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Post by -X- on Apr 25, 2015 21:44:20 GMT -5
some objects mainly chairs and tables have 2 shadows you need to edit and align both of them. look in blender you should see an extra group for them shadows
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Post by lindseyxsims on Apr 25, 2015 22:24:38 GMT -5
some objects mainly chairs and tables have 2 shadows you need to edit and align both of them. look in blender you should see an extra group for them shadows Thank you, I figured it out!
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Post by -X- on Apr 26, 2015 1:42:11 GMT -5
i really don't know why they put that shadow in if you look at a chair in real life it doesn't have that shadow! they just like dumb to me
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Post by lindseyxsims on Apr 26, 2015 19:12:18 GMT -5
Okay, I've come across yet another issue. I'm almost done with this set and I'm super happy with it, but there's part of these chairs/loveseat that is supposed to be clear, this is what it looks like in S4S: And then this happened to the chairs and loveseat in-game: Do you know how to fix this? The end table worked out just fine for some reason.
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Post by -X- on Apr 26, 2015 21:51:25 GMT -5
this is where it gets tricky you'll need to follow THIS tutorial to fix that
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Post by sherry101 on Apr 27, 2015 19:55:22 GMT -5
Thanks OM and X! The cocoa and milk are sitting very well on the counters and have been taken out of the career category per your tutorial OM.
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Post by -X- on Apr 27, 2015 21:07:57 GMT -5
did you upload it? my sims mouth all ready for some nesquik
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Post by sherry101 on Apr 27, 2015 22:11:28 GMT -5
Yep it's up. Hope your Sims enjoy it as well as mine (LOL)
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Post by daer0n on Apr 29, 2015 15:32:37 GMT -5
I am stuck on step #30 of this tutorial because even though I've followed it to a t, it doesn't seem to be doing what the pictures show. I have imported a sims 2 stool to replace the sims 4 chair that I used/cloned to do this conversion. Now when I exported it with simpe it only seemed to have one mesh, not two, but when imported to blender it seems to separate into two meshes. So I followed what step #30 says and I moved one of them off the grid, then joined them but after doing that none of them seem to be on the grid, both of them show as off the grid. (as you can see in the image below) Of course I can't really skip this step cause otherwise the new blend save will not import properly into sims 4 studio and it will give me an error. Also, on step #31 it says: Click on the word Image there and select New Image from the menu. Enter the width and height you want for your object's map. In this case the original EA item had a map that is 256 x 512 so this is what I entered into the boxes for width and height.How do I know these dimensions? where do I look for them? If I do that will it oversize the stool to the chair's height? I am confused. When I do that all that happens is the grid square goes completely black but it doesn't change its shape or anything.
And finally, on step #46 I clicked on the small square to the right of the "UV's" option and I don't get a "pop up" with the images that are supposed to be available to assign to the shadow map, when I click on it it only pops up a little menu like it's shown in the image below then I click on DIFFUSE, but all it does is show that little square with the shadow on it instead of the image that you show on the tutorial with all the shadow options for it. Now I am guessing that the root of the problem could be that I am not getting it right from step #31, otherwise I wouldn't be having so many issues with the rest of the conversion. Or is it the case that I just chose the wrong object to clone for this conversion? I am super confused
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Post by orangemittens on Apr 30, 2015 9:17:33 GMT -5
Your picture shows that when this item is imported into Blender it is a single mesh group: The arrow is indicating the mesh group and there is only one mesh group there besides the 2 EA item's mesh groups. In this case you would want to replace the EA main mesh with this single mesh group you have imported. This makes me unsure what you mean when you say you joined them...there is only one mesh group to your item so what mesh groups did you join? Since there is only a single mesh group and, presumably, it was mapped appropriately you should not have to do any remapping. Step 30 is a mapping step...the items you are moving in that step are not meshes...they're the mesh's map. If, for whatever reason, they end up off the grid you can select them and move them back onto it as described in the tutorial. But, as I said, you have only a single mesh group in the object you're converting and EA's original item has only a single mesh group also. In this scenario you probably won't need to remap at all. There