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Post by [RaD] on Feb 11, 2023 23:36:55 GMT -5
empty shelf in modified saccharine
♡→ mesh edit ♡→ BGC ♡→ 30 slots ♡→ 46 swatches ♡→ free, no ads ♡→ modified saccharine
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Post by [RaD] on Feb 11, 2023 23:16:36 GMT -5
☆ミ wooden coffee table ☆ミ
☆ミ BGC ☆ミ 42 swatches ☆ミ modified saccharine & 8bitto ☆ミFree, no ads ☆ミ search [RaD]
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Post by [RaD] on Feb 11, 2023 23:14:14 GMT -5
꧁ wooden dresser ꧂ ֍ BGC ֍ 42 swatches ֍ 35 slots ֍ modified saccharine & 8bitto ֍ Free, no ads ֍ search [RaD]
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Post by [RaD] on Jan 27, 2023 15:43:11 GMT -5
I had been having a similar problem with Studio since Dec 7th. After more than a month of asking and getting no real results; this was the solution I stumbled on yesterday for the import/export failure: Open whatever version of blender you're using and go to user preferences. From there choose 'Install from File' at the bottom of the new window. Go to Sims4Studio/blender/scripts and install the s4studio zip. You won't be able to enable it in blender and that's ok. It just seems to need the script in the archives. Next make sure everything is closed and go to Documents/Sims 4 Studio/Logs. Here you're going to drag that log out of the file or just delete it. Close the file and open Studio. Make sure you've got your path to blender set and grab an item to export as test. Export your mesh. Open the blender version of your choice and open the blend file. Your mesh should be there. Make some kind of change to the mesh and import just to be sure it's working both ways.
Oh my gosh, THANK YOU SO MUCH!! I spent hours last night wondering what I was doing wrong! It wasn't even my error lol
I can't thank you enough. <3
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Post by [RaD] on Jan 27, 2023 0:02:42 GMT -5
Howdy doo,
I'm trying to edit a shelf from the warewolf pack. I removed some things and joined the mesh but it refuses to import into s4s. I get this error.
The Sims 4 Studio - Version 3.1.6.3 System.AggregateException: One or more errors occurred. ---> S4Studio.Blender.BlenderException: File "<string>", line 1, in <module> File "<string>", line 14, in <module> File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\buybuild\blender.py", line 393, in save_lod save_mesh(blender_mesh, m, new_mesh, geometry_state) File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\buybuild\blender.py", line 212, in save_mesh apply_all_modifiers(blender_mesh) File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\blender\__init__.py", line 135, in apply_all_modifiers bpy.ops.object.convert(target='MESH') File "C:\Program Files\Blender Foundation\Blender\2.70\scripts\modules\bpy\ops.py", line 188, in __call__ ret = op_call(self.idname_py(), None, kw) RuntimeError: Operator bpy.ops.object.convert.poll() failed, context is incorrect
at S4Studio.Blender.BlenderUtilities.RunBlender(String script, String blend, Boolean background, Boolean check_version) at S4Studio.Blender.BlenderUtilities.ImportMlod(String fileName, String mlod, String rig, String state) at S4Studio.ViewModels.ObjectLodItem.ImportMesh(BlenderUtilities blender_util, String blender_path) at S4Studio.ViewModels.ObjectLodItem.<>c__DisplayClass49_0.<ImportMesh>b__0() at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- ---> (Inner Exception #0) S4Studio.Blender.BlenderException: File "<string>", line 1, in <module> File "<string>", line 14, in <module> File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\buybuild\blender.py", line 393, in save_lod save_mesh(blender_mesh, m, new_mesh, geometry_state) File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\buybuild\blender.py", line 212, in save_mesh apply_all_modifiers(blender_mesh) File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\blender\__init__.py", line 135, in apply_all_modifiers bpy.ops.object.convert(target='MESH') File "C:\Program Files\Blender Foundation\Blender\2.70\scripts\modules\bpy\ops.py", line 188, in __call__ ret = op_call(self.idname_py(), None, kw) RuntimeError: Operator bpy.ops.object.convert.poll() failed, context is incorrect
at S4Studio.Blender.BlenderUtilities.RunBlender(String script, String blend, Boolean background, Boolean check_version) at S4Studio.Blender.BlenderUtilities.ImportMlod(String fileName, String mlod, String rig, String state) at S4Studio.ViewModels.ObjectLodItem.ImportMesh(BlenderUtilities blender_util, String blender_path) at S4Studio.ViewModels.ObjectLodItem.<>c__DisplayClass49_0.<ImportMesh>b__0() at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.Execute()<---
I've done some googling but I can't figure it out.
also can someone tell me why the glass jar still shows up in s4s but not in blender??
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Post by [RaD] on Nov 10, 2021 14:01:09 GMT -5
all lods, found in clutter or search for [RaD]original extractions by rotten-eyed
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Post by [RaD] on Oct 31, 2021 15:29:48 GMT -5
I have done what you suggested and changed all U's to 0, but it sill fades when i zoom in, without tab. :(
ETA! I started from the beginning and now it works!! THANK YOU SO MUCH!
