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Post by SrslySims on Oct 31, 2022 14:19:27 GMT -5
With the new "Tuning Editor" feature, having the ability to look for items in drop-down windows quickly is handy. The program seems to understand the first letter, but not keywords search. If we could get an input box to look for key phrases in these dropdowns would be nice. For example, adding ingredients as tag... there is a lot of tags... and when you are looking for a specific one it can be tedious due to how EA names things. Regarding the same matter, I would immensely enjoy the ability to have an input field here too so we have the ability to reference our custom tags without having to switch back to the warehouse to add those.
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Post by S4Player on Nov 1, 2022 2:12:45 GMT -5
I like the new Studio (Star) software, but would prefer a way to disable all the animated movement going on in it. I think that this is also the reason for half covered windows on opening, and not remembering the window user stettings correctly.
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Post by mauvemorn on Nov 23, 2022 8:28:12 GMT -5
Hi, guys. If possible, can these words be sorted in alphabetical order or, as a person above suggested, have search by word function Hello, I really wanna know how to make the selections list sort by alphabetical order, it is hard to find wanted selection in the default order. Thanks a lot!!
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Post by adamular on Dec 31, 2022 15:05:49 GMT -5
This may sound silly, but I would like an option to turn of the default setting of “Hide Pack Icon” when doing a recolor or making an asset based on an existing DLC asset. Although small, the pack icons can be a great help locating items for those who are hard or seeing. This would help with accessibility.
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Post by xordevoreaux on Jan 9, 2023 21:14:26 GMT -5
Based on this is there a way to automate the copy worlds functionality listed there in S4S?
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Post by InternWaffle on Jan 26, 2023 23:52:46 GMT -5
Is S4S expected to, or planned to, ever get fence/stair/etc functionality like TSR Workshop has had for several years?
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Post by InternWaffle on Jan 28, 2023 12:09:08 GMT -5
Also: Pack/Type/Tag/literally any additional filters in the object/CAS tools would be great. Searching "Fridge" does not bring all refrigerators. "Refrigerator" covers, like, 3. All this info is in there somewhere, sorting with it would be pretty logical.
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Post by rosebud1773 on Jan 28, 2023 20:46:01 GMT -5
Would it be possible to add a tag somewhere that indicates exactly how many cuts a mesh will export with? Maybe even sort them by cut numbers. I know it probably doesn't sound like a big deal, but sometimes a project [mainly CAS] will gap in unexpected places when cut down to match too many cuts.
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Post by mauvemorn on Jan 30, 2023 11:56:27 GMT -5
Hi, guys. A lot of people are asking for the ability to modify the display index on all CASparts of the item in batch. sometimes a project [mainly CAS] will gap in unexpected places when cut down to match too many cuts. To avoid this, you must join all meshgroups of the item and remove doubles before transferring weights (otherwise vertices will get different values even though they share 3d coordinates) or uv_1 (otherwise the uvs will be ripped and affected by morphs differently). The transition between vertex colors must be smooth as well, otherwise there will be a huge gap in the mesh. It is best to make items exactly how similarly shaped maxis items are made for there is always a reason for why they are split into these meshgroups (to prevent clipping with shoes and accessories, control texture layering in the calf area, disables/enables shadow maps, prevent bones from acting up). But if the item is not meant to have any of these problems (not a necklace, has no Simglass transparency, has no skirt/ sleeves/collar/nothing in the calf area), then it most likely is made of one meshgroup. At the moment you can simplify the process of finding these items this way: - in the catalogue open the console with Ctrl Shift C; - paste cas-preview; - switch to the warehouse tab. If there are four Geometry, then it has one meshgroup per lod
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Post by mauvemorn on Jan 31, 2023 14:32:35 GMT -5
Hi, guys. Would it be possible to make a popup warning about the increase in size of files when someone is trying to run update hair for color slider compatibily batch fix. People run it on folders with thousands of files in it, thats a very bad idea
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Post by rosebud1773 on Feb 5, 2023 7:54:47 GMT -5
Hi, guys. A lot of people are asking for the ability to modify the display index on all CASparts of the item in batch. sometimes a project [mainly CAS] will gap in unexpected places when cut down to match too many cuts. To avoid this, you must join all meshgroups of the item and remove doubles before transferring weights (otherwise vertices will get different values even though they share 3d coordinates) or uv_1 (otherwise the uvs will be ripped and affected by morphs differently). The transition between vertex colors must be smooth as well, otherwise there will be a huge gap in the mesh. It is best to make items exactly how similarly shaped maxis items are made for there is always a reason for why they are split into these meshgroups (to prevent clipping with shoes and accessories, control texture layering in the calf area, disables/enables shadow maps, prevent bones from acting up). But if the item is not meant to have any of these problems (not a necklace, has no Simglass transparency, has no skirt/ sleeves/collar/nothing in the calf area), then it most likely is made of one meshgroup. At the moment you can simplify the process of finding these items this way: - in the catalogue open the console with Ctrl Shift C; - paste cas-preview; - switch to the warehouse tab. If there are four Geometry, then it has one meshgroup per This was a suggestion for a minor improvement, not a request for help, Mauvemorn.