are two ways to tell what the original EA image size is. You can click on the Warehouse tab and then click the image line on the left. This will make the image show on the right side. It's dimensions are present written above it. Alternatively, you can export the image from the Studio tab and open it in your 2D editor and look at the size there. Changing the image size will not affect the mesh at all. It *will* affect the map if the dimensions describe a rectangle when the original was square or vice versa. This will cause the map to distort as I showed in the tutorial. This is easily fixed by scaling the old mesh to match the new image shape. It can also affect image quality. If the original item had a 512 x 512 map and the EA item has a 128 x 128 map you would probably not want to match the EA size. Instead you should just stick with the 512 x 512 to avoid a pixelated look on your conversion item in the game. If the grid square is going completely black and not changing its size this means that you haven't filled the fields out properly in the New Image pop up box. This is how it looks when it first opens: As you can see the width and height are the same. The default "fill" is solid and the default color is black. If you don't change any of these fields the grid will remain square, it will remain the same size, and it will be solidly colored in black. Instead you need to fill these fields out as the tutorial shows. The issue in step 46 is that you have cloned one of the less common EA items that does not use the blob sheet. Instead it has its own shadow image with one small blob sitting on an alpha. The plane is mapped over the blob so that the blob appears as the shadow under the chair. To use this for your item you could probably just resize the plane mesh so it fits under your chair. In this case, again, you would not need to do any remapping of the shadow at all. Part of the problem you're running into is that you cannot follow this tutorial to a t and expect it to work for every item you want to convert or with every single EA item you pick. There is a large amount of variety in Sims 2 objects. There is, if anything, an even larger amount of variety in Sims 4 objects. There is no "one size fits all" tutorial I can write that will show you step by step how to do every project. This tutorial is meant to show general principals and that's the best any tutorial is going to be able to do given the variables presented by the task.
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Post by daer0n on Apr 30, 2015 11:47:50 GMT -5
Ok I see. It makes sense that it would be difficult to apply the tutorial to all sims 2 objects as ( I can see now ) they can all be very different. I just realized that, that is a bad picture to show you an example of the two meshes that I was talking about cause at that point I had already joined the two. I should have shown you this one instead, you can see that there are two in this picture. One is called "chairdiningpatioplastic_slat_whiteplastic" and the other one is called "clothandpillow". Now I am not sure if I should have joined them or not, because, after opening the package in simpe it only showed one file (mesh) on the GMDC, but when imported to blender then I noticed there were two separate ones instead of one. So that is why I tried to follow all the tutorial steps, BUT, it also doesn't help that I am completely new to blender and I've just been learning it slowly lately, but I was not familiar with it at all before. I suppose I can attempt it again and see if it goes well this time after what you've explained to me and see if I can do it this time. Blender and other 3d programs can be really challenging for noobs like me lol
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Post by blackypanther on May 1, 2015 2:07:37 GMT -5
I have Problems with blender. I miss in Blender the S4Studio CAS Tools and S4Studio Animation tools. Have I overlooked any point in the manual ? Sorry for my bad english
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Post by orangemittens on May 1, 2015 8:44:12 GMT -5
You won't see that section unless you have a mesh selected. Also, until you have exported at least one mesh from Studio as a .blend, Blender will not have the Studio addon installed.
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Post by daer0n on May 1, 2015 11:50:26 GMT -5
Ok, so I managed to convert this stool by cloning another stool, the only problem that I have now is that it's showing three little shadows from the stool that I cloned, even though I removed those three shadows in blender. How do I get rid of them? Also the polygon count ended up being a little bit too high :/
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Post by orangemittens on May 1, 2015 13:24:36 GMT -5
If the little foot shadows are their own separate mesh group you will need to delete all but one triangle and hide that somewhere or delete the mesh group in the Warehouse. I wrote a tutorial on how to lower poly count and it's listed in the main index of tutorials here: www.sims4studio.com/thread/662/index-studio-tutorials-online-manual
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