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Post by moune999 on May 11, 2017 10:25:31 GMT -5
Hi OM, Long time, no see. (Actually VERY long time, no see!). What a wonderful discovery to find you here, still generously sharing your creativity and capacity with fellow simmers. I do hope you're happy and healthy. I am. There's much to say and talk about, but right now I'll just stick to telling one thing: About a week ago I finally installed TS4. After a few days of playing I began to desperately miss some custom content, so I began thinking about converting some of my old TS2 stuff to TS4. Which is how I found this place and your tutorial. But before I throw myself into it, I have one question: Does Sims 4 Studio support MilkShape or does it only work with Blender? I'm asking because I'm a little vary about having to acquire and learn a whole new meshing programme. I haven't exactly gotten any younger or mentally more agile these past years, you know. All the best :-* Moune
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Post by orangemittens on May 11, 2017 21:50:40 GMT -5
Hi moune999, it's great to see you! For objects, Studio works with Milkshape quite well although you will need Blender as a bridge. I wrote a tutorial showing how to use Studio in tandem with Milkshape to add a new mesh to a package or to convert a Sims 2 mesh to Sims 4 using Studio. That tutorial is HERE. The object used in the tutorial was made and mapped in Milkshape and just transitioned through Blender. Studio will take care of all joint assignments for 99.99% of objects in Sims 4. Exceptions include items like refrigerators that have more than one joint. Basically, all you need to do is a mesh swap. You won't need to do any meshing, positioning, or mapping using Blender. The tutorial has illustrations showing the process. If you run into questions, please let me know.
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Post by moune999 on May 12, 2017 10:22:14 GMT -5
That's great, OM. Thank you. I'll try to work up the courage and dive into it soon.
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Post by orangemittens on May 12, 2017 11:33:45 GMT -5
I think you'll be surprised at how easy it is. One of the goals we had when designing Studio was to make it very easy for creators to convert their things from previous games to Sims 4 and to make it as user-friendly for people who don't use Blender as possible.
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Post by alice1little1 on Jan 20, 2018 10:32:39 GMT -5
Hi, thank you so much for this tutorial, it is awsome, and helped me a lot yet whith my ongoing project. so today (and almost the whole night yesterday) i tried to convert a mesh which was taken from another game and made into an sims 2 objekt, into an object for sims 4 Now i am stuck as my item is usable in the game, you can see the items shadow, but the texture won´t apply, idk what i did wrong.
PS: Sorry for my bad english it is just school english
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Post by Infinitivesky on Jun 2, 2018 8:28:06 GMT -5
Hello! Thank you for the tutorial! Could anyone please help me? I have a problem. Maybe it's because this is a tutorial for objects but I'm converting a necklace. I imported the texture image and it appears over the face when it shouldn't. Perhaps does anyone know how to solve?
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Post by annabluu on Jun 2, 2018 10:15:10 GMT -5
if this is a CAS item, you need to put it in the correct place. there is a uv template you can follow here that will show you were to put the necklace on the uv map which will then tell you where to put the texture.
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Post by BlueHorse on Aug 1, 2019 18:58:38 GMT -5
mine didn't work out :( Edit: sorry was just too dumb I made it thanks a lot
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Post by chris10in on Sept 19, 2019 7:53:02 GMT -5
Hi. Where can i download SimPe?
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Post by BlueHorse on Jan 26, 2020 21:22:11 GMT -5
Henlo orangemittens first: thanks for this awesome tutorial it worked out very fine for me but I have a question I wanted to do the same with a cas item from sims 2 and stumbled across the problem: I can't find the mesh I have barely knowledge when it comes to simPe and cas items doesn't seem to have a gmdc can you help me out there?
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Post by orangemittens on Jan 27, 2020 12:04:50 GMT -5
Hi BlueHorse, I must admit I have no idea. I did not work with CAS items in Sims 2. If you post in the Creator Help section, it's possible someone will have an answer.
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Post by BlueHorse on Jan 27, 2020 15:24:04 GMT -5
Hi BlueHorse, I must admit I have no idea. I did not work with CAS items in Sims 2. If you post in the Creator Help section, it's possible someone will have an answer. It's okay I work with cas items very seldom myself I'm going to ask around :3 thanks anyways
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Post by Virelai on Jul 26, 2020 9:29:05 GMT -5
Hello. I'm trying to convert a mesh from The Sims 2 that has two different meshes. Getting those two meshes together isn't my problem. It's that when I do so and create a new larger image for my UV map to fit the original UV maps for both objects it stretches out the UVs. I want them to stay in their original shape/proportions. It seems to happen right when I create that new larger image, it stretches them out accordingly when I'm just trying to make an image size that can fit them both the way they originally were.
Also, how come CTRL + J doesn't seem to work most of the time? I have both objects selected.
EDIT: So I can clarify now. I thought I might have had this figured out. I tried creating the image before joining, and the UVs stayed normal. So I was happy, but when I switched back to that image that's when the stretching happened.
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Post by simmerish20 on Jul 26, 2020 10:29:13 GMT -5
Virelai, what I usually do is to make the UVmap and texture first. I'll for instance take the two 512x512 maps and make a 1024x512 texture with them, and also make a texture with the UVmaps placed exactly where they're supposed to go on that texture (I make one texture with the UVmap and one without).
Then I load the texture into the UVmap in Blender and UVmap each object separately (because that's easiest) into their own square on the map. I'll use the Ctrl-button (or shift? It's one of them) to make the sizing exact (it sizes in 0.1 increments which is very useful when you're resizing), and use the UVmaps as guidelines for where to put the UVs. When I'm done with the resizing and placing, I'll combine the items into one (I mark them and use the menu to combine. Too many shortcuts to remember...).
You usually need to keep track of how much larger the UVmap is, horizontally or vertically, and need to scale up/down accordingly. If you go from 512x512 to 1024x512, you have to scale up to the double on the horizontal plane for the UVs to fit (1.5 on the horizontal/X axis, if my math isn't completely off, but they can be the same on the vertical axis). Same if you make a smaller texture and have to shrink down the UVs - you need to keep track of how much smaller the texture is.
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Post by Virelai on Jul 26, 2020 10:52:31 GMT -5
Virelai, what I usually do is to make the UVmap and texture first. I'll for instance take the two 512x512 maps and make a 1024x512 texture with them, and also make a texture with the UVmaps placed exactly where they're supposed to go on that texture (I make one texture with the UVmap and one without). Then I load the texture into the UVmap in Blender and UVmap each object separately (because that's easiest) into their own square on the map. I'll use the Ctrl-button (or shift? It's one of them) to make the sizing exact (it sizes in 0.1 increments which is very useful when you're resizing), and use the UVmaps as guidelines for where to put the UVs. When I'm done with the resizing and placing, I'll combine the items into one (I mark them and use the menu to combine. Too many shortcuts to remember...). You usually need to keep track of how much larger the UVmap is, horizontally or vertically, and need to scale up/down accordingly. If you go from 512x512 to 1024x512, you have to scale up to the double on the horizontal plane for the UVs to fit (1.5 on the horizontal/X axis, if my math isn't completely off, but they can be the same on the vertical axis). Same if you make a smaller texture and have to shrink down the UVs - you need to keep track of how much smaller the texture is. I appreciate your advice, but I'm new to UV mapping and all of that, so I really don't understand what you mean by all of this. Is 'making' a UV map not creating the new image and putting those parts in?
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