|
Post by remussirion on Oct 18, 2018 13:27:26 GMT -5
For your own game, you can indeed hide the original mesh. Open the mesh in S4S, go to the warehouse tab and delete the following resources: Cas Part, CasPart thumbnail, RLE 2 image, RLES image. This way the original mesh will still provide the mesh data for your recolour to work but won't show up in the game.
This is the only way. And honestly I think it would be extremely disrespectful towards the original creator if the original item was automatically repressed in the game of every person who downloaded your recolour. Also there might be simmers who want to have both versions in their games.
|
|
|
Post by remussirion on Oct 18, 2018 13:15:43 GMT -5
Update: This issue was adressed and fixed in newer sims4studio versions
Hey! I'm running into an issue lately and am wondering whether I overlook something. Any help is appreciated!
I batch export diffuse and shadow maps to convert them for HQ. My work flow is as follows: batch export textures, resize them to 2048x4096, batch import them back. Specular maps are converted separately.
This worked quite well for most items as I literally converted thousands of files already, but lately it happened that the batch export resulted in a .package file instead of a series of RLE2.image.dds files. It does not seem to be dependent on the item since once it happens, all following items will have the same issue. The last time it magically worked fine again after a while, but now even restarting my computer did not solve the issue. I usually have the game running in parallel but it also exports as .package even when S4S is the first and only program to run after a windows restart.
I'm using Sims4Studio 3.1.2.1 (Wishes)
I know about the exportall cheat code, but that would require importing the textures one by one after resizing which could get quite time consuming.
since it worked fine before, I'm assuming a mistake on my end. Any ideas?
|
|
|
Post by remussirion on Oct 18, 2018 13:01:02 GMT -5
I'm having the same problem with some older CC items where the thumbnail shows up in game but not in S4S. By using S4pe you can extract the thumbnail, so it definitely is included in the package
|
|
|
Post by remussirion on Jul 29, 2018 13:33:27 GMT -5
Yes, there is a way to not include the original mesh, it's described in this tutorial: LINK
|
|
|
Post by remussirion on Jul 29, 2018 13:31:22 GMT -5
monas: The HQ mod only affect CAS items though. Using higher resolution textures definitely helps to increase the texture quality and the level of detail of build&buy items.
|
|
|
Post by remussirion on Jul 12, 2018 1:34:46 GMT -5
Grab the newest version of sims4studio. They implemented an option to un-merge a while ago
|
|
|
Post by remussirion on Jul 2, 2018 16:11:00 GMT -5
annabluu If it didn't work before, I would just assume that S4S has troubles with HQ textures in general but for over a year it worked perfectly fine and just recently I encountered this heavy crashing all the time. It's interesting that you also encountered crashes though!
|
|
|
Post by remussirion on Jun 9, 2018 11:20:18 GMT -5
Well, it seems like nobody else has the same problem or has any ideas how to fix it. In the meantime I kinda adjusted to it and am getting used to restarting s4s a couple of times until all the swatches are imported eventually. Still I would be grateful for any input
|
|
|
Post by remussirion on May 9, 2018 10:40:00 GMT -5
annabluu Unfortunately it seemed to have worked only yesterday while today the error still persists, even after reinstalling. However, there are some new error logs. Error. Source: .NET Runtime. ID: 1026. Time: 17:30:46 Anwendung: S4Studio.exe
Frameworkversion: v4.0.30319
Beschreibung: Der Prozess wurde aufgrund einer unbehandelten Ausnahme beendet.