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Post by [RaD] on Oct 31, 2021 15:13:19 GMT -5
Hello! Thank you for anyone who may offer help.
I made a sky dome to take pics with. In tab mode, it works okay, as long as you zoom out all the way first and then zoom in after tabbing.
I would love for it to never fade at all, but I can't find the solution. I have already tried the tutorial here, where you change the U3 to 0, but my object still fades.
package file
THANK YOU AND HAPPY HALLOWEEN!
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Post by [RaD] on Oct 29, 2021 12:16:32 GMT -5
░f░u░r░ ░c░o░l░l░e░c░t░i░o░n░ hello friendos, i have been working on a fantasy save and needed more clothes. so i will share with you. NOTE the original belt meshes did not have fat morphs, so i have fixed them and included them. if this is an issue, let me know and i will remove it. also let me know if something is messed up. there's a lot of links down tharr.
≋ HEADWRAP≋ hats ≋ 15 swatches ≋ MESH ≋ BELT≋ left middle finger ≋ 15 swatches ≋ MESH ≋ BLANKET ≋ necklace ≋ 15 swatches ≋ MESH ≋ BODYSUIT ≋ full body ≋ v15 swatches ≋ MESH ≋ BODYSUIT #4 ≋ full body ≋ v15 swatches ≋ MESH ≋ CORSET ≋ top ≋ 15 swatches ≋ MESH ≋ DRESS ≋ full body ≋ 21 swatches ≋ BGC ≋ DRESS ≋ full body ≋ 15 swatches ≋ MESH ≋ FACEMASK ≋ necklace ≋ 16 swatches ≋ MESH ≋ FANNYPACK ≋ right index finger ≋ 13 swatches ≋ MESH ≋ TIGHTS ≋ tights ≋ 15 swatches ≋ MESH ≋ TIGHTS ≋ tights ≋ 15 swatches ≋ BGC ≋ SHIRT ≋ top ≋ 15 swatches ≋ MESH ≋ SHOES ≋ shoes ≋ 15 swatches ≋ MESH ≋ SHOES ≋ shoes ≋ 15 swatches ≋ MESH ≋ KAI SKIRT ≋ bottom ≋ 15 swatches ≋ MESH ≋ BAG ≋ left wrist ≋ 14 swatches ≋ MESH
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Post by [RaD] on Oct 11, 2021 20:57:40 GMT -5
Yeah, I'm going to have to look into this a little more. I can see some more things that might provide the answer, but I'd need to do some testing. Can you share the file that has the blank specular and bump map you imported? Thank you so much.
I was thinking about what you said about the plant and figured I'd try cloning something different and see what happens. I'll let you know.
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Post by [RaD] on Oct 11, 2021 15:40:50 GMT -5
Can you post a screenshot? I'm having trouble visualizing what you're describing. As for "two packages" I'm having trouble understanding what you mean by that, too, but I did notice that your package file still has the original bump map and specular map. The shine, I think, can be attributed to the specular map that you haven't changed. Try replacing the specular and bump maps. And I'm questioning the wisdom of using a plant. Plants have built in transparency but they have at least one unique feature and that is that the leaves are double-sided. Each leaf is made of a single flat plane but the mesh is tuned in such a way that the leaf texture is visible on both sides of the flat plane. If necessary, you can turn that off, of course. You can also try cloning something else and switching its shader to PhongAlpha. First, replace the bump and specular map since you'll have to do that regardless. See if that makes a difference.
So I replaced the spec and bumps with blanks (is that okay?) and loaded my game. The second, weird debug package disappeared but my object is still just a black blob.
I've been reading a lot of tutorials but I can't figure it out with my limited knowledge. I'm gonna read about specs and bumps so I can make sure to do that right in the future.
Thank you for the help!!
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Post by [RaD] on Oct 10, 2021 16:02:10 GMT -5
░c░u░t░e░ ░t░h░i░n░g░s░!░ hello!! ヽ(>∀<☆)ノ it took me a long ass time but it's finally done. I converted 38 new items over to ts4! ☆ 38 new objects ☆ found in clutter ☆ 5 simoleons each ☆ some items have 3 or more swatches ☆ search [RaD] ☆ original extractions by 972oTeV
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Post by [RaD] on Oct 10, 2021 12:37:18 GMT -5
hello all!
I'm having an issue and wondered if perhaps anyone could help.
I'm converting an object that is supposed to look like smoke. Did all the steps of cloning and importing in blender. Imported the mesh into s4s and it looks wonderful in the preview panel.
So I load it into my game and place it on a lot and it looks like its covered in black. Not only that, but it seems to have split into two different packages, one black and one shiny.
Blend file
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Post by [RaD] on Oct 3, 2021 15:42:24 GMT -5
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Post by [RaD] on Oct 3, 2021 13:23:43 GMT -5
here's some scarves in 3 different palettes! - 66 swatches
- 8bitto palette by pastry-box
- saccharine by pastry-box
- autumn in august unnaturals by pleyita
- color sorted!
- enabled for random
- cold weather on
- MESHES BY @clumsyalienn REQUIRED: Rae Scarf V2 YM/YF
ღ DOWNLOAD ღindividual files / merged
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