has a rig, one shadow mesh group, six arch mesh groups, one of which is the rope section that you hid. Make sure the weights (the shadow plane and the ropes have no weights assigned) and the cut numbers match EA's. Save your file. This is your LOD 0. *Ditto for LOD 1 *Do the same for LOD 2 but this time you should have four mesh groups, one of which is the shadow, and one of which is the rope that you resized and hid. You should have a rig. Make sure the weights (the shadow plane and the ropes have no weights assigned) and cut numbers match EA's. Save your file. You'll need to import your LODs for both geometry states and I think if you click the "adjust footprint to fit mesh" button the proper footprint will be created.
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Post by Ived_Nella on Mar 26, 2022 14:56:58 GMT -5
Thank you so much for your help! I think I've made progress, but it still isn't working.
I've tried editing it again and I created the other LOD files as well but now the game crashes a few seconds after I open the panels for either 'all doors' or for 'medium height doors' in build/buy mode. I've even removed every single mod I had (all of which are very common and up-to-date) and that made absolutely no difference. I uploaded the 3 LOD blender files I imported along with the .package file to the google drive link above and moved the old ones into a subfolder that should also still be accessible.
When I view the LOD2 geometries in S4S they don't look like they're exactly the same size as the other LODs, this may just be a visual resizing error on my part, but of course I'm not sure. I did use the "adjust footprint to fit mesh" button for all 6 LODs and all of the "cut" numbers are the same as EA's as far as I can tell. I haven't messed with the weights or bones or any of that and I haven't deleted any of the parts that you said should still exist and the posts and rope mesh part is back in and "hidden" as directed. I think the reason you thought my rig was odd may have been because when I appended the file it was automatically transferred in along with the mesh pieces so that it was sort of doubled up. This did not happen with the most recent LOD0 or LOD1 files I created; however, in the LOD2 file I uploaded I just deleted the duplicate rig. I'm not entirely sure of why this happened or not but I know I had made more changes in the LOD0/1 files so maybe there was a connection that inadvertently became undone? I will say though that now the UV map is fitting the model better than the previous version!
If you have any more advice or ideas on what else I could try I'd greatly appreciate it!
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Post by qolygonal on Mar 26, 2022 16:24:55 GMT -5
1. The game crashes because meshgroups must contain at least one tri. Edit the Dropshadow group. 2. Don't use "Adjust footprint to fit mesh" for items with multiple footprints because Studio isn't programmed for this. 3. Instead of hiding polygons, I recommend you use another arch for cloning. Your item doesn't need the tuning, rigs, slots, geostates and footprint of this VIP arch. 4. LOD2 is really bigger.
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Post by Ived_Nella on Mar 26, 2022 19:43:27 GMT -5
Thank you for the image comparison! I think I at least have a good idea of what I did wrong there. Since this is my first time trying to make functional CC I still don't know very much, so I still have some questions.
1. I don't understand what a "tri" means, so I don't know how I would edit one into a dropshadow group. Are you able to explain this or give me a more specific term/phrase to look up? 2. How can you tell when an item has multiple footprints? is that what the "geometry state" things are? Can you explain #3 a little bit more? I think by "not hiding polygons" you mean not editing the rope+posts mesh piece in the way Fwecka suggested? But I'm not sure how to use another arch for cloning or what that really means. What I did was basically use part of a simpler arch as a size reference while editing and then took it back out of the file.
As I said, since this is my first project, I still don't know very much. So the tuning, rigs, slots, etc. are still somewhat confusing for me. Sorry.
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Post by qolygonal on Mar 27, 2022 3:04:10 GMT -5
1. Tri, triangle, polygon. 2. Go to the Warehouse tab > Footprint > ObjectPolygons — Edit Items. 3. Create 3D Mesh > Object > Select any arch that has glass. For example, doorSingleArch1x1 (paste in the search box). More information you can find here.
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