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Post by Merry927 on Jun 27, 2016 19:26:31 GMT -5
Thank you for the clarification, OM.
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Post by orangemittens on Jul 1, 2016 17:40:13 GMT -5
You're welcome
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Post by fursims on Oct 29, 2016 15:32:19 GMT -5
About DTS images. If i would replace the bump and specular one with the same UV map as the diffuse one. It would be ok right? Cause I dont really need to add seperate 3D texture in it, since my original UV already covers that. Am i understanding it right that it would also work like this?
Or do you just add in an empty (transparent) UV if you dont want to use the bump & specular?
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Post by Mathcope on Oct 29, 2016 16:56:16 GMT -5
I think you're having problems understanding the UV concept. The object will have the same uv map for ALL your images. For the Diffuse, the specular and the bump map. You map your item into a UV map to texture it, the coordinates that you set in the UV will follow for all images you make for it. However, all those are 3 completely different IMAGES and they work for different porpouses. If you don't want the effects of a specular or a bump map in your project you shouldn't delete the resource. You also can't replace them with the Diffuse image since it is not suitable for that kind of images. If you want to remove the effect you need to BLANK them. For the bump map and specular you have THIS tutorial. Inside you will find a link to a blank specular and bump map. You can save them in your computer and use them every time you need to blank a specular or a bump map. If you want further information read the tutorial as it explains the process with steps and images.
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Post by fursims on Oct 29, 2016 17:20:46 GMT -5
I think you're having problems understanding the UV concept. The object will have the same uv map for ALL your images. For the Diffuse, the specular and the bump map. You map your item into a UV map to texture it, the coordinates that you set in the UV will follow for all images you make for it. However, all those are 3 completely different IMAGES and they work for different porpouses. If you don't want the effects of a specular or a bump map in your project you shouldn't delete the resource. You also can't replace them with the Diffuse image since it is not suitable for that kind of images. If you want to remove the effect you need to BLANK them. For the bump map and specular you have THIS tutorial. Inside you will find a link to a blank specular and bump map. You can save them in your computer and use them every time you need to blank a specular or a bump map. If you want further information read the tutorial as it explains the process with steps and images. THANKS dude, couldnt find a tutorial for that, so thanks for the link I wasnt sure if i could import blank images, so now i know thats the way. Appreciate the fast help in here! Its the best!
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Post by fursims on Nov 2, 2016 8:57:53 GMT -5
Is it also possible to upload the bump and specular in png files? It would be a lot easier for me
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Post by Mathcope on Nov 2, 2016 12:15:20 GMT -5
Hi! The images are in .dds for the alpha porpouses.. however, as I told you before, they are BLANK, there's no matter in which format you import to Studio. Is there a reason why you need the .png versions?
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Post by fursims on Nov 2, 2016 12:31:31 GMT -5
Im having trouble to open them in photoshop. They open, but i first get a window that lets me choose the format, so i choose the original format, but the pictures are never alpha in photoshop and ofcourse if i save them after i resized them, they loose their aplha as well. I have to resize them to 1024x1024.
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Post by Mathcope on Nov 2, 2016 12:46:11 GMT -5
That is what I meant, there's no need for what you want to do. You don't need to edit them in Photoshop in any way since they're already blank, just download the files and import them directly. As for the size, it doesn't matter. If you item has a 1024x1024 diffuse texture and you want to import a blank bump and specular it would actually be better if it's lower size. Since the images are blank and the effect is gone, you don't have to worry about the size of that particular images. They can be as lower as 4x4 pixeles in size. This way your .package actually is lighter in MB.
In this case, the images are 512x512, so you're more than fine with that size.
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Post by fursims on Nov 2, 2016 13:03:14 GMT -5
ah didnt know that, cause in the tut i red about resizing these images to the size of what you are replacing it to. Thanks again!
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Post by 2433164147 on May 14, 2018 1:26:19 GMT -5
Ask how to get rid of the shadow of a sofa? I downloaded a sofa, it looks shaded and it looks uncomfortable
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Post by simme2 on Aug 29, 2019 19:19:57 GMT -5
I was so hoping to find where you switch an item, like a candle, to off-grid but didn't see anything. Can you recommend a tutorial that covers on-grid vs off-grid changes?
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Post by secretlondon on Dec 5, 2019 15:10:08 GMT -5
I was so hoping to find where you switch an item, like a candle, to off-grid but didn't see anything. Can you recommend a tutorial that covers on-grid vs off-grid changes? This has been forgotten here. Make a new thread in creator help for these kind of questions.
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Post by sarahjones on Feb 20, 2021 7:32:01 GMT -5
Hello:-) This is all fine and seems to be an entrance to the modding to sims 4. Anyway do I miss some details about adding serious collision to meshes and an integration of this editor into a universal use for all different 3-d-editor software. Collision files are often MISSING in cc-custom-stuff or are simply ignored by the creator of new access, which in that case can´t be used seriously in the game. That ´s also a reason, why there are still no more complex new assets available. Changing colors and form of existing assets by using most of the original assets means to be REAL modding, but it is not satisfiying me to begin to start to mod into the sims. If there´s somewhere an extra guide for also integrating collision to an object by using this editor, let me know please. And as it has been mentioned in maybe different other threads is an export as *.obj and *.fbx files simply necessary to improve the use of this editor for all platforms. Thanks in advance for any serious tips.
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Post by ellyz on Mar 14, 2022 17:46:31 GMT -5
Hi
Can you give me some information about the groups column in the warehouse tab? The group number for each object in the package seems to be automatically generated, but I encounter a very weird bug with my object states so I was wondering if their group number could be related.
Are there objects that have to be in the same group, or maybe that must have a different one?
Thanks!
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