Ausnahmeinformationen: System.OutOfMemoryException
bei System.Runtime.CompilerServices.AsyncServices.<ThrowAsync>b__0(System.Object)
bei System.Windows.Threading.ExceptionWrapper.InternalRealCall(System.Delegate, System.Object, Int32)
bei System.Windows.Threading.ExceptionWrapper.TryCatchWhen(System.Object, System.Delegate, System.Object, Int32, System.Delegate)
bei System.Windows.Threading.DispatcherOperation.InvokeImpl()
bei System.Windows.Threading.DispatcherOperation.InvokeInSecurityContext(System.Object)
bei System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
bei System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
bei System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
bei MS.Internal.CulturePreservingExecutionContext.Run(MS.Internal.CulturePreservingExecutionContext, System.Threading.ContextCallback, System.Object)
bei System.Windows.Threading.DispatcherOperation.Invoke()
bei System.Windows.Threading.Dispatcher.ProcessQueue()
bei System.Windows.Threading.Dispatcher.WndProcHook(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef)
bei MS.Win32.HwndWrapper.WndProc(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef)
bei MS.Win32.HwndSubclass.DispatcherCallbackOperation(System.Object)
bei System.Windows.Threading.ExceptionWrapper.InternalRealCall(System.Delegate, System.Object, Int32)
bei System.Windows.Threading.ExceptionWrapper.TryCatchWhen(System.Object, System.Delegate, System.Object, Int32, System.Delegate)
bei System.Windows.Threading.Dispatcher.LegacyInvokeImpl(System.Windows.Threading.DispatcherPriority, System.TimeSpan, System.Delegate, System.Object, Int32)
bei MS.Win32.HwndSubclass.SubclassWndProc(IntPtr, Int32, IntPtr, IntPtr)
bei MS.Win32.UnsafeNativeMethods.DispatchMessage(System.Windows.Interop.MSG ByRef)
bei System.Windows.Threading.Dispatcher.PushFrameImpl(System.Windows.Threading.DispatcherFrame)
bei System.Windows.Threading.Dispatcher.PushFrame(System.Windows.Threading.DispatcherFrame)
bei System.Windows.Application.RunDispatcher(System.Object)
bei System.Windows.Application.RunInternal(System.Windows.Window)
bei System.Windows.Application.Run(System.Windows.Window)
bei System.Windows.Application.Run()
bei S4Studio.App.Main()
Error. Source: Application Error. ID: 1000. Time: 17:30:59 Name der fehlerhaften Anwendung: S4Studio.exe, Version: 3.1.1.5, Zeitstempel: 0x5acbe93b
Name des fehlerhaften Moduls: KERNELBASE.dll, Version: 10.0.16299.402, Zeitstempel: 0x81d25214
Ausnahmecode: 0xe0434352
Fehleroffset: 0x00103f12
ID des fehlerhaften Prozesses: 0x2c48
Startzeit der fehlerhaften Anwendung: 0x01d3e7aa7ef35ed5
Pfad der fehlerhaften Anwendung: D:\Programme\Sims 4 Studio\S4Studio.exe
Pfad des fehlerhaften Moduls: C:\Windows\System32\KERNELBASE.dll
Berichtskennung: 0b2d2e77-019a-4d84-b1d0-cdc83a325c87
Vollständiger Name des fehlerhaften Pakets:
Anwendungs-ID, die relativ zum fehlerhaften Paket ist: Info. Source: Windows Error Reports. ID: 1001. Time: 17:31:07 Fehlerbucket 1205995374885661994, Typ 5
Ereignisname: CLR20r3
Antwort: Nicht verfügbar
CAB-Datei-ID: 0
Problemsignatur:
P1: S4Studio.exe
P2: 3.1.1.5
P3: 5acbe93b
P4: mscorlib
P5: 4.7.2633.0
P6: 5a4ed383
P7: 5fac
P8: 28
P9: System.OutOfMemoryException
P10:
Angefügte Dateien:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER5B18.tmp.dmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER6FBB.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER6FCB.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER6FFA.tmp.txt
Diese Dateien befinden sich möglicherweise hier:
C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_S4Studio.exe_7d365e55f444738e97fd451b68b9dac337daf_26201429_87c5749b
Analysesymbol:
Es wird erneut nach einer Lösung gesucht: 0
Berichts-ID: 0b2d2e77-019a-4d84-b1d0-cdc83a325c87
Berichtstatus: 268435456
Bucket mit Hash: 3878c447bd60039c90bc8e6760d2ed2a I don't know if this one is related: Info. Source: ESEN. ID: 916. Time: 17:31:45 Fehlerbucket 1205995374885661994, Typ 5
Ereignisname: CLR20r3
Antwort: Nicht verfügbar
CAB-Datei-ID: 0
Problemsignatur:
P1: S4Studio.exe
P2: 3.1.1.5
P3: 5acbe93b
P4: mscorlib
P5: 4.7.2633.0
P6: 5a4ed383
P7: 5fac
P8: 28
P9: System.OutOfMemoryException
P10:
Angefügte Dateien:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER5B18.tmp.dmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER6FBB.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER6FCB.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER6FFA.tmp.txt
Diese Dateien befinden sich möglicherweise hier:
C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_S4Studio.exe_7d365e55f444738e97fd451b68b9dac337daf_26201429_87c5749b
Analysesymbol:
Es wird erneut nach einer Lösung gesucht: 0
Berichts-ID: 0b2d2e77-019a-4d84-b1d0-cdc83a325c87
Berichtstatus: 268435456
Bucket mit Hash: 3878c447bd60039c90bc8e6760d2ed2a S4S error logs: [05:06:57] [v3.1.1.5] Info [S4Studio.Shared.AppModel.Init[0]] OS: Windows 10 Pro
[05:06:57] [v3.1.1.5] Info [S4Studio.Shared.AppModel.DoInit[0]] Initializing game files...
