|
Post by peacemaker on Mar 11, 2024 4:02:55 GMT -5
Not sure how feasible it is, but an option for "all image files" format for importing would be nice. Depending on the texture type, I tend to use both DDS and PNG so having to change the dropdown each time to the format I am looking for can get a little tedious after a while. Would definitely smooth out the workflow
|
|
|
Post by peacemaker on Dec 13, 2023 2:07:21 GMT -5
Just a suggestion on the thumbnail generation for walls. It uses the short wall height, but doesn't account for the resizing of the texture so the image is squished vertically. Not sure how much could be done about that, but using 3 segments instead of 2 and resizing to a square would give a better representation of the wall instead of relying on importing correct-aspect thumbnails.
|
|
|
Post by peacemaker on Apr 28, 2023 23:12:28 GMT -5
peacemaker could you try exporting lod2 from any door, modifying any meshgroups in any way, then importing back to check if this is a problem with a specific blend instead of s4s? sorry for the late reply, i figured out what the issue was, was an error on my part. I really need to learn not to make cc late at night or before morning coffee. Looks like I had an empty shadow group without realising
|
|
|
Post by peacemaker on Mar 27, 2023 19:44:09 GMT -5
was trying to import the lod2 of a door (all other meshes imported fine) but got this error message. I can't seem to figure out what is the problem. The Sims 4 Studio - Version 3.2.0.6 System.AggregateException: One or more errors occurred. (Could not find file 'C:\ProgramData\S4Studio\Scripts\28ddbbf3-7111-4652-aa53-137ec5f1fdae\s4s.out.mlod'.) ---> System.IO.FileNotFoundException: Could not find file 'C:\ProgramData\S4Studio\Scripts\28ddbbf3-7111-4652-aa53-137ec5f1fdae\s4s.out.mlod'. File name: 'C:\ProgramData\S4Studio\Scripts\28ddbbf3-7111-4652-aa53-137ec5f1fdae\s4s.out.mlod' at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options) at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize) at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize) at System.IO.File.OpenRead(String path) at S4Studio.ViewModels.ObjectLodItem.ImportMesh(BlenderUtilities blender_util, String blender_path) at S4Studio.ViewModels.ObjectLodItem.<>c__DisplayClass46_0.<ImportMesh>b__0() at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.<>c.<.cctor>b__272_0(Object obj) at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state) --- End of stack trace from previous location --- at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread) --- End of inner exception stack trace ---
Hi. This is the type of error one gets when the content of the blend does not fully match the original. Lods can differ between themselves in more than the polycount, so you should export the original lod2 and compare everything to yours ( the number of meshgroups, visibility, what bones each of them is affected by, names of uv maps, etc) As for others, is the palette you're failing to apply old or did you just make it? If old, try to re-import it from the package that already has it and then apply to your current package As for the last one, try closing all windows of s4s, re-starting it and cloning again.
Turns out, you really shouldn't do new things after 9pm. Two of the errors were associated with the incomplete removal of a resource, so once I fixed that this morning, these errors have gone away. The importing of the low lod is still happening, but not sure why so i will investigate more. The Lod2 of doors are exactly the same so not sure why it was throwing that error (have imported edits lod2 blend files into different door packages with no issues prior to this). I did remake it incase i missed something, but it was odd.
|
|
|
Post by peacemaker on Oct 24, 2022 4:02:55 GMT -5
I have another wishlist item I would love to see is being able to import and edit dirty textures for objects that support it. This has been something that myself, and probably many other creators would love to be able to customise, especially if our objects greatly differ from the base object. Currently manually adding and editing is quite tedious, especially for kitchen items, so having it automatically imported, renumbered and accessible via the warehouse tab would save so much time and effort required to currently customise them
|
|
|
Post by peacemaker on Oct 16, 2022 21:12:47 GMT -5
I think one feature I would love for the future is linking/reusing textures for items that use multiple textures on an object. Being able to share a texture between swatches can really help with reducing package file sizes. An example of this would be counters.
