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Post by Chicklet45368 on Feb 7, 2017 19:08:26 GMT -5
I'd like to share my creations with anyone who's interested in them, but before I do I have a few quick questions.
I'm unsure when to use the different functions in S4S when recoloring.
When do I use "Stand Alone Recolor"? When do I use "Selective Clone"?
Most of the creators of the CC I'm recoloring require you to link back to them for their mesh, so I want to make sure that I don't inadvertently do something that would not be following their TOU.
Some of the creators, do allow their meshes to be included with recolors. If that is the case, I'd like to prevent anyone who wants my objects from having to go fetch the original mesh, if possible. (Also, when the TOU says it's ok to include their mesh, am I physically putting their DBPF package file into the same zip folder with mine or is there some way to actually clone the mesh so that my object contains the mesh so the downloader doesn't need the original mesh in their game?)
I just want to be clear on which way to recolor.
Thanks in advance for any help!
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Post by Leniad on Feb 7, 2017 19:51:20 GMT -5
My understanding is that a Stand Alone Recolor does not include the mesh, but link to original mesh Selective Clone includes the mesh.
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Post by orangemittens on Feb 7, 2017 20:05:25 GMT -5
If they allow recolors that don't require a link-back then choose Create 3D mesh. This will not require you to do anything with the mesh but it will make your .package work without the original.
If the creator requires a link back then select recolor. This will make a .package that won't function in the game without the original mesh in the Mods folder with it.
Don't use selective clone unless you need to pick and choose which resources you want in the .package. For recolors of CC that include the mesh it isn't necessary. For standard recolors it also isn't necessary.
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Post by inabadromance on Feb 7, 2017 20:31:56 GMT -5
orangemittens Wasn't Harmony working differently? were if something wasn't replaced.. it required the original? has that been changed? I got mixed up i think XD. Now i tend to start from scratch rather than picking up my item and re cloning it for that reason.
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Post by orangemittens on Feb 7, 2017 20:45:58 GMT -5
CAS and objects work differently at this time, although we're looking into a similar change for objects. With CAS unless you edit a resource it will not be added to the package unless you specifically add them using the Tools menu selection. That is a one-click feature that will add all resources to the .package as if it were a brand new clone. If you're cloning your own CAS item and want to include all resources but edit only some of them, this is a feature that will allow you to avoid the tedious cloning of a new EA item and then porting all resources into it that you don't intend to make changes to.
Objects work the same as they always have. I realize that this can be a bit confusing while Studio is in this transition. We just don't have the time available to do gigantic all-across-the-tool changes at once as we'd like.
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Post by Chicklet45368 on Feb 8, 2017 18:12:29 GMT -5
Perfect! Thank you so much for the detailed explanations on how/why to do it a certain way.
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