|
Post by kallmekris on Jul 18, 2023 3:59:06 GMT -5
Hey,
I tinkered with an object (a car) in S4S and when I place it via build mode it won't let me rotate it. The green footprint, or what it's called, rotates but the car itself won't.
I have absolutely no idea of modding (like zero, really), and just changed a few things to make the car compatible with a mod. And everything's working fine, except for that rotating issue.
I went through the whole warehouse, compared it with the other cars which work fine, but I couldn't find anything. I also looked through some tutorials here, but I didn't find anything there either.
Can someone help me, please? 😅
|
|
|
Post by mauvemorn on Jul 18, 2023 4:15:09 GMT -5
Hi. Sounds like it is not assigned to the transformbone - find a similar maxis item, clone it, export the blend. In the scene there will be an object, one or two shadows, possibly more objects ( for glass, for example );
- append/import your object, select it, rename uv map to uv_0; - ignore uv_1, objects have the same uv_0 and uv_1 maps;
- in most cases the original object will have one or multiple vertex groups. You need to double-click on it to rename, Ctrl C to copy the name ( usually transformBone ), then create a new vertex group on your mesh, paste the name. If there is only one vertex group, switch to edit mode, select everything with A, and assign the whole mesh to it; - give the mesh the same cut number;
- you may need to adjust uv_0 if it was not square or rectangular;
- you may also need to vertex paint the mesh if it needs to light up; - you may need to adjust the meshgroups of shadow underneath the object in edit mode; - delete the reference, save
|
|
|
Post by kallmekris on Jul 18, 2023 4:35:23 GMT -5
Hi. Sounds like it is not assigned to the transformbone - find a similar maxis item, clone it, export the blend. In the scene there will be an object, one or two shadows, possibly more objects ( for glass, for example );
- append/import your object, select it, rename uv map to uv_0; - ignore uv_1, objects have the same uv_0 and uv_1 maps;
- in most cases the original object will have one or multiple vertex groups. You need to double-click on it to rename, Ctrl C to copy the name ( usually transformBone ), then create a new vertex group on your mesh, paste the name. If there is only one vertex group, switch to edit mode, select everything with A, and assign the whole mesh to it; - give the mesh the same cut number;
- you may need to adjust uv_0 if it was not square or rectangular;
- you may also need to vertex paint the mesh if it needs to light up; - you may need to adjust the meshgroups of shadow underneath the object in edit mode; - delete the reference, save
Thank you for the fast reply! And here I thought I can easily fix that with S4S. Because the original car is rotatable in build mode, and I've only changed some things in the warehouse.
|
|
|
Post by mauvemorn on Jul 18, 2023 4:50:11 GMT -5
Wait, then it is not it. Share the package file please so that someone could take a look. Would be great if you could tell what exactly did you change
|
|
|
Post by kallmekris on Jul 18, 2023 5:16:05 GMT -5
Honestly, I have no idea what I've changed there. It was my first try, and the car I did after that works fine with rotating and everything. Am I allowed to share the package file here? It's not mine, it's a car by LorySims and I changed it to make it compatible with Adeepindigo's Travel Mod. I'll just compare the original with my adjusted one again, and see if I can find this time what I've changed. I thought maybe one would know what could cause this. But if I find the culprit I'll let you know, in case someone's out there like me who just learns by trying 😂 But thank you anyway!
|
|
|
Post by mauvemorn on Jul 18, 2023 5:21:03 GMT -5
Try checking if the author of the travel mod has a tutorial ( I’m sure they were asked about this, so seems like a reasonable thing to do on their part) Presumably, just changing the tuning should be enough
|
|
|
Post by kallmekris on Jul 18, 2023 5:50:11 GMT -5
Yeah, I changed the tuning, but I also had to change a couple of other things like tags and that the object can be dragged into the inventory etc. I haven't seen on her pages a tutorial for that, read through all her posts. I also think she stated at some point that she won't make other cars compatible with it. Also one of her cars were un-rotatable as well, for whatever reason (it was not me). Weirdly enough it was the same brand of the car.
Maybe I just start over with that particular car and only change the things I did with the others.
|
|
|
Post by mauvemorn on Jul 18, 2023 6:21:37 GMT -5
If you won’t find the solution, you can go this way: - open the package with the car you want to make compatible with this mod, export all blend files and textures; - put the travel mod car that works as intended into \documents\sims 4 studio\mods - restart s4s; - go into the object catalogue, filter by custom, clone that car; - import all textures and blends
|
|
|
Post by kallmekris on Jul 18, 2023 6:48:22 GMT -5
Oh, thank you, I'll try that. That sounds like way less work than the method I'm using.
