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Post by JuniperGreen on Mar 31, 2023 10:11:24 GMT -5
oye! I was wondering, is it possible to use a different texture template then the original one, when making a standalone CAS item? Making a necklace item doesnt leave much space for texture..the original one only occupies a little corner of the texture...is it possible to point the mesh to a different texture set? (different then the original item copied) Thanks!
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Post by mauvemorn on Mar 31, 2023 13:00:35 GMT -5
Hi. All cas items use the same uv space. If you were to disregard how said uv space is split into areas, the necklace's textures would just conflict with those of other cas items. This is how the game is programmed and there isnt a way around it. You could make a necklace as an object but it would not morph with the body, so no way out of this Update: starting from Growing together, CAS items can use external textures, but at the moment s4s cannot create them. According to this post, the infant carrier does it. In the future, s4s should be able to do that.
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Post by JuniperGreen on Apr 1, 2023 0:10:32 GMT -5
hi there, thanks for the reply! Good to know! atleast i will stop fiddling around trying to change it eheh Alright so, to have a bigger space then with necklace, i used hat instead (its almost 4x size in the uv), but i'm having difficulty to complete it. Once in game, the scarf starts at the right position, but when the character starts moving the scarf follows the same movement as the hat. Would that be a bone issue? Thanks!
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Post by mauvemorn on Apr 1, 2023 11:50:52 GMT -5
Yes, you are meant to transfer all data ( weights, uv_1) not from the hat but the body that the scarf covers.
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Post by JuniperGreen on Apr 3, 2023 2:51:23 GMT -5
Hi, Thanks again for the reply, really helped a lot! So, my CAS item is working pretty good and is morphing smoothly! but...i have some wonderings.. 1- Yesterday i read that we need to paint the vertex, but i didnt..i just painted the weight...what can it cause in the future, when using my mod, if i only painted some weight and no vertex ? 2- i have uv_0 and uv_1 in my mesh, but at first i didnt know how it worked, so i was only editing the uv for uv_1. Now that i have a uv i like, how do i copy it for uv_0 ? do i need to transform it? 3-in s4s, how do i enable double-sided texture? (in-game, the mesh is transparent when looking underneath, but in blender it's double-sided already) Thanks!
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Post by mauvemorn on Apr 3, 2023 5:14:53 GMT -5
1. You’re meant to: - rig the mesh by transferring weights so it animates with the rest of the sim; - uv unwrap the mesh in uv_0 so that it displays the textures correctly; - uv unwrap the mesh in uv_1 so that the mesh morphs with the areas of the body it covers; - vertex paint the mesh to determine according to which variation of deformation map the painted area should morph. It’s important to paint the mesh with the correct color, otherwise it will not morph with the body. If you will not paint it yourself, studio will do it automatically (with 007f00, no matter the category, which is the color for accessories but not anything else). What this color means is that the mesh will morph using the skintight variation but it will not highlight when you hover over the mesh 00ff00 - skintight variation. All morphs beside Details mode ones; 3fff00 - robe-like variation. Meant for skirts and sometimes between the breasts. Prevents the skirts or loose tops from "sinking" between the legs or breasts. The bottom of the skirts will also not be affected by calf and foot morphs; 000000 - disables all dmaps; 007f00 - this color is between 000000 and 00ff00, so you'd expect it to reduce the effect of skintight dmaps by half. I tested it and the area painted with 007f00 morphs just like 00ff00. The only difference is that this area does not highlight when you hover on it. Anyway, this color is used on accessories, the ponytails/jaw-to-ends area of the hair, tips of eyelashes and facial hair; 007f02 - used on root-to-jaw area of the hair; 007F3F - enables Details mode morphs. Used on the hairline, roots of facial hair and eyelashes, piercing; 3F7F00 - used on mermaid tails. anyway, if the item already exist in-game (scarf as accessories don’t), you can just transfer vertex paint. If not, just manually paint with the correct color 2. I think you are mixing up the maps. - uv_0 dictates how the textures are displayed. You uv unwrap the mesh manually, then put uvs in the space meant for the chosen category of the item; - uv_1 dictates how the mesh will morph. For example, the scarf covers the neck area, so it should receive the uvs from the neck area to morph like the neck. So you just transfer the uvs from the nude top 3. You cannot do that for cas items. The other side is meant to be added by duplicating the existing one. Use Solidify modifier, make Thickness very small, then disable Fill rim
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Post by mauvemorn on Apr 4, 2023 9:03:17 GMT -5
Update: starting from Growing together, CAS items can use external textures, but at the moment s4s cannot create them. According to this post, the infant carrier does it. In the future, s4s should be able to do that.