[05:06:57] [v3.1.1.5] Info [S4Studio.Shared.AppModel.DoInit[0]] Initializing thumbnails...
[05:06:57] [v3.1.1.5] Info [S4Studio.Shared.AppModel.DoInit[0]] Initializing Studio Mods folder...
[05:06:58] [v3.1.1.5] Info [S4Studio.Shared.AppModel.DoInit[0]] Done.
[05:28:56] [v3.1.1.5] Error [System.Windows.Data.BindingExpression.TransferValue[0]]
System.OutOfMemoryException: Nicht genügend Arbeitsspeicher.
bei System.Drawing.Bitmap.GetHbitmap(Color background)
bei System.Drawing.Bitmap.GetHbitmap()
bei S4Studio.Util.WPFUtil.ToBitmapSource(Bitmap source)
bei S4Studio.Converters.Sims4ImageSourceConverter.Convert(Object value, Type targetType, Object parameter, CultureInfo culture)
[05:29:20] [v3.1.1.5] Info [S4Studio.Shared.AppModel.Init[0]] OS: Windows 10 Pro
[05:29:20] [v3.1.1.5] Info [S4Studio.Shared.AppModel.DoInit[0]] Initializing game files...
[05:29:20] [v3.1.1.5] Info [S4Studio.Shared.AppModel.DoInit[0]] Initializing thumbnails...
[05:29:20] [v3.1.1.5] Info [S4Studio.Shared.AppModel.DoInit[0]] Initializing Studio Mods folder...
[05:29:21] [v3.1.1.5] Info [S4Studio.Shared.AppModel.DoInit[0]] Done.
|
|
|
Post by remussirion on May 8, 2018 16:34:38 GMT -5
annabluu Thanks for your repsonse! Yes, I updated the drivers to the latest versions, I did try importing swatches when nothing but s4s was running. I did reinstall S4S but I'm unsure if I deleted the documents folder. I will do that now to be sure. Edit: It seems like reinstalling actually worked! I most likely did not delete the folder that was located in documents/ before as I expected it to uninstall completely. Thanks a lot!!!!
|
|
|
Post by remussirion on May 8, 2018 15:24:23 GMT -5
Update Update: SOLVED nowadays, sims4studio can handle the textues without the fix below! Update: SOLVEDPatching sims4studio to use 4 GB of virtual memory solved the issue for me. No crashes at all anymore. Get the 4GB patch here -> LINKoriginal post below:
Hey hey, I'm posting this here instead of the bug report section as I have the impression that it does not apply to everyone and therefore might not be a general issue. When I'm importing a skin texture that has HQ size (2048x4096 px), S4S (version 3.1.1.5 (wishes) crashes; independetly of how many swatches are in the package already (whether it's 1 or 20, doesn't matter). Most of the times it crashes immediately, sometimes I can import up to 8 swatches without a crash. One of the affected skin files can be found here: LINK. It's just an example as I had this problem with all skin files, even those that had just 6 swatches in total. In the past, when creating skins, s4s crashed every 4-10 swatches and I made my peace with that, but now it crashes most of the time without me being able to even add one single swatch. The first seconds it looks like normal and is loading, but then the program becomes unresponsive and crashes completely or just keeps loading forever. Additional background info: I recently switched to windows 10 but I am quite sure that the crashes started later than that. However, there were several windows 10 updates in the meantime. Therefore I reinstalled the graphics card driver. That didn't help though. I also reinstalled S4S and even tested an older version, but that didn't help either. Two of my friends reported crashes with HQ textures, too (makeup and clothing that aren't as heavy on the package file size as skin textures are). My computer specs: CPU: Intel Core i7-920 2.67GHz; RAM: 24 GB; GPU: Nvidia Geforce GTX 960; Windows 10 Pro version 1709 build 16299.402 During import, the RAM usage is at 26-60% (depends on what I'm doing in parallel. Closing EVERY other program does not help the issue though, even if S4S is the only program to use after rebooting the computer); CPU is at 3-10%, raises to 40 while importing and then drops back to ~3% when it crashes. Windows Event Viewer Logs:With each crash, 2 entries appear: Source: .NET Runtime; event ID: 1026; Time: 22:15:58 Application: S4Studio.