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Post by greyzonesims on Feb 10, 2024 19:46:35 GMT -5
If I'm making a recolor of a CAS item, how can I make sure I am or am not including the mesh per the original creator's TOU? If I wanted to recolor an item for personal use and only have my recolor, and not the original one at all anymore, is that possible?
In the past I've really struggled to correctly append other meshes/textures to base game items in an attempt to do this, but I'm not sure if there's an easier way. I promise I'm not trying to go against any users’ TOUs here, but I just don't understand how this concept works in S4Studio and I'm trying to understand.
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Post by greyzonesims on Apr 22, 2022 8:44:21 GMT -5
Hi! I've been working on this dress. It looks fine in S4S, but when I open it in CAS in the actual game, there's weird shiny blue all over the Sim's skin. I'll also link the package file if anyone's willing to take a look in S4S. My normal map is all gray so I'm not sure where the iridescent blue is coming from :( I'd appreciate any help! package file
CAS 1
CAS 2S4S
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Post by greyzonesims on Aug 4, 2020 11:02:26 GMT -5
Basically i just fixed aformentioned issues so that you could compare if it was not clear what i meant I imported your new blender file into the package file, and I'm still having some issues in-game! It looks good in CAS. For some reason when I'm moving the household the image freaks out in a way I've never seen before (https://imgur.com/OhzsWBy) And it just doesn't look good in-game. The one sleeve is dark, those arm patches that were separate cuts are different, there's an odd glow, and she has cuts around her ankles. (https://imgur.com/UiNcVeh) I assume it's issues with the maps? I edited the diffuse, I pulled a hem shadow from a short dress leaving the original neckline shadow, specular I edited the black/white side (could that be an issue? I don't know how to handle the light left one, it's the same as the original dress), normal I created a whole new one off of the diffuse, and emission is left blank. I imported all but diffuse as DDS files. Would you be willing to take a look at the package file?
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Post by greyzonesims on Aug 4, 2020 10:43:02 GMT -5
Basically i just fixed aformentioned issues so that you could compare if it was not clear what i meant You're the best, thank you!
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Post by greyzonesims on Aug 3, 2020 18:40:35 GMT -5
The garment must be split into meshgroups the same way the original was and they must have corresponding cut numbers When you create new geometry ( in this case when you closed the hole at the bottom), you must unwrap it. You also have overlapping geometry in that area. Select all of that extra geometry, press Alt M, Collapse, unwrap it like this How to close holes: - Switch to Edit mode ( TAB ), switch to Edge select ( 1 ), select the border edge loop ( 2 ) by Alt-RMB-clicking on it; - Press E to extrude, S to scale, scale it down ( 3 ); - Press Alt M and choose Collapse ( 4 ); - Switch to Vertex select, select the vertex in the middle of created geometry, optionally move it up a bit, press Shift NumPad7 to align the view parallel to it; - Select - Select More/Less - More ( 5 ); - Shading / UVs - UV Mapping - Unwrap - Project from view* ( 6 ); - In UV editor scale it down ( S ) and put somewhere in the extra area; - Select the same border edge again and mark it as Sharp* ( 7 ). * - The Sims 4 Studio automatically splits imported mesh along UV island borders to prevent dark shadows from forming along sharp edge loops. By closing holes, you create sharp edge loops. By unwrapping created geometry, you make sure it will not only properly display textures, but also its UV island border will be split by S4S. By marking the border edge as sharp, you make sure the dark shadow along it will disappear in Blender, too, and the baking result will not be affected by it The uv_1 map is not meant to fit in the uv space. You need to bring it to its original size. Select everything with A, press S X 2, the G X -512 Also delete bone_bone_shape.001 and rig.001 new blendOh my word, you're the best! Thank you so much. I haven't opened it in blender yet to look around - what is the new blend file you attached?
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Post by greyzonesims on Aug 3, 2020 14:09:35 GMT -5
I'm working on shortening the eco living dress. I've already done lots of troubleshooting but I can't find any solutions. This is what it's doing: imgur.com/mgmPqZkThe problem is that weird little nude-colored piece extending from the hem. It shifts as the sim moves. I did fix the uv_1 map and did an edge split on the hem. Here's the package file: www.simfileshare.net/download/1967531/Blend file: www.simfileshare.net/download/1967532/Thanks in advance! I'm so close to finally finishing this.
