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Post by peacemaker on Jun 11, 2020 0:27:17 GMT -5
That would be the shader. Unfortunately there is no solution for the difference in shaders, as anything animated needs to use the phong shader as the counter shaders don't allow for object animations like fridge doors (I have tried to get it to work with no luck). This same issue can be seen between doors using the phong shader and windows that use an instance shader. It is unfortunately a limitation of the game.
Some get around this with objects that have multiple mesh groups. They set a frame as the counter shader then the movable part as the phong shader so the animations work. Not sure if that will work for the mini fridge though.
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Post by peacemaker on Jun 11, 2020 0:26:12 GMT -5
I concur with menanceman. One of your shadowmeshes is a mult-group one. You will need to export the base mesh shadow group and see how it is split into two, then do the same for your custom shadow mesh, then import. Otherwise you will have the same issue recurring.
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Post by peacemaker on Jun 11, 2020 0:18:23 GMT -5
The artefacts you are seeing is from the conversion to DDS that S4S needs to do in order to work in the game. S4S just supports the import of different formats then converts them to the required format, not forcing the game to read different image formats.
I find that if you have transparency in a texture like you have here for the cutout alpha layer, it is much better to export from your graphics editor as DDS (DXT5 specifically) then as a PNG. This will require you to know how to use the alpha layer in your respective program, but hopefully it will lessen the artefacting you are seeing. It wont fully remove it though, artefacts are just a result of the compression that happens with DDS file format to keep the size down. Its about minimising it, rather then permanently removing them.
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Post by peacemaker on Jun 11, 2020 0:08:21 GMT -5
Without looking it's probably the shadowmap texture (since your file is listed as private). You will need to edit that in a graphics editing program to flip, or there are blank textures here on S4S forums that you can search for and download to import to remove it.
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Post by peacemaker on Jan 28, 2020 8:57:17 GMT -5
You need to delete the 3 resources as well as remove them from the list in the model resource (which lists all model lod resources). That is what I did for my default replacement. I honestly wouldn't remove the sunshadows will-nilly though, as I said i am not sure if they will have a lasting impact on performance etc doing it.
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Post by peacemaker on Jan 27, 2020 8:46:04 GMT -5
yes, they are used as a reference when casting a shadow from the natural light source ingame. The textured mesh is shown as checkered in the warehouse tab, the sunshadows as grey.
i think doors are going to work differently because they are a different shader then what windows use so the shadows may work differently. I would need to investigate more.
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Post by peacemaker on Jan 26, 2020 22:20:58 GMT -5
I honestly didn't realise the originals didn't work until minimonster pointed it out to me. Still have no clue what I did to fix it, but my windows were made prior to the sunshadow update where the mesh was composed differently (merged into a single group instead of 3 separate groups like they are now) so I assumed that could have been why. I did try and fix them by doing what I did which was reimport the mesh which didn't solve the issue. So i left it as 'unfixable'. Now that I know a lot more about creating cc and the ins and outs of a package file (not tuning though, that scares me), I just had another look and i think I pinpointed the issue. My old version uses a different shader and method of compiling for the sunshadow. It requires no textures so i assume it references the textures of each window style to cast the correct shadows. In the new version however, the Maxis version has the same shader as the normal window mesh and references the style 1 texture, which is the shadow that is by default. There are no additional styles for each variant to match the regular mesh, so it's stuck with the one shadow style despite changing swatches. RoM windows got around this by not having a sunshadow mesh and uses the auto-generate feature a lot of decor items use to get the sunshadow. So i created a default replacement, removed the sunshadow meshes, and guess what? They work correctly. I still need to double check this works for the door as well. TBH i have no idea what effect removing the shadow meshes will have but given a lot of items don't have it, it should be safe. I will try and get an update out today or tomorrow with the fix included in my Addons for CL once i test the same method works on the door as well. Edit: Welp, that doesn't work on the doors unfortunately, but at least the windows are fixed? Not sure what magic they used on the RoM doors (get it? Magic? I will see myself out)
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Post by peacemaker on Dec 3, 2019 22:02:01 GMT -5
So after a bit more investigation, it looks like the category flags of bedframes is probably the issue, at least with my bedframes. The footprint issue i mentioned above only worked for one set but removing the category flags for bedframes (bed and double/single bed in the comfort section) seems to have resolved the error 102. It seems that they are counted for the lot requirements of a dorm lot so when a sim is moving in the lot is recognising more beds then there is resulting in the error because they are unable to assign sims to the beds. So you simply go to the bedframes, go to the tag section, remove the bedding tags (and the function_bed tag is that is on there) and apply to all swatches. I ended up dumping my frames in the misc section of comfort without any issues occurring.
