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Post by tacha75 on Dec 17, 2014 14:18:21 GMT -5
Hi tacha75, Studio is having an issue with some items that, like this particular door, have a glass component to them. The team is working on getting an update that addresses the problem. Thanks so much!
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Post by win7yes on Dec 17, 2014 16:12:17 GMT -5
Is there a way to add swatches to objects?
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Post by orangemittens on Dec 17, 2014 17:34:13 GMT -5
Hi win7yes, at this time Studio isn't able to add swatches. The team is working on this though. In the meantime I wrote a tutorial that shows how to merge the swatches from multiple .packages into a single catalog entry. This will allow you to clone the same item a couple times, make different swatches for each clone, and then edit them so all the swatches show up with a single catalog entry in the game. It's not perfect but it's a decent way to lessen clutter in the catalog.
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Post by anne on Dec 17, 2014 23:20:04 GMT -5
I just tried to do my first recolor,(a painting)but when I go check it in the game there is a question mark in the middle of the picture. What I did wrong?
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Post by kim on Dec 18, 2014 12:21:57 GMT -5
Just tried the tutorial and it is super easy to follow, thank you!
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Post by orangemittens on Dec 18, 2014 13:01:06 GMT -5
Anne, which item were you recoloring? Kim, I'm happy to hear this is working well for you
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Post by anne on Dec 18, 2014 15:20:01 GMT -5
that poster Henry Puffer poster.
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Post by orangemittens on Dec 18, 2014 18:53:40 GMT -5
Anne, are you sure you made the image the same exact size as the EA image?
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Post by blackgryffin on Dec 18, 2014 19:43:40 GMT -5
Do you mean that if i use a 512x512 .dds instead of a 256x256, it will mess the object ? ( didn't try yet :D )
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Post by orangemittens on Dec 18, 2014 19:51:15 GMT -5
It should be ok to use a size like that but there are no guarantees. With walls if the creator uses a size other than EA's the wall appears fine in most player's games. Some players will see those walls as just a question mark image though. On the other hand with CAS items I know creators are using much larger image sizes than EA uses and no one has reported any problem with that. Since objects are so newly introduced to the community's creators there hasn't been time enough to know all the details of how this is going to work.
If people experiment with different size images they should at least make sure their image sizes fit into the standard 128, 256, 512, 1024 scheme that EA uses.
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Post by kim on Dec 18, 2014 20:07:08 GMT -5
Hi win7yes, at this time Studio isn't able to add swatches. The team is working on this though. In the meantime I wrote a tutorial that shows how to merge the swatches from multiple .packages into a single catalog entry. This will allow you to clone the same item a couple times, make different swatches for each clone, and then edit them so all the swatches show up with a single catalog entry in the game. It's not perfect but it's a decent way to lessen clutter in the catalog. I will be super duper happy if you can find a simple way to add swatches
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Post by win7yes on Dec 18, 2014 23:23:10 GMT -5
Is there a way to make objects that were duplicated from Career Unlocks not be career unlocks? Also is there a way to change the model of an object recolor?
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Post by blackgryffin on Dec 19, 2014 6:54:21 GMT -5
It should be ok to use a size like that but there are no guarantees. With walls if the creator uses a size other than EA's the wall appears fine in most player's games. Some players will see those walls as just a question mark image though. On the other hand with CAS items I know creators are using much larger image sizes than EA uses and no one has reported any problem with that. Since objects are so newly introduced to the community's creators there hasn't been time enough to know all the details of how this is going to work. If people experiment with different size images they should at least make sure their image sizes fit into the standard 128, 256, 512, 1024 scheme that EA uses. Thanks for the fast answer Going to try and will report. Of course, as any game using the .dds format, we have to use the standards : 128, 256, 512, 768, 1024 ... For my walls, I use : 768, 1024, 1280 without any problem. For now ... But it has ALWAYS to be a multiple of 256. Never something else
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Post by orangemittens on Dec 19, 2014 8:36:41 GMT -5
blackgryffin, walls made with images that size will appear in the game as question mark images for some players. In order to be sure that your walls appear as you intend for *all* players you need to use the same size images that EA uses. Please see this thread for a fuller discussion of the issue: forums.thesims.com/en_US/discussion/799272/wallpaper-height-problem/p1Also, please note I did *not* include the size 768 on my list. That number is not a power of two and, in past games, using images that were not a power of 2 for objects did cause problems. I wouldn't recommend using that size for something you intend to share.
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Post by kitkat on Dec 21, 2014 15:54:23 GMT -5
Hi - thank you for the tutorial! Using this and the Merge Multiple Recolor tutorials, I was able to quickly make some new paintings for my game. Two questions -
1. I am having the same problem as Drowssap did with the "Script Call Failed" message when trying to use the design tool for an object already placed in game. I recolored the In Session Novelty Chalkboard.
2. Is there some method of sorting the objects within Sims4Studio? I had to scroll through several times looking for the object I wanted to clone, and I didn't see an obvious method of organization.
Thanks :D
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