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Post by greyzonesims on Aug 3, 2020 12:03:33 GMT -5
I'm posting my solution in case anyone ever looks to this thread for help!
My problem was that the uv for the nude legs was too high. I viewed just the leg uv over the diffuse, selected the legs, pressed G to grab and then Y to restrain to the Y-axis, and then dragged the legs down to wear they SHOUlD start with the new diffuse. It now works perfectly in S4S. Let me know if anyone has any questions!
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Post by greyzonesims on Aug 3, 2020 11:40:16 GMT -5
When you shorten the mesh you need to shorten the texture according to the new uv map. I did do that - I took off the bottom ruffle, and shortened the main part of the dress on the texture. But the hem of the dress is repeating on the legs (there's one line in photoshop, but in s4s that line repeats on the end of the dress and the legs). I can't make the texture any shorter in photoshop without it disappearing from the actual dress - i just don't know why it's showing up on the legs too.
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Post by greyzonesims on Aug 2, 2020 22:40:05 GMT -5
I'm trying to simply shorten this eco living dress mesh. I deleted the vertices in blender and appended the nude bottom to it (all cut numbers are the same importing again). To demonstrate the problem, I drew a line on the hem of the texture in Photoshop. This line is obviously repeating in S4S both on the hem and the legs. Any ideas on how to fix this? Photoshop: imgur.com/VoQFe6ES4S: imgur.com/pWYLJIZ
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Post by greyzonesims on Jul 29, 2020 15:53:09 GMT -5
There's a discussion about that here that could be helpful (for the 2019 version, no idea bout the 2020 version). Other than that I only know of the "up to CS6" Nvidia tool you can get here. Gimp has DDS compatibility (can't remember if you need plugins, though). PNGs kinda work, but they seem to have some limitations. I've been using them for personal files (can't be bothered with DDS files most of the time since I don't upload). Thank you for your response! the nvidia tool is for windows only, unfortunately. I already pay so much for Photoshop I'd really love to stick with it if I can.
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Post by greyzonesims on Jul 29, 2020 14:44:19 GMT -5
I can't be the only mac user trying to edit/inport/export dds files in Photoshop 2020. What plugin do you use? I've searched all over the internet and I can't get it to work.
I do know how to export dds files from S4S. If I can't find a plug in, does it work to export from S4S as png, edit in photoshop as png, and then convert to dds before importing back into S4S? I'm at a standstill here, I don't understand why all this software is so complicated
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Post by greyzonesims on Jul 29, 2020 14:16:55 GMT -5
Share hour files and ask that user for the pictures. Did you check your recolors in the game? Usually you see thus error when the textures are incorrect size. They have to be a power of 2 (256x256, 256x512, 512x1024 and a combination of these numbers). One pic]xxl difference and you will see a question mark. They were anonymous so I'm not sure how to ask for pictures. That's what I heard... They look 100% fine in my game (I've tested them a second time) so I'm not sure what's happening for this player. Here's the file: simfileshare.net/download/1963119/
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Post by greyzonesims on Jul 28, 2020 15:57:15 GMT -5
Hey! I received an anonymous ask on my tumblr today that said this:
Hi! I recently downloaded your toddler bedroom collection (which is gorgeous) but the art prints are broken in my game? They come up as purple tiles with green question marks on them. Is there a separate mesh I needed to download?
The art print in question is just a recolor of the base game kid art (the dinosaurs, etc) so they shouldn't need any other mesh or pack. I've never seen this glitch myself, and the prints work fine in my game when I tested them. Any ideas?
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Post by greyzonesims on Jul 22, 2020 19:55:54 GMT -5
Any other person stumbling across this looking for help - I figured out I needed to export all the texture maps besides diffuse as DDS instead of PNG. I've used a converter online and a photoshop plugin.
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Post by greyzonesims on Jul 20, 2020 19:50:21 GMT -5
Here's an image in S4S - imgur.com/4vUllQ7I updated all the textures with at least the textures from the bottom and it still creates such odd black stitch lines outside the bikini in CAS. It looks fine in S4S but you can see a hint of this in the thumbnail preview. I obviously don't know what I'm doing but I also can't figure out where to learn how.
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