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Post by ohthatswhatshername on Apr 19, 2016 23:09:41 GMT -5
Yes, I saw the tutorial. But I'm trying to xonvert cc objects into the ts4. But TSR workshops doesn't really allow usermade textures and meshes to be extracted. I know it's possible, because I see it all over tumblr, but there's no tutorial for it. Btw I'm only converting for personal uses not to be uploaded.
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Post by lemoman on Apr 20, 2016 13:52:03 GMT -5
its easy 1.choose new import 2.click the browse button 3.change the tsr workshop project .wrk to .package or .sims3pack depending on what you want to import 4.choose the file you want then it will open keep in mind that you cant publish stuff converted from other users unless you have permission
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Post by orangemittens on Apr 20, 2016 15:36:11 GMT -5
Esmeralda wrote a very helpful tutorial that shows how to extract textures from Sims 3 items and posted it HERE. If the item you're trying to get images from is a .package skip to where she goes over how to extract the textures using s3pe. If the item you're trying to get material from is a Sims3Pack skip to the section where she discusses converting that to a .package. Once you have the item in .package form and you've gotten the textures out of it then use my tutorial showing how to get the mesh into Blender. That tutorial is HERE. That method does not require you to extract the meshes and then import them to an editor...it allows you to extract the mesh directly to Blender from a .package.
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Post by ohthatswhatshername on Apr 21, 2016 15:00:36 GMT -5
Esmeralda wrote a very helpful tutorial that shows how to extract textures from Sims 3 items and posted it HERE. If the item you're trying to get images from is a .package skip to where she goes over how to extract the textures using s3pe. If the item you're trying to get material from is a Sims3Pack skip to the section where she discusses converting that to a .package. Once you have the item in .package form and you've gotten the textures out of it then use my tutorial showing how to get the mesh into Blender. That tutorial is HERE. That method does not require you to extract the meshes and then import them to an editor...it allows you to extract the mesh directly to Blender from a .package. So do I save it from blender then import it in the "mesh tab" in S4studio?
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Post by orangemittens on Apr 21, 2016 16:23:21 GMT -5
You will need to change the cut numbers to match the cut numbers of the S4 item you're replacing with it before importing back to Studio. This tutorial shows how to convert a mapped mesh for Sims 4. It starts with the mesh in .obj format but you won't need to turn yours into a .obj. Instead you can append the mesh you opened in Blender from the Sims 3 .package into the scene with whatever you've cloned from Sims 4 to import it into.
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Post by ohthatswhatshername on Apr 21, 2016 18:06:49 GMT -5
You will need to change the cut numbers to match the cut numbers of the S4 item you're replacing with it before importing back to Studio. This tutorial shows how to convert a mapped mesh for Sims 4. It starts with the mesh in .obj format but you won't need to turn yours into a .obj. Instead you can append the mesh you opened in Blender from the Sims 3 .package into the scene with whatever you've cloned from Sims 4 to import it into. Ok, so I did that. And it came out great, but it's flipped over. I tried using that other tutorial that said yo change the cut number to 2
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Post by orangemittens on Apr 21, 2016 19:32:37 GMT -5
If you're using ClipTool to get the mesh it will bring things in rotated on the x axis. To get the mesh upright select it, click the r key on your keyboard to initiate Blender's rotate function, click the x key to rotate only around the x axis, type in 90 to make it rotate 90 degrees and then left mouse click to stop the rotation. This should make the mesh be in the proper direction.
You need to make its cut number match the mesh you're planning to replace. EA meshes have varying amounts of mesh groups per LOD. You want to click on the main mesh and get the cut number from that one. Put that number in the cut number field for your mesh.
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