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Post by peacemaker on Nov 23, 2019 2:26:43 GMT -5
I have been doing some investigation and the results are.............. not what I expected.
Bedding is not the issue, at least in my case. All my beds are separated, and when they are placed by themselves the lot loads. Alternatively, if i use my separated bedframes with the beds, error 102 happens. I tried changing the footprint max height to zero to see if there was a process of determining if a bed was blocked, but this didn't work. I tried replicating this error by blocking Maxis beds and the lot loaded. So at this point, I am unsure what part of the separated bedframe is actually causing the error.
after some more testing, i believe the footprints of the bedframes are to blame. Something has changed in them causing issues. Importing a few footprint resource, auto adjusting, then moving into the dorm doesn't create error 102. This is even on beds without the new function tag.
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Post by peacemaker on Nov 17, 2019 1:33:54 GMT -5
I really want the ability to import and renumber the dirtmaps for objects that utilise them. Like kitchens, dining tables, showers etc. It becomes a tedious job doing it by hand and you really can't utilise the originals if next dimensions are different.
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Post by peacemaker on Nov 16, 2019 21:09:18 GMT -5
As far as I am aware, bedding doesn't crash the game. It does need a new function tag added which is func_universityhousing_bed with a tagvalue of 65626
edit: using untagged beds in dorms may cause lot not to load though because of the missing tag but yet to confirm this
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Post by peacemaker on Nov 13, 2019 23:06:51 GMT -5
Bookcases are currently causing CTD and I have no clue why at this point in time. Hopefully a solution is found soon.
If you have custom ones in your game, it is best to remove them until they are fixed.
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Post by peacemaker on Jun 24, 2019 7:14:35 GMT -5
With GF, a new tag to satisfy vane sims was added to all mirrors. It would be helpful to either add this as a batch fix or to the studio tab under the function section to make it easier to update items. Having to manually add this function tag is going to be incredibly time-consuming.
Edit: we really need a way to add tags to multiple resources at once without having to rely on S4S being updated to include them. I am now onto fixing candles as well so they work properly on off-the-grid lots and there is a number of tags associated with getting them to work (not to mention updated tuning). Perhaps an 'other' section in the tags tab with a textbox where we can input the corresponding number for the tag we want and the option to apply to all swatches. It would also ideally list the other tags not shown in other categories in case we need to remove them too. I would hope something like this would be implemented to solve the problem of missing tags needed for updating older cc without the tedium of editing each swatch in the warehouse, but also making it easier for the developers not needing to add all the new tags to the studio tab in the future as well.
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Post by peacemaker on Feb 3, 2019 22:22:21 GMT -5
Like the thumbnail creation batch process, I would love to see a second version created to add a background to thumbnails. It would preferrably be separate from the thumbnail option for those that would like to use it. It would help differentiate cc and also cut down on package size since transparency really bloats the size when you have a lot of swatches.
Also maybe more "clear thumbnail cache" under content management. Not sure about everyone else, but I often click that instead of "thumbnail overlay" and with no option to confirm clearing the cache, it can be annoying having to go ingame to regenerate thumbnails for not paying attention.
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Post by peacemaker on Jan 23, 2019 8:10:54 GMT -5
Converting doors and windows requires multiple steps, but it sounds like you haven't created a proper cutout for the items and you haven't assigned the bone for door movement to the new mesh. Also sounds like you need to separate the mesh into the proper groups correctly and create the shadow lods as well but without pictures it is hard to tell what is happening. I am not familiar with the mesh setup of the build objects from TS3, but i am going to assume they are not the same to ts4. By providing pictures of each of the issues, myself and others are going to be in a better position to help out and point you in the right direction.
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