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Post by mbb121 on Dec 20, 2022 19:54:23 GMT -5
Hi there! I'm fairly new to Sims 4 Studio but have been playing around a bit, reorganizing my CC folder and making some basic recolors for my game.
I've noticed that I have a few extremely high poly items in game & my laptop has been lagging a bit while playing. I was in the My CC section and noticed the LODs dropdown, & when I clicked on LOD 1 for a swimsuit top with 60k poly on LOD 0, I noticed the polys dropped to 30k and I couldn't distinguish the difference between the two images (60k polys for a swimsuit top is just too much!). So here's my question -- is there any way I can replace the LOD0 mesh on that swimsuit top with the LOD1 mesh to reduce the lag in my game?
I already attempted this by making a CAS standalone with that top, exporting the LOD1 mesh and importing it into LOD0, but the CC showed up as broken in game (even though it looks fine in Sims 4 Studio). I then went into warehouse and edited the LOD -> LODmodels field for LOD0 to match the LOD1 values, but that didn't seem to do anything either.
I understand why I wouldn't want to replace a lower-poly LOD mesh with a higher-poly LOD mesh (when I zoom out I'd still see it in original high clarity which would be a waste of resources), but I don't see why there'd be a game problem with replacing a higher-poly LOD mesh with a lower one. I'd love to be able to keep these high poly items in my game, thanks in advance for your help!
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Post by mauvemorn on Dec 21, 2022 16:42:01 GMT -5
Hi. Lods can be made of different number of meshgroups. Export lod0 and lod1 and compare the number of s4studio_mesh_. If it's the same and by "broken" you meant the mesh looks chopped up: - export lod1, in Edit mode select everything and Remove doubles with Merge distance set to 0,0001; - you may need to split sharp edges to avoid dark shadow by selecting them and Mesh - Edges - Edge split If the number of meshgroups is not the same: - export lod0, open in blender; - in uv editor enable sync and select all uvs of the garment, create a new vertex group with +, assign the garment to it; - Add Decimate modifier, choose the new vertex group in the drop down, move the slider, apply; - delete the added vertex group with -(important); - save, reimport
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