|
Post by aaill on Mar 15, 2015 18:17:21 GMT -5
I'm not quite sure what you mean... im so sorry What you need to do is go to the Swatch and Texture tab in S4S of your .package gile and click Export Texture. Then, in Photoshop , if you have it, (or Paint.net if you don't which is free) you need to delete the bottom part of the texture that is still showing up. Then save it as .DDS file and import it into S4S again. If you use Photoshop you need Nvidia's Photoshop plugins and delete part of the alpha channel.
|
|
|
Post by VonNdaSun on Mar 22, 2015 0:56:35 GMT -5
I tried to follow your directions on how to shorten a long dress. I thought I had it figured out:
I think I understood when you said to delete all but a vertex of unused meshes:
But I get this error message when I try to import the LOD:
The Sims 4 Studio - Version 2.3.0.2 System.AggregateException: One or more errors occurred. ---> S4Studio.Blender.BlenderException: Traceback (most recent call last): File "<string>", line 1, in <module> File "<string>", line 52, in <module> File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\cas\blender.py", line 44, in save_geom mesh_data.calc_tangents() RuntimeError: Error: Tangent space computation needs an UVMap, "(null)" not found, aborting
at S4Studio.Blender.BlenderUtilities.RunBlender(String script, String blend, Boolean background, Boolean check_version) in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio.Blender\BlenderUtilities.cs:line 238 at S4Studio.Blender.BlenderUtilities.ImportGeom(String custom_blend, String custom_geom, Int32 body_type, String cut) in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio.Blender\BlenderUtilities.cs:line 335 at S4Studio.MainWindow.<>c__DisplayClass33.<ImportFromBlenderButton_OnClick>b__32() in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio\UI\MainWindow.xaml.cs:line 705 at S4Studio.LoadingScreen.<>c__DisplayClass2.<Show>b__0() in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio\UI\LoadingScreen.xaml.cs:line 39 at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at S4Studio.LoadingScreen.<>c__DisplayClass2.<Show>b__1() in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio\UI\LoadingScreen.xaml.cs:line 48 at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler) ---> (Inner Exception #0) S4Studio.Blender.BlenderException: Traceback (most recent call last): File "<string>", line 1, in <module> File "<string>", line 52, in <module> File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\cas\blender.py", line 44, in save_geom mesh_data.calc_tangents() RuntimeError: Error: Tangent space computation needs an UVMap, "(null)" not found, aborting
at S4Studio.Blender.BlenderUtilities.RunBlender(String script, String blend, Boolean background, Boolean check_version) in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio.Blender\BlenderUtilities.cs:line 238 at S4Studio.Blender.BlenderUtilities.ImportGeom(String custom_blend, String custom_geom, Int32 body_type, String cut) in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio.Blender\BlenderUtilities.cs:line 335 at S4Studio.MainWindow.<>c__DisplayClass33.<ImportFromBlenderButton_OnClick>b__32() in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio\UI\MainWindow.xaml.cs:line 705 at S4Studio.LoadingScreen.<>c__DisplayClass2.<Show>b__0() in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio\UI\LoadingScreen.xaml.cs:line 39 at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.Execute()<---
I'm a complete noob at meshing, and the only thing I see that I understand is something about a missing UV map, but I don't know what's missing:
Any help you can give would be greatly appreciated!!!
Edit: Is there any reason why I'd have to do a UV map for the two meshes I deleted all but one vertex on? And if so, how do you do a UV map on a single vertex? Or is that a completely stupid suggestion?
|
|
|
Post by Sparkiekong on Mar 24, 2015 17:48:59 GMT -5
Thanks for posting this. I'm having a little trouble with the finale of this tutorial. I tried to pull my finished product back into studio, but it did not seem to save the changes I made in blender. Do I need to export the file to a particular type? Do I need a plugin for .dds like GIMP did?
|
|
|
Post by orangemittens on Mar 24, 2015 19:59:42 GMT -5
Did you assign cut numbers for your mesh groups?
|
|
|
Post by Sparkiekong on Mar 25, 2015 11:33:27 GMT -5
I don't think I did. What step was that? I'm such a scatter brain. I probably missed a step... Could you enlighten me on how I do that? Oh' great and powerful Sims Masters? Thanks!
|
|
|
Post by orangemittens on Mar 25, 2015 20:46:56 GMT -5
VonNdaSun, Studio won't accept a mesh that has no UV map. You will have better success if you leave a triangle instead of a single vertex. The triangle should already have a map for it if it's just a remnant of EA's original mesh. If you still have problems with the mesh please post again. Sparkiekong, each Studio mesh has a cut number and to replace a given mesh your mesh must have the same cut number. If your mesh has no cut number Studio won't even see it to import it and nothing will happen when you try to. I wrote a tutorial that shows where this number is located in Blender and that tutorial is here: www.sims4studio.com/thread/10/tutorial-using-sims-studio-accessory?page=1. Take a look at your mesh's cut number and if that isn't the problem please post again.
|
|
|
Post by Sparkiekong on Mar 26, 2015 18:29:48 GMT -5
Thank you. I will take a look at that soon. Unfortunately, some new fun has arisen from today's patch and it seems that my mods aren't working at all. Some are even locking up the game. Soon as I figure that out, I'll get back to the tutorial!
|
|
|
Post by VonNdaSun on Mar 27, 2015 20:33:11 GMT -5
Thanks OM, that was EXACTLY what I needed! I was thinking maybe I didn't know what a vertex was, because it seemed to me that I should probably leave a triangle, but I thought that was what's called a face, so I didn't do it. My self-doubt got the best of me. I still need to try it out in game, but at least it's showing up in S4S, so I'm very happy to see forward progress!
|
|
|
Post by VonNdaSun on Mar 28, 2015 22:55:42 GMT -5
Yay! It didn't blow up my game, so I'm pretty jazzed! But I have a little bit of a problem during the walk sequence with the extra vertices. They poke out from the dress and make a skin tone patch in the mesh. I'm guessing that if I shrink them and move them into the bocy area around the chest, they shouldn't get in the way? Here's where I am so far...
|
|
|
Post by kiara24 on Apr 15, 2015 1:15:59 GMT -5
Thanks for the tutorial. I have a question, how do I get all meshes in edit mode?
|
|
|
Post by MisterS on Apr 15, 2015 6:46:54 GMT -5
hi kiara24, as far as i know you can't all at that same time, Im not the best at blender though.
|
|
|
Post by kiara24 on Apr 15, 2015 9:48:28 GMT -5
Thank you for responding. How can I change a skirt that is divided into different meshes, is there any way?
|
|
|
Post by VonNdaSun on Apr 15, 2015 20:37:35 GMT -5
Hey Kiara, the skirt that I did above was divided into three different meshes. MisterS mentioned this in thread, and Orangemittens helped explain in further just a couple of posts ago. It worked for me by using the mesh I wanted to keep, then deleting all but one little triangle of each of the unnecessary meshes. Then I hid the stray triangles inside the body. I had to experiment a bit to place them in a place where they don't pop out when the sim moves. I did most of my experimentation in the CAS screen, just picking different walks for the sim to watch for the best placement.
Hope that made sense...
|
|
|
Post by kiara24 on Apr 16, 2015 3:33:14 GMT -5
Thanks!
|
|
|
Post by anoherm on May 5, 2015 8:53:26 GMT -5
Come to bother you guys again~ here is the file thanks a lot.
|
|