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Post by Leniad on Jul 4, 2019 19:10:57 GMT -5
congratulations
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Post by Leniad on Jul 4, 2019 14:47:30 GMT -5
not aware of that. I would stick to the tutorial
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Post by Leniad on Jul 3, 2019 12:56:59 GMT -5
My suggestion when that happens is to start again, I know it is annoying and disheartening but it is easier to start again fresh with new ids than to waste hours frustrated trying to find the issue. Trust me I have been there many times. There is no way I know of to make sure the ids are unique from the start, so you just plug away. To encourage you I mention that I have never had that issue happen twice in a row.
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Post by Leniad on Jul 2, 2019 17:39:30 GMT -5
Not sure what you mean "new mod package inside"?
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Post by Leniad on Jul 1, 2019 14:31:05 GMT -5
Sorry, I thought that would work
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Post by Leniad on Jul 1, 2019 0:29:59 GMT -5
Yes a clone. if you are cloning a tree type is probably same, but instance id is what i think matters
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Post by Leniad on Jun 30, 2019 11:56:36 GMT -5
You have to change Object Definition AND Object Catalog instance ids in warehouse. They must match or it will error. example: 000000000000658C is id for hawthorn tree change instance ids of YOUR creation to this number
You did clone the tree as your own object, right?
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Post by Leniad on Jun 29, 2019 16:09:15 GMT -5
Maybe I am missing something and there is an easier way. I am trying to make a glowing apple that has only a single texture and thought adding a glow fx might be the way to go. I couldn't think of a non-light object that glows, except the growfruit tree. I pulled part of that fx code and added it, but still nothing.
<V n="geometry_state" t="apply_new_value"> <V n="apply_new_value" t="set_to_custom_value"> <T n="set_to_custom_value">healthy</T> </V> </V> <V n="model" t="apply_new_value"> <V n="apply_new_value" t="set_to_default_model" /> </V> <V n="vfx_state" t="apply_new_value"> <V n="apply_new_value" t="start_vfx"> <V n="start_vfx" t="single_effect"> <U n="single_effect"> <T n="effect_name">spring_challenge_growfruit_tree_glow</T> </U> </V> </V> </V>
Any suggestions?
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Post by Leniad on Jun 29, 2019 13:08:02 GMT -5
to override EA original, I think all you have to do is change your version instance id to the instance id of the original
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Post by Leniad on Jun 27, 2019 7:28:09 GMT -5
The supersize and landscape sizes are the same mesh as EA's large -with slight adjustment in orientation or width. I noticed the bevel issue, but it doesn't bother me. I believe it is due to the EA map of the original map. I believe that Havem found that adding a border to the images (512x512 image was 510x510 on a 512x512 background). Not sure that helps. Good luck
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Post by Leniad on Jun 17, 2019 5:38:57 GMT -5
Here are some invite codes - several in case one doesn't work
a4MEqoYyIUwXpw37ft9GzWAetI15BvhL iep4SL3ElokR50yGjdNd63EHWpJndEdm nmonAoEOlZ1PjEtFByzpnH2Ckk57w4ZT v66IdBA8N8icuCFQsyuJSQA9g1MEWH01 iPkws46QPMooUX3xXywtkxaCukuZBvpI bvdOhCBJYggPxhqXuQfu3O7S76xRQcDq bbSXU6cy85HfPeVF99YeZD8vH9EPeLLQ ufeUKlHRgVA9cCWDu7M8Ce9dSBkYbqnQ HMTvfQYIx2hl4RwhGE3vCfpc9ZOG6Nwm Hk5J1wYBdyeJCaPzDetXiJrJeBeSGQ3C
If name isn't in file name, it might - depending on what it is - be in the mesh names or tuning names. If it isn't there - no way to know.
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Post by Leniad on Jun 10, 2019 11:50:18 GMT -5
Depends on how you approach it. The simplest way to do it is to locate and save all the recipe ids for the experimental foods, create a snippet for an existing group (vegetables, meats etc.), add the experimental food recipe ids to the snippet, create empty object and add the new snippet. You could add everything to one snippet - one category- or create additional ones to divide your experimental recipes into existing categories. Hope that helps
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Post by Leniad on May 24, 2019 21:18:52 GMT -5
Havem wrote a good tutorial through the complicated process HERE
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Post by Leniad on May 13, 2019 11:41:47 GMT -5
I do not have experience using body meshes in blender, but use for objects a lot. My guess is that the face is part of the full body texture, so using the head mesh, it isn't mapped to the right spot. When creating/modifying/redoing an object this is what I do, the process may help you figure it out.
Open the windows with texture on left and mesh on right Put mesh in edit mode Go to face select instead of default point select Select one face on mesh image on right will change with the loaded texture disappearing, just a triangle on blank background below the texture window on left - click the up or down arrows next to the "+New" button and reselect your diffuse texture Now move the triangle in the texture window to the portion of the texture you want.
Good luck
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Post by Leniad on May 11, 2019 12:23:00 GMT -5
I looked at you upload and this is my suggestion.
The "Pillow" doesn't have a corresponding LOD portion in the original you are trying to import into. Solution is simple, re-texturing not so much. You should merge the s4studio_mesh_1 and the "pillow" You will have to create a new texture to include pillow and chair textures in one image. Once you do it once all recolors or variations can use the same texture layout - just change the pillow part of image. Once you do that, it should work fine. Good luck
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