|
|
|
Post by kallmekris on Jul 19, 2023 3:02:09 GMT -5
If you won’t find the solution, you can go this way: - open the package with the car you want to make compatible with this mod, export all blend files and textures; - put the travel mod car that works as intended into \documents\sims 4 studio\mods - restart s4s; - go into the object catalogue, filter by custom, clone that car; - import all textures and blends Just to let you know if someone's going to ask the same question as me: This method doesn't work with Lorysims' cars. I can easily clone the cars from Adeepindigo's travel mod, yet I can't import the meshes of Lorysims. (It has something to do with the fact that Lorysims has a rig and the travel mod car doesn't.) It also doesn't let me clone (or delete swatches of) any of her cars, because of some "object reference was not set to an instance" error. I sat yesterday for hours on it, and I'll just go back to change it manually like before. This time I know which things I have to change, (and which I don't, so the rotating issue won't appear again). I know, that's probably more time consuming, but at least I know now what I'm doing, sort of 😂 All that hassle just for aesthetic purposes 🙄 But thank you for your help!
|
|
|
Post by mauvemorn on Jul 19, 2023 4:07:59 GMT -5
You can just change how the object is rigged. To replace one blend with another, they have to be structured the same: - same number of meshgroups; - split the same way (for example, a shadow plane, a car, glass parts); - each of these parts must have corresponding cut numbers (so that the car replaces the car, not the shadow plane); - each meshgroup should have one uv map named uv_0; - each meshgroup should be affected by the same bones as an original one it is going to replace (a shadow plane is affected by nothing, the car and windows would be affected by transformbone).
- export the blend from the cloned package, open it; - rename meshgroups (original_shadow, original_car, original_glass,etc); - File - Append - the blend with lorysims’s car - object - all s4studio_mesh_; - you can rename them to shadow, car, glass, etc; - compare original_shadow to shadow: the cut number, uv map name, what bone affects it. Fix, if anything is different; - do the same for all of them, the delete the original meshgroups, delete rig.001, bone-bone_shape.001, save, import.
|
|
|
Post by kallmekris on Jul 19, 2023 5:40:29 GMT -5
You can just change how the object is rigged. To replace one blend with another, they have to be structured the same: - same number of meshgroups; - split the same way (for example, a shadow plane, a car, glass parts); - each of these parts must have corresponding cut numbers (so that the car replaces the car, not the shadow plane); - each meshgroup should have one uv map named uv_0; - each meshgroup should be affected by the same bones as an original one it is going to replace (a shadow plane is affected by nothing, the car and windows would be affected by transformbone). - export the blend from the cloned package, open it; - rename meshgroups (original_shadow, original_car, original_glass,etc); - File - Append - the blend with lorysims’s car - object - all s4studio_mesh_; - you can rename them to shadow, car, glass, etc; - compare original_shadow to shadow: the cut number, uv map name, what bone affects it. Fix, if anything is different; - do the same for all of them, the delete the original meshgroups, delete rig.001, bone-bone_shape.001, save, import. I really appreciate your help, but for someone like me, who knows nothing about modding and all that stuff, that just sounds like gibberish. I've opened blender once, and that was just now to try these steps out 😅 I mean, S4S is pretty much self-explaining but Blender looks to me like something I need a PhD for, and those steps don't even sound that complicated. The "file - append" is self-explaining, but if someone doesn't know what a mesh group even is it's not really easy to figure out where and what to compare. But thank you nonetheless.
|
|
|
Post by mauvemorn on Jul 19, 2023 6:26:59 GMT -5
You can link me to these files (both lorysim car and the travel mod one) and I will tell you what is wrongù
For the future, meshgroup is a part of the mesh. This - s4studio_mesh_, each of them is a "meshgroup"
|
|
|
Post by kallmekris on Jul 19, 2023 7:04:48 GMT -5
You can link me to these files (both lorysim car and the travel mod one) and I will tell you what is wrongù For the future, meshgroup is a part of the mesh. This - s4studio_mesh_, each of them is a "meshgroup" I'm gonna try some more attempts with this, because I want to know if I can make it work. I've at least found the location of the uv_map and stuff now. Yay. But I'd like to take you up on that offer, if that's not too much work or too time consuming. That you can't delete any of lorysims' swatches is just super weird, and I'm not sure if I'm able to fix that. This is Lorysims' page, I believe that all of the cars have the same "issues". This is the sfs link to the travel mod, it's public here on patreon at the bottom of the post. The cars are located in the folder "Optional Additional Pack_Required Cars", car 8 "Renault Twizy" has the same rotating issue I had with "my" car, but all the others are fine. You don't have to look into it today, take your time. I already feel bad that you have to deal with someone who's so clueless 😂
|
|
|
Post by kallmekris on Jul 19, 2023 7:52:58 GMT -5
OMG, I did it! I could import the mesh! You're a genius! The only thing that's missing now are the window textures because there is only one texture field in S4S for the travel mod car (Lorysims has two). Can I somehow add a second field?
Edit: Dang it, when I scroll farther away in-game, the texture's replaced by the old one. Do I have to delete some files manually?
|
|