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Post by JuniperGreen on Apr 5, 2023 14:01:36 GMT -5
hey thanks for the update! First, let me thank you for the time you took to help, we now understand a lot more, and at the same time it cleared a lot of questionings i had in blender about bones and weights, wich we've bean messing-with for hte last 3 days lol.. Now, the scarf is done, with swatches and thumbnails etc, but one last deatil about it: how to make it replace the hat slot even though it's a necklace? I use the necklace category for it, but i want the hat to become invisible or unequiped when equiping my scarf. (since i'm using the hat texture space..but...with the new info..perhaps i should just wait for this new feature to be available in s4s?.. planing to release some new and old finished-projects this friday, got my finger-crossed for a s4s update eheh :P
Now, about your last update..this is insane! cant wait to see this implemented in sims4 studio :D
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Post by mauvemorn on Apr 5, 2023 14:57:13 GMT -5
In s4s main menu open the package, then next to Mesh tab will be Categories. Click on it and change the category to Hat
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Post by JuniperGreen on Apr 5, 2023 15:16:42 GMT -5
oh thats not what i mean.. i don't want it in the hat category, i want it in the necklace category but still replacing the hat slot while wearing it.
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Post by mauvemorn on Apr 6, 2023 12:19:14 GMT -5
Open the package, switch to the Warehouse tab, select CAS part, in the search bar to the right type in Exclude, find ExcludePartFlags, replace the last 0 with 2. Do for all CAS parts
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Post by JuniperGreen on Apr 7, 2023 8:22:29 GMT -5
hi, thanks again for all your help! This is awesome! it fixed my issue of having the wrong textures for the hat while wearing my scarf since i'm using the hat's texture space.. wich i intend to update when s4s receives an update to be able to assign unique textures to CAS item.
Is there a way to decide wich part will win priority? for exemple: as of now, when i equip the scarf and and a hat, the scarf has priority over hats, so the hats simply doesnt show when wearing the scarf. But is there a way to have it the opposite? like, when wearing my neck scarf and then equiping a hat, i would like if the scarf becomes not-visible while the hat is. (it would avoid confusion for users, since people wont necessarly realize why the hat is not appearing when it's equiped..)
For now, until sims4 studio gets updated, is there a way i could tweak a code in my mod to allow unique texture for my scarf knowing that the game now allows it? IT would be insanely cool since it would allow my scarf to be wearable with hats :D
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Post by mauvemorn on Apr 7, 2023 10:45:16 GMT -5
I dont think so. It is not exactly a matter of priority, it is an order of sorts. This specific package is tuned to hide anything from the hat category, regardless of what it is or how it is tuned. So long it is worn, no "hat" will appear no matter what a player does or how another package is tuned
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Post by JuniperGreen on Apr 16, 2023 19:53:31 GMT -5
I dont think so. It is not exactly a matter of priority, it is an order of sorts. This specific package is tuned to hide anything from the hat category, regardless of what it is or how it is tuned. So long it is worn, no "hat" will appear no matter what a player does or how another package is tuned little side question related to this quote.. what if i want to do the opposite for some specific parts? necklaces desapear on some shirts and i cant find wich value in s4s makes it become invisible with only some specific shirts.. (or maybe its related to bones..maybe some shirt have the neck bone?..)
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Post by mauvemorn on Apr 18, 2023 6:54:13 GMT -5
This is controlled through Region map and won’t work either because only one item can stay. For example, for necklaces to not clip into collars, they share the same regiontype. Collars have higher layer number, so they hide any necklace. Hair and hats share the same regiontypes as well. The hat’s layer is higher than the unsuitable meshgroups of the hair’s, so the hat hides all but the right one. Your item is neither the hat nor the hair, though. Example 1: Hat: 20001 (layer) Hair: 1000x Your item: 9000 Result: your item does not appear at all(unless the sim is bold), regardless of whether the sim is wearing a hat or not, because the hair has a higher number and hides it. Example 2: Hat:20001 Your item: 11000 Hair: 1000x Result: your item hides the hair. The hat hides both your item and the hair Example 3: hat: 20001 hair: 1000x your item: same as the hair result: your item does not appear. I may be setting things wrong (there are 4 regiontypes for hats and hairs have different layers), though
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