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Post by caramelhomes on Nov 19, 2019 8:30:58 GMT -5
Hi guys. I need help filling the void of this mesh that I separated.
I'm trying to separate this water dispenser from the cafeteria station that came with the Discover University pack. I successfully did it but I'm stuck at this point:
I don't know how to create a texture or whatever it is called to fill that void at the side of the mesh. I know this is basic but please help. I know this is an awesome community and you never let me down in the past. Blender is just so confusing and frustrating.
Thank you guys in advance!
Love love!
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Post by sigma1202 on Nov 19, 2019 9:49:12 GMT -5
Hey, you can use the left side of the dispenser that has a face, enter edit mode, select everything with "a" and remove doubles, make sure the distance is as in the screenshot We need to delete the remaining faces on the right side, select them, press "x" and then select "faces" go to the left side, select the faces then press "shift + d" to duplicate the selection, then just right-click, now use the red arrow to move our faces to the right side, then with our faces still selected we flip the normals Now fit our faces to the gap using the red arrow, and try to be precise, then we select everything with "a" and remove doubles again, with the same distance as before the end
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Post by caramelhomes on Nov 19, 2019 10:31:49 GMT -5
Wow! Thank you much!
Okay, silly question: How do you select a face? Whenever I do that, other lines are selected.
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Post by caramelhomes on Nov 19, 2019 10:39:25 GMT -5
Oh wait I think I got it 😊 I will update you.
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Post by caramelhomes on Nov 19, 2019 11:22:48 GMT -5
Here it is! I don't know what happened with the color though. Would you know the culprit? But I did it! Thank you very much!
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Post by sigma1202 on Nov 19, 2019 11:29:26 GMT -5
I am not sure what's wrong, does it look like that inside sims 4 studio?
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Post by caramelhomes on Nov 19, 2019 11:37:32 GMT -5
Yay! It looks fine in S4S! I just need to adjust the shadows and footprints. I'm so happy! Thank you so much! Do you also know how to make it functional? Like a water dispenser?
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Post by caramelhomes on Nov 19, 2019 12:09:44 GMT -5
I'd like it to function as same as in the cafeteria station. I think it's "Get water" function because the glass just appears. I think that's different from getting water from sinks.
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Post by sigma1202 on Nov 19, 2019 12:35:27 GMT -5
You should be able to do it by just using the cafeteria tunning, and remove all the stuff that is not needed go to the warehouse tab, click on tools --> extract tuning in the search bar type "217834" click the result, and then click on add to the current package select the newly added entry, it will be at the bottom, delete everything after except the first 2 lines and paste this code <U n="_components"> <V n="focus" t="enabled"> <U n="enabled"> <V n="_focus_score" t="globally"> <U n="globally"> <E n="base">LOW</E> </U> </V> </U> </V> <V n="lighting" t="enabled"> <U n="enabled"> <V n="material_state_off" t="enabled" /> <V n="material_state_on" t="enabled" /> </U> </V> </U> <L n="_part_data"> <U> <T n="part_definition">222507<!--objectPart_MarketStalls_CafeteriaStation_Water--></T> <V n="subroot_index" t="enabled"> <T n="enabled">2</T> </V> </U> </L> <L n="_preroll_super_affordances"> <T>133181<!--marketStalls_Open--></T> </L> <L n="_super_affordances"> <T>13328<!--debug_Reset--></T> <T>13326<!--debug_ObjectDestroy--></T> <T>103888<!--cheat_set_as_head--></T> <T>170243<!--marketStalls_Open_Debug--></T> <T>13983<!--sim-stand--></T> <T>222313<!--si_JuiceKeg_ConstrainForCreate--></T> <T><!--cafeteriaStation_startCrafting_water--></T> <T>218655<!--cafeteriaStation_createDrink--></T> <T>74457<!--fire_ReplaceBurntObject--></T> <T>228931<!--cafeteriaStation_GetDrink_Autonomous--></T> </L> <U n="aop_forward_data"> <T n="should_search_forwarded_sim_aop">True</T> </U> </I> in the end, it should look like this go to the Data tab, where it says name write in "your_creator_name:unique_name" and press enter, this will generate a new id for the tuning go back to the studio tab, and delete all the swatches except for one, then go back to the warehouse tab and select the "object definition" entry, where it says tuning name, paste in the name that you typed before, and where it says tuning id paste the code that was generated Now go again to tools and extract tuning, paste in this number "218615" and add to the current package, now select the new entry at the bottom, go toward the bottom and delete what i selected in the screenshot go to the Data tab and again, in the name field write "Your_creator_name:unique_name" click enter and it will generate a new id for you, copy the id go to the object tuning entry again and paste it where I pasted it in the screenshot save the package and it should work
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Post by caramelhomes on Nov 20, 2019 3:14:15 GMT -5
Yes, it worked! However, there are some problems that I still need to work out: The texture looks fine in S4S but very weird in the game. I think I need to remove that harsh shadow. Also the footprint is messed up, do I have to adjust it manually? If so, how? So Lilith gets the water at the previous position from the original mesh. :(
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Post by sigma1202 on Nov 20, 2019 13:59:51 GMT -5
Can you share the .package?
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Post by menaceman44 on Nov 20, 2019 14:38:39 GMT -5
The weird lighting is because you used Remove Doubles on your mesh. I'm not sure why sigma1