Right now if I want to link a texture between multiple swatches, I export then delete the texture via warehouse, then add swatches which forces it to reuse that one texture, then import it back in. This method however only allows one of the textures to be linked, so it can be limited. If I want to add swatches where I change the countertop texture but want to reuse the counter cabinet texture after the initial linking for the first countertop texture, I am unable to do that as there isn't a way using my primitive method to achieve this. It's more of an advanced feature, but something I would still like to see.
|
|
|
Post by peacemaker on Oct 4, 2022 21:19:43 GMT -5
Hi Peacemaker, thank you for pointing out the font size. The font will be increased to improve ease of reading. Could you clarify which furniture styles for which you would like a box? The Cutout Info Table bounds editability was affected by the changes made to use themes. This issue will be fixed in an upcoming version. The warning for the tooltips will be adjusted as well. that's great to hear In regards to object styles, I am specifically referring to the object catalogue resource and the styles category between tooltips and tags. Maxis has been adding quite a few more styles since the game released, and being able to easily edit them like the new tooltips section would be helpful (especially for objects with multiple swatches). It's the section shown in the image linked below via warehouse tab: drive.google.com/file/d/10-GLYPrN9brOKWaw2ATRS58XduvOnj_K/view?usp=sharingI have been compiling a list of all styles that have been added for my own use and anyone that needs a reference to add them manually, but would love to see it more accessible so it can be utilised by creators easily. Here is the link to the list: peacemaker-ic.tumblr.com/post/124714853379/style-tag-resource-keys
|
|
|
Post by peacemaker on Oct 3, 2022 22:42:11 GMT -5
Really loving the new beta so far, but definitely some suggestions 1. would love a button text size increase. It's a little small for me, and I have decent eyesight so i can imagine some might be struggling. Even if relegated to the settings menu 2. Yay for the tooltip section under the description. Any chance we can get another box for furniture styles? (yes, I am aware I keep mentioning this 😅 ). Not sure the description is completely accurate though. Some of those attributes you add via tooltips don't require a change in tuning (like ambiance status effects) so it might be worth adding "might or" "may not affect" 3. Cutout Info Table bounds are not editable like previous versions. Adding that back would be very helpful
|
|
|
Post by peacemaker on Aug 17, 2022 1:38:11 GMT -5
I second adding a tag category for furniture styles.
Also would it be possible to add a warning popup for clearing the thumbnail cache? Because of it's location i often mistakenly click it while getting to the thumbnail overlay option , and then I have to go back in-game to generate the thumbnails again. Even just moving the "clear thumbnail cache" option to content management would be helpful.
|
|
|
Post by peacemaker on Jan 25, 2022 1:58:51 GMT -5
Would still love an option to import and renumber dirtmaps for objects that support it. Doing it manually is tedious, especially if you have all the swatches (only options are delete all swatches but one and edit, or manually update for all swatches).
|
|
|
Post by peacemaker on Dec 22, 2020 19:30:40 GMT -5
Sorry for the late reply, busy season. Really wish Google Images was better at sharing, they have a habit of randomly privatising images, didn't used to be an issue -_-
|
|
|
Post by peacemaker on Dec 8, 2020 20:09:50 GMT -5
Unfortunately that is the downside to using google images. I can still see it, probably because i am the uploader. Hopefully this link works:
|
|
|
Post by peacemaker on Sept 18, 2020 20:54:16 GMT -5
Any update on the progression of the batch fix? I have the daunting task of updating hundreds of items which would take weeks to complete so i would be very grateful for automated help. I have a few odd shapes (both custom and Maxis edits) that i could throw in to test if items are still needed.
|
|
|
Post by peacemaker on Aug 24, 2020 22:08:01 GMT -5
An option, either as a console cheat or mod option, to add dirtmaps for objects to the warehouse and renumber them. Manually changing the instances for this for a kitchen for instance is very tedious.
|
|
|
Post by peacemaker on Jul 23, 2020 3:11:08 GMT -5
I would like the ability to have a action to add objecttooltip tags to multiple swatches. This may not be necessary for new objects, but it certainly is for updating items. The best example of this is wanting to add power consumption to lighting. Currently only power consumption tag is supported, but this is not used by lighting, or quantifies how much an object consumes. A simple "apply to all swatches" button on the warehouse tab popup would be the quickest solution for this problem but not sure how easy it would be to implement. But something like this is needed for those creators that support their content, because remaking stuff just for new tags and functionality, or spending an exorbitant amount of time on adding these tags manually just isn't feasible. There has to be a simpler way.
|
|