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: System.OutOfMemoryException at System.Windows.Media.Composition.DUCE+Channel.SyncFlush() at System.Windows.Interop.HwndTarget.UpdateWindowSettings(Boolean, System.Nullable`1<channelset>) at System.Windows.Interop.HwndTarget.UpdateWindowPos(IntPtr) at System.Windows.Interop.HwndTarget.OnWindowPosChanged(IntPtr) at System.Windows.Interop.HwndTarget.HandleMessage(MS.Internal.Interop.WindowMessage, IntPtr, IntPtr) at System.Windows.Interop.HwndSource.HwndTargetFilterMessage(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef) at MS.Win32.HwndWrapper.WndProc(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef) at MS.Win32.HwndSubclass.DispatcherCallbackOperation(System.Object) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(System.Delegate, System.Object, Int32) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(System.Object, System.Delegate, System.Object, Int32, System.Delegate) at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(System.Windows.Threading.DispatcherPriority, System.TimeSpan, System.Delegate, System.Object, Int32) at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr, Int32, IntPtr, IntPtr) </channelset> Source: Application error; event ID: 1000; Time: 22:16:01 Name der fehlerhaften Anwendung: S4Studio.exe, Version: 3.1.1.5, Zeitstempel: 0x5acbe93b Name des fehlerhaften Moduls: KERNELBASE.dll, Version: 10.0.16299.402, Zeitstempel: 0x81d25214 Ausnahmecode: 0xe0434352 Fehleroffset: 0x00103f12 ID des fehlerhaften Prozesses: 0xe510 Startzeit der fehlerhaften Anwendung: 0x01d3e7089cf52607 Pfad der fehlerhaften Anwendung: D:\Programme\Sims 4 Studio\S4Studio.exe Pfad des fehlerhaften Moduls: C:\Windows\System32\KERNELBASE.dll Berichtskennung: 2c960090-b6f7-4b6c-bc14-6935f65a3433 Vollständiger Name des fehlerhaften Pakets: Anwendungs-ID, die relativ zum fehlerhaften Paket ist: The S4S logs don't say anything about a crash though: [10:10:31] [v3.1.1.5] Info [S4Studio.Shared.AppModel.Init[0]] OS: Windows 10 Pro [10:10:32] [v3.1.1.5] Info [S4Studio.Shared.AppModel.DoInit[0]] Initializing game files... [10:10:32] [v3.1.1.5] Info [S4Studio.Shared.AppModel.DoInit[0]] Initializing thumbnails... [10:10:32] [v3.1.1.5] Info [S4Studio.Shared.AppModel.DoInit[0]] Initializing Studio Mods folder... [10:10:32] [v3.1.1.5] Info [S4Studio.Shared.AppModel.DoInit[0]] Done. [10:36:31] [v3.1.1.5] Info [S4Studio.Shared.AppModel.Init[0]] OS: Windows 10 Pro [10:36:31] [v3.1.1.5] Info [S4Studio.Shared.AppModel.DoInit[0]] Initializing game files... [10:36:31] [v3.1.1.5] Info [S4Studio.Shared.AppModel.DoInit[0]] Initializing thumbnails...
|
|
|
Post by remussirion on Dec 15, 2017 20:40:16 GMT -5
It'd be super neat if it was possible to have a batch fix to make all your CC HQ Mod compatible! Like changing all the textures to HQ textures! Just talked to another simmer about this again and we wondered whether it was suggested here already. It indeed was suggested over a year ago, but since there are a lot more people who wish to have an option like this implemented (if possible), I just wanted to highlight it once more.
|
|
|
Post by remussirion on Nov 10, 2017 13:00:28 GMT -5
This is amazing!!!!! Thank you so much!
|
|
|
Post by remussirion on Oct 24, 2017 15:08:19 GMT -5
|
|
|
Post by remussirion on Oct 24, 2017 14:52:53 GMT -5
yes and no. The game scales down the texture of CAS items and it won't make a big difference in the end (so it will not work like it does for objects), except for when you're using the HQ mod that forces the game to display higher resolution textures.
|
|