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Post by eronoel on Mar 24, 2016 22:09:17 GMT -5
Just got around to trying this today. Thank you so much. It was easy to do!! I'm so excited now
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Post by eronoel on Mar 24, 2016 9:10:59 GMT -5
Thank you J! So strange that the blotch wasn't showing up for you. The blotch is the one from the first picture on the left side of the frame. (misread your post) I was just using the map that I downloaded from the forums, its strange that it would be off sized. Anyway! Thank you **update question: is it better to simplify the LOD shadow mesh like you did, instead of just making the regular item a cut 0?**
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Post by eronoel on Mar 24, 2016 0:20:05 GMT -5
Hi Xesii, Your game should automatically generate thumbnails and then you can go back in after and put in the thumbnails - if I am understanding you correctly. Have you looked at this tutorial? Nothing stops you from opening up the same .package and editing it several times, even after it has been in game.
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Post by eronoel on Mar 23, 2016 21:57:21 GMT -5
Hello All, So.. I have run into another question (of course). I tried to see if someone else may have had this problem but I didn't find any mentions on the forum (if I missed it point me in that direction) but I can't possibly be the only person to have experienced this. So, I made a mirror. I did not touch the mirror portion (left it same size as original). Looks good in Blender, looks good in Studio, but in game it has a weird blotch It already had its own alpha & spec, but I tried changing it to blank ones (from these forums). Still showed up. So I thought maybe it was the item I was cloning from, and so I tried a different base mesh and this time I get something a little different: Huh, it looks like there is a normal map or something (but I put in the blank one & blank spectacular too). Is there some special mirror file I'm missing? I saw something mention "smoothing out the alpha" - is that what is causing it? If you want to see the files here they are mirror from picture 1 & mirror from picture 2 .packages Thank you again!
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Post by eronoel on Mar 23, 2016 10:23:02 GMT -5
Okay, I'll try that. and let yall know (I took the mesh from the original EA mesh, but am not so happy with it, might just remake it anyway. So I'll let you guys know either way) **update** Okay I figured out what it was; the vertex paint was uneven. I decided to re-do the shade anyway. marking this as solved
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Post by eronoel on Mar 23, 2016 9:41:52 GMT -5
Hello I am sorry for posting so many questions lately; I have just embarked on a big project and so I am running into a lot of them I promise when I get better, I'll be happy to share advice! So, my current issue is this lamp I made. I am happy with it, except for this weird shading that only shows up in game (not in S4S) on the shade. It is more noticeable when its off. The file has a custom normal & spectacular and I already painted a different vertex paint thingie. I've tried everything that I could think of, any idea what it may be? Thank you in advance!
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Post by eronoel on Mar 23, 2016 0:09:32 GMT -5
Ah good to know. It sure is nice that the studio does the dds file for us
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Post by eronoel on Mar 22, 2016 11:23:24 GMT -5
So this is mainly just a curiosity thing, but I know that S4S now can use png instead of dds. I have always used dds but not very happily (since GIMP, gimps them).
I have started using them and they look nice, but I have a few questions
1. Does S4S produce the minimaps? or is that some setting that I have to set?
2. Is there any advice on what kind of setting should be used for png? I know for dds it made a big difference but does it make a difference on pngs? (on GIMP there are a ton of options for png saving)
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Post by eronoel on Mar 22, 2016 11:19:23 GMT -5
Ah maybe I wasn't doing it right; I actually wasn't testing it carefully since it was just kind of a side question and I couldn't get it to move and was like "hmm, must be cause it is a roof" and then I was making a mirror act like a painting and I was just thinking maybe it was a setting. It wasn't so much a problem (as a curiosity, which is why I posted it originally in the other forum) User error is the easiest to fix, so thank you
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Post by eronoel on Mar 21, 2016 10:16:52 GMT -5
I was using this tutorial to make a mirror act like a painting and that made me think of something I was curious about. I have noticed the chimneys in game do not respond to the 9/0 move up and down with moveobjects on. Is there something in the placement settings that I could change that would allow it? I looked at them and wasn't quite sure; maybe one of you all know. Thank you in advance!
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Post by eronoel on Mar 19, 2016 21:09:58 GMT -5
See my tumblr for more preview pictures!This one has been up on my tumblr for a few days, but I got distracted organizing my cc.... Boho Blanket DownloadName: Blanket Statement - Bohemian Cost: 22 Originally made by: Jonesi for Sims 2 Converted to Sims 4 by: MXIMS get the original conversion here Side note - I think there might be other conversions out there, but I used the one from MXIMS Note They all have a slight fabric texture & shadows, even though it is hard to see in the pictures Info 7 unique textures for the blanket Boho Pillows DownloadName: Blanket Statement - Bohemian Cost: 22 Info 11 pillow styles to match the blanket (some blankets have two unique pillow textures and some just have one) Mesh & Textures by me!
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Post by eronoel on Mar 16, 2016 15:03:57 GMT -5
Thank you so much mathcope! Its nice to know the solution was very easy
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Post by eronoel on Mar 16, 2016 9:30:30 GMT -5
Here you go: Project 11.withbird.testI figured out that it has something to do with transparency (not png vs dds) because if I make part of dds transparent it also shows the bird as black.
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Post by eronoel on Mar 16, 2016 0:49:13 GMT -5
I have spent the last hour googling this, and I can't figure it out. Any guidance would be appreciated. Thank you in advance So this is my first time trying to fly on my own, per say. And I seem to have gotten to the very end fine, and then I hit "bake" and then my shadows come out great for the portion of the mesh that I created from a sims 3 file (allowed by TOU) but the portion that I made is black. When I import my mesh into S4S it looks fine when I load one of my dds file (the goldish one I was just using to test it out) but when I try to load my uv map I made with blender (png), it is black again. Any idea, where I went wrong? or, does this not really matter in game anyway? what it looks like in blender (after bake; before I bake it the multi-texture looks fine) Looks like that with uv map in S4S too But when I use a dds file, it shows up? (please ignore silly texture)
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Post by eronoel on Mar 15, 2016 21:16:09 GMT -5
Ohh this seems neat! Thank you!
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