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Post by InternWaffle on Feb 6, 2023 0:11:54 GMT -5
Suggestions for tuning fixes:
I can't get half the values to update unless I delete/replace info and/or switch to another part of the file and back. Fixing this so that any relevant numbers update in real time would be great. This can get really messy when they don't.The hash for names refuses to update automatically 95 percent of the time. Same for tuning ids, they stick until you click off and back on.
Specific, KNOWN information should automatically fill in. Simdata for Buffs has a specific group- fill it in. Simdata for Traits has a specific group- fill it in. The program knows how to hash things. It knows that which hash of which text box is supposed to go in which other box (i.e. hash of the tuning name for the instance). It should do this automatically, instead of forcing the user to do it. It does this with Tuning IDs (sometimes), so why not everything? Similarly, if tuning is updated and has an associated Simdata with the same instance, maybe updating the relevant information in said Simdata would be nice. Simdata creation frankly should be automated at this point as it's entirely parse-able from the tuning it's based on anyway.
Additionally, internal checks for whether or not information is correct makes a lot of sense. We know what information is expected where, and what should match what else, and what is necessary for things to work, but Sims 4 Studio doesn't have a clue and won't tell you anything like that. There are external tools and sites like Sims 4 Package Viewer by Frankk that do this. Imagine being able to do it live, while editing, in the program you're using to put your mod's files together?
When importing a file, it should just...import. I shouldn't have to click Add, find the type of tuning I'm about to import, add a blank one, click on it, click import, import the file, and then have to fill in random information the program simply decided not to acknowledge. This should be a one step process- click import and import the file. Edit: Apparently this is what "Batch Import" does. I would suggest renaming "Batch Import" and "Import" to something clearer, or write a little description under them clarifying "Import a file" and "Import over selected file" or something like that. Never had a clue that's what it did lol
If you can reorganize things manually I can't figure out how to do it. If you made a trait, then a buff, then simdata for the trait, then simdata for the buff, you're NEVER getting them to display in trait/simdata/buff/simdata order ever again, you're screwed and the sort by instance button doesn't help much because then everything else is ruined. Manual sorting would be appreciated and feels like a pretty basic feature.
Sub-file support would go a long way too, allowing users to put individual files in folders within the viewer window. i.e. Trait/Buffs for said trait/Simdatas for both/Icons for both, all under one collapsible dropdown, with one folder for each part of the mod, to keep things organized and clean, instead of one huge endless list of every single part of the file.
Additionally, start taking donations and outside help, or allow forked development so users can implement their own bug fixes and features, as well as submit them for official approval. There is zero logical reason to force this program to be under the thumb of one single person and struggle the way it does. There is a huge, organized, educated, and willing community of modders who would love to see it develop faster and with more features.
Edit: A warning that you're using an incompatible version of Blender would be nice. It's not standard for something to only work with two specific versions of another program, and not even the latest one. A single one-time popup making sure you're using one of the correct versions or something, so people (like me) don't spend a couple hours troubleshooting a process only to find out the issue was Sims 4 Studio very specifically and exclusively working with exactly two versions of Blender would be appreciated. You can see on the download page that only one version is supported, but you're not downloading sims 4 studio every time you use it- this was my first time using it for blender stuff in maybe two years. Some sort of in-program warning seems reasonable.
Edit again: The top "Sims 4 Studio Updates" thread links to the unstable, buggy open beta- without mentioning that it's an open beta, and not the latest stable version. Even as a seasoned user who knows what he's doing I accidentally fell for it. Surely you don't want randos downloading the testing version by default? If the post is about the beta, it should specify that it is about the beta (of course the linked post does, but anyone clicking on "news" is going to be confused without any context or information on the news post).
The open beta post also claims "a more helpful message is provided in cases where the installed Blender version is not compatible with Studio.". There is no message provided at all. I have no idea what that's referring to.
tl;dr information handling across the board
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Post by dltn43 on Feb 12, 2023 23:42:52 GMT -5
Stairs please. And fences as InternWaffle mentioned above. Thanks.
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Post by xordevoreaux on Feb 17, 2023 9:40:08 GMT -5
Is S4S expected to, or planned to, ever get fence/stair/etc functionality like TSR Workshop has had for several years? We can only hope. I'm sure Andrew could do a far better job for the fence-building functionality in terms of ease of use compared to TSRW. I built a custom fence in TSRW, talk about unnecessarily complicated. I would have added more swatches to the fence, but after getting everything set up, I was done just after three. Way more labor than what it's worth with TSRW.
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Post by MahoCreations on Mar 20, 2023 8:34:22 GMT -5
When I choose dark colors for Studio (Star 3.2.0.5), it's hard to see which window is clicked or not. Maybe we could have a bright checkmark for this. Thank you for what you do!
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