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Post by peacemaker on Dec 3, 2017 8:35:13 GMT -5
Out of curiosity, wouldn't it be easier to make the walls separately, then change the prototype ID to the same value between all walls, then merge them together? I haven't had to group items with the prototype ID for a few years now, but that seems the far easier method then adding additional normalmaps and linking them in the resources.
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Post by peacemaker on Dec 3, 2017 8:25:11 GMT -5
I believe this feature isn't applied to the item you want to hide, but to the items worn with it.
So by the sounds of it, you want your necklace hidden when a jacket with a thick collar is put on for example? The excludepartsflag needs to be coded for the clothing, not the necklace (from my experience). The resource is telling the game "hide all necklaces when this top is put on" not "this necklace is saying it should be hidden when this top is on." I think this is done for ease of use because tops vary a lot while necklaces are pretty much consistent in their design, it solves for infinite coding issues. You would need specific top codes for that to work to differentiate between the different styles of tops and I believe there is only the one for the body.
This coding is a bit different from hairs since hair specifically have 3 different lots that match up to hairs, accessories only have one. I fear what you want to code in your accessory may not be possible (but I generally don't mess with accessories myself).
If someone has done the opposite of what partflags generally do, I would love to hear how you did it.
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Post by peacemaker on Dec 3, 2017 8:09:17 GMT -5
I can confirm that if a person without an EP/SP/GP that you link a unique tuning file from tries to use that object, then you will get a script call fail like what brujah experienced (I tried once with a candle tuning file before making one because I really prefer linking tuning since EA changes it often).
As for requirements, you really do have 2 requirements inbuilt, the limitation of the tuning for pets since people without it can't use the bed without the expansion, and the CL limitation for the object itself. If you can I would try and link the textures and state it is only functional with C+D and CL installed. If you edited the textures for the new mesh shape then texture linking isn't possible so probably use that new feature added to the modding menu to add the requirement.
It is a shame you can't specify both packs in the package coding though, because i really like using the pack icons on cc. I makes it easier to find visually and I think it looks better in the menu.
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Post by peacemaker on Dec 3, 2017 7:57:56 GMT -5
I would really like to see the overlay function moved out of the modding sub-menu and put next to the thumbnail section of the studio tab. Just a few less clicks when doing multiple item thumbnails would dramatically improve workflow.
Also what bakie is saying about seeing rigging. Maybe not fully transparent, but transparent enough to see the rigging inside of objects, commonly doors or anything with pivots (fridges, dishwashers etc). It would help to give a reference as to where the rigs are and where they need to be moved instead of solely relying on calculated values from blender.
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Post by peacemaker on Dec 2, 2017 7:30:41 GMT -5
Just putting this here if it have not been solved yet. Counters have an additional footprint resource within the "object polygons" section of the main resource. There used to be 2 and now there are 3. I imported the binaries from the original counter i used to create my kitchens (Harbinger, its not a linked footprint but the one all the others are linked to) and cats now jump onto the counters. So it seems I have solved that issue for myself, assuming I haven't missed anything else in the resources, but it appears to work well now.
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Post by peacemaker on Sept 17, 2017 4:51:27 GMT -5
Hi! That's not a mesh problem, but a graphics card issue. I would assume you have an nVidia card and probably a good one? Its an anti-aliasing issue with the cards that causes this to happen (nothing wrong with the mesh itself). There is a fix for seeing those ingame by ivo-sims on tumblr, but you still see them on the models in s4s.
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Post by peacemaker on Sept 16, 2017 2:19:35 GMT -5
Thanks, the slots look like the are the right way around now. I was doing the rig first in the slot editor then just creating the accompanying slot resource in the warehouse once I had placed them where I wanted.
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Post by peacemaker on Sept 16, 2017 1:48:12 GMT -5
The recent updates to Studio that addressed CC tables and the Parenthood Pack's placemats changed the order that the matrix values appear in. This change will mean that any methods of altering the rotations in previous versions will need adjustment, but it is also a step toward Studio allowing easy rotation of slots. Ah, that would make sense. I can't remember having this difficulty last time i was rotating slots. Is there any info on what I need to do to rotate slots with the latest update to S4S? Edit: Nevermind, I am just copying the absolute transform form the rig resource text tab over. What order does the quaternions need to be enters though? w,x,y,z or x,y,z,w?
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Post by peacemaker on Sept 16, 2017 1:46:09 GMT -5
It looks like my absolute transform for the rig doesn't match up to the transform date of the slot with no way of manually editin the absolute transform besides adjusting the quaternions to get it to match up. What order does the quaternion values need to be put in to be read properly by TS4?
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Post by peacemaker on Sept 16, 2017 0:16:35 GMT -5
I had the idea to make a Pergola and use the curtain slots from windows to allow them to be easy placed on the frame I have made. Since curtain slots are one type of slot not supported yet by the slot editor, I've had to manually add the slot resources as well as rotate them where needed. The addition of the slots has not been a problem, however rotating them to cover the 4 sides of the pergola has thrown a spanner in the works. It appears that after rotating the slot, it has inadvertently scaled the the slot as well, squishing the curtains in the x-direction (possibly the z direction depending on viewpoint). For example: Regular slots: www.dropbox.com/s/wvfgx6je4oxn0k0/09-16-17_12-29-49%C2%A0PM.png?dl=0Squished curtains on slot after rotating 90 degrees: www.dropbox.com/s/3r5cbkuh30pdk4n/09-16-17_12-30-39%C2%A0PM.png?dl=0I haven't touched the scaling entry in the rig resource at all to achieve this, I have only edited the rotation based on this thread here ( link). So that is to say, I used blender to get the Quaternions, then the script function to get the matrix data, then inputted that into the transform section of the slot resource. The transform information resulted in: 0.999698,0,0.0003019515,0,0,1,0,0,0.0003019515,0,-0.999698,0,3,2.85,0,1 This is based on a 90 degree rotation with a quaternion value of 0.707, 0, 0.707, 0. I know this is a relatively technical question that most people probably haven't got a clue about what i am blabbering about, but is there anyone here that has worked with curtain slots on non-curtain objects and have successfully rotated them? Or can anyone dealing with slot rotation see an issue with my transform data that would lead to the slot squishing the mesh when placed on it? Or perhaps someone knows whether this is at all possible to achieve? As of right now i am feeling a bit defeated.
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Post by peacemaker on Feb 16, 2017 3:34:06 GMT -5
Thanks, apparently i am blind B-|
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Post by peacemaker on Feb 16, 2017 2:22:06 GMT -5
So just as the title states. I have a few objects that are larger then the item they are based on and they fade out too quickly when I move the camera towards them. I know this is editable in the resources somewhere, but does anyone know of how to do that? I just want to avoid going back a few steps to use a larger object as a base so the fade out its more inline with expectations.
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Post by peacemaker on Jan 25, 2017 7:29:13 GMT -5
There is one simple thing i would like to see when importing image files. I would love to see a "all image files" options. Currently I use both png and DDS depending on what the texture is and changing between the 2 options can be quite tedious at times.
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Post by peacemaker on Nov 25, 2016 10:33:58 GMT -5
This is more of an advanced suggestion, but it would be awesome to have a 'find and replace' feature for warehouse resources. For instance, if i want to replace the instance number for a dirty texture, i could input the original instance into the popup and then state what to replace it with. Also would ideally work when you want to replace part of an instance number. I do a lot of catalogue swatch ordering for items costing the same price by editing the first few digits of the object catalogue and definition resources. This probably isn't going to be used by many, but it would definitely save digging into the model info to edit the resources and tediously changing instances a lot of the time.
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Post by peacemaker on Nov 3, 2016 21:12:10 GMT -5
LOL!
Well it works perfectly now. So i just need to bookmark this thread incase I ever forget. I might write myself a little notepad doc too. Time to mark this sucker solved.
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