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Post by estenzolarra on May 21, 2023 14:41:04 GMT -5
EDIT WITH SOLUTION:First, I want to thank Fwecka (Lolabellesims) for her input, the problem was in the footprint. I triggered the error using the auto-adjust footprint button on the mesh tab. I realized this making a base game version using the same mesh without using the footprint button. The error disapeared in-game but I still needed to alter the footprint to go from 2 tiles wide to 3 tiles ( like this). So I used the auto-adjust footprint button and found the solution. HOW TO FIX THIS:- Warehouse -> Footprint (in this case I only had troubles with the normal/Non-diagonal mesh, so I just needed to edit the first Footprint entry) ->ObjectPolygons and click on Edit Items

- Change the X bound and make it smaller ex:from 2 to 1.995 (you have to do this in every object)

- Edit the PointList to match the X bounds coordinate (Idk if this is optional I just do it)

- TEST IN-GAME:

Hello I've been resizing some windows, making them from 2 to 3 tiles and I stumbled around this error where I can only place them mid-tile (without moveobjects on). It doesn't affect the diagonal version of the resized window and I can still place them together as long as they are mid-tile. Has anyone else encounter this problem? Also any tips on how to fix it? Link to some screenshots for clarity since English is not my first language -> X X X
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Post by Fwecka (Lolabellesims) on May 21, 2023 20:15:19 GMT -5
Where do you have the mesh placed inside Blender? Is the center of the mesh lined up with the center of the 3D viewport?
Share your files and I'll take a look.
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Post by estenzolarra on May 22, 2023 1:56:54 GMT -5
Where do you have the mesh placed inside Blender? Is the center of the mesh lined up with the center of the 3D viewport? Share your files and I'll take a look. Here I uploaded the .package and also both blend files, LOD_0_X45 is the diagonal version which works fine but just in case. When I resize windows normaly I just duplicate the frame layer and move it to 0.5 and -0.5 (in this case) delete the parts I don't need, Ctrl+J to make them one object again, F to join the middle parts, dissolve and Ctrl+T. I did the same just changing 0.5 to 0.7 to the diagonal mesh and I had no problems. I also like to resize the footprint (s4studio_mesh_0 and 1) layers to make them smaller. Thank you very much for your reply
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Post by Fwecka (Lolabellesims) on May 22, 2023 21:19:22 GMT -5
What version of Blender are you using? I can't open your blend files. I tried appending the mesh, as well, but the file is empty. Did you import your altered mesh in the package file you provided? Because I can export that and open it in Blender, no problem.
I'm looking at it now but it may take me a couple of hours at most because 1) I've not made windows before, and 2) I'm getting older and pathetic...er. I don't think windows are all that different from any other object so I'm sure I'll get this figured out. Just wanted to let you know so you don't think I've forgotten you.
Edit: I'm having some trouble. For some reason Eco Lifestyle is not showing up in my game. It says it's owned but I need to download it? This is going to sidetrack me for a while. Maybe someone else will chime in with the answer. If not, stay tuned.
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Post by Fwecka (Lolabellesims) on May 23, 2023 1:46:59 GMT -5
Okay, well that took forever. Had to repair my game. I noticed that if you look at the footprint section in the warehouse in your file and in a cloned window package that has not been edited, you'll see there are entries for the MaxHeightOverride and the MinHeightOverride in the EA package. These entries tell the game where in 3D space the mesh should be located. I'm not sure if these entries even matter, to be honest.
Just to be safe, I think the best thing is to clone a base game 3-tile window and use that for your final package. If you clone a base game item there will be no need to own Eco Lifestyles for the window to show up. So, clone a 3-tile base game window, export one of the EA meshes, and open it into Blender. You can delete all but the frame; you only need it so you can place your windows appropriately. Then append your meshes: File > Append > your blend file > Object > shift-click all six of the S4studio mesh files > Append from Library. If an extra rig gets appended and some bone_bone_shapes just delete them. Go into edit mode and move all of your meshes so that the edges are lined up with the EA window's edges. OR, you can just use the grid in Blender to help you position your meshes. Both methods work. Then delete the EA window and carry on as usual.
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Post by estenzolarra on May 23, 2023 1:55:30 GMT -5
I'm using Blender 3.3 and S4S 3.2.0.6 (star). Yes, the altered mesh is in the package LOD_O and LOD_1 for both normal[1] and diagonal[2]. The shadow and low LODs are still the originals. Yesterday, just to be sure I tried to after altering the mesh to set to x=0 the position of al the layers/objects inside the .blend but nothing changed :( Thank you again for your time ^^! Pd: I didn't think that you've forgotten me haha we are just in different timezones
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Post by estenzolarra on May 23, 2023 2:02:15 GMT -5
Okay, well that took forever. Had to repair my game. I noticed that if you look at the footprint section in the warehouse in your file and in a cloned window package that has not been edited, you'll see there are entries for the MaxHeightOverride and the MinHeightOverride in the EA package. These entries tell the game where in 3D space the mesh should be located. I'm not sure if these entries even matter, to be honest. Just to be safe, I think the best thing is to clone a base game 3-tile window and use that for your final package. If you clone a base game item there will be no need to own Eco Lifestyles for the window to show up. So, clone a 3-tile base game window, export one of the EA meshes, and open it into Blender. You can delete all but the frame; you only need it so you can place your windows appropriately. Then append your meshes: File > Append > your blend file > Object > shift-click all six of the S4studio mesh files > Append from Library. If an extra rig gets appended and some bone_bone_shapes just delete them. Go into edit mode and move all of your meshes so that the edges are lined up with the EA window's edges. OR, you can just use the grid in Blender to help you position your meshes. Both methods work. Then delete the EA window and carry on as usual. I just replied to your last post haha, I will try that after work (it's 9 am here  )
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Post by Fwecka (Lolabellesims) on May 23, 2023 23:51:49 GMT -5
I hoped that worked for you. Generally, the more you mimic how Sims 4 items are made the better.
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