|
Post by Moon on Jun 2, 2015 16:53:30 GMT -5
Oh, I see, thank you, I used b now and it worked! Any tip on how can I resize the uvmaps (horizontally and vertically) by half at the same time? And I was indeed only pressing 5 but it was not my fault, turns out I can only use the "." next to the "," on my keyboard, the dot in the numbers part don't work on blender for some reason o_O than you again
|
|
|
Post by orangemittens on Jun 2, 2015 21:59:45 GMT -5
To resize horizontally and vertically at the same time just click the s button and then 0.5. That will scale in both directions at once. It is the same in the model viewer window of Blender. If you hit scale with no letter afterward it will scale in all three directions at once.
|
|
|
Post by daer0n on Jun 3, 2015 19:33:15 GMT -5
Again, rather than practicing conversion why not just start learning to make your own items. Most meshers don't want their items converted without permission. In the absence of a message from them that says something like, "yeah go ahead and convert my mesh for some other game" it isn't right to take someone's stuff. Where can I find that tutorial? I was just browsing through your tutorials but I am sure I am missing that one, cause I can't find it. I would love to start making my own meshes rather than just converting or modifying meshes.
|
|
|
Post by orangemittens on Jun 4, 2015 15:37:26 GMT -5
I wrote a start to finish object mesh tutorial and posted it here: www.sims4studio.com/thread/856/finish-object-tutorial-absolute-beginnersIf you give it a try and run into questions let me know. The object itself is very basic but the tutorial shows many of the Blender features you need to know to start branching out after that into making more complex items.
|
|
|
Post by daer0n on Jun 4, 2015 19:07:06 GMT -5
Awesome, I am checking it out right now, I am so excited to learn more about meshing and starting to make my own. Thank you Orangemittens
|
|
|
Post by orangemittens on Jun 5, 2015 9:18:10 GMT -5
You're welcome...I'm really glad to hear you're going to get started with meshing
|
|
|
Post by jadeskyee on Jun 6, 2015 15:14:13 GMT -5
Hi, I just have a small issue. My object seems to have converted fine but I noticed sometimes when I zoom in and out, it goes from my object to the object I used to clone it. I can't seem to figure out where I went wrong, otherwise it looks fine in the game. Thanks, any help is greatly appreciated. EDIT- Hi orangemittens, thank you so much, that worked. I appreciate your help.
|
|
|
Post by orangemittens on Jun 6, 2015 15:20:53 GMT -5
Hi jadeskyee, welcome to Studio forums. A Sims 4 object has multiple LOD (Level of Detail) meshes. The first one, LOD 0, is the one you see when you are zoomed close to it in the game. The second, LOD 1, is seen when you begin to move away from it. If there is a third (some objects have more than 2 while others have only 2) that one is only seen when you're zoomed very far from the object in the game. If the original is still showing up when you zoom out that means you need to replace the other LOD's meshes with your mesh. See step 54 in the tutorial because it shows a picture of how to do that
|
|
|
Post by jadeskyee on Jun 7, 2015 16:31:39 GMT -5
Hi orangemittens, thank you so much, that worked. I appreciate your help.
|
|
|
Post by lindseyxsims on Jun 23, 2015 10:22:17 GMT -5
Hey ya'll! I've ran into a problem all of a sudden while converting a bed: It looks like this in game.. When it's supposed to look like this: I'm using Love 2.4.2.0 It also does this often when converting lights! It just started doing this I believe with the latest update of S4S. I'm also attaching the file download here ! If anyone can help me, thank you so so so sooo much!
|
|
|
Post by orangemittens on Jun 23, 2015 10:44:08 GMT -5
Hi lindseyxsims, Your images are an incorrect size and the game cannot read them so it's defaulting to the question mark image it uses when it can't find the correct one: Images for Sims 4 objects need to be sized in powers of 2 (2 n). These sizes include 64, 128, 256, 512, and 1024.
|
|
|
Post by motherof70 on Jul 6, 2015 13:47:04 GMT -5
Hi,
I can't use the search box for some reason, tells me there's no connection, so if this is written up some where apologies if I've missed it but I'm hoping you can show me the way. I'm using a slightly more complicated mesh, a TSM>TS2 bath tub and it has multiple groups and 2 joints. I need help in reordering the cut numbers, if I'm right they should read numerically from top to bottom. Also how do I assign joints when there are more than one?
Thanks for your time
|
|
|
Post by orangemittens on Jul 6, 2015 14:00:24 GMT -5
I've seen other people complaining at Proboards support that the Search feature has been unreliable globally across Proboards sites. I apologize for the issue and I'll add my complaint to the others.
The cut number is what tells Studio which EA mesh you want replaced by your mesh. So, if an EA LOD has 3 mesh groups each will have its own cut number. Whichever mesh of yours you give cut number 0 to will replace EA's mesh that has cut number 0 and so on. The creator needs to decide the most logical way to replace each of EA's mesh groups with the meshes of their item. That logic is the only thing necessary to determining what cut number to give...they do not have to be in order on the list in Blender because Studio will sort them where they need to go.
I've written several tutorials that show how to assign joints using Blender but object meshers probably aren't finding them because they were all written using CAS items as the example. The process is the same but I'll write a short minitutorial showing, in general, how to do this using an object as the example as well so it's easier for object meshers to find the information they need.
|
|
|
Post by motherof70 on Jul 6, 2015 14:10:41 GMT -5
Thanks for your reply. I'll have look around the CAS tutorials to see what I can glean from there. If the numbering isn't an issue then I'm hoping the joints thing will solve it. Thanks again...and especially for the ability to default replace objects with S4S I can really make the game my own with that.
|
|
|
Post by anidup on Jul 12, 2015 5:16:29 GMT -5
I want to convert one of my sims2 meshes to sims4. My original mesh had have two subsets: one for the wood texture and the other for the glass. I have cloned a dining table with a mesh that has two textures: glass and the other wood/metal part. In blender I found that the glass part has a cut number 1 and the other is 2. Though there is only one mesh to export.
What I need to know is, do I still join the meshes to have one texture/UV map, or do I keep it apart because the EA object I cloned has two texture images.
I do hope you understand what I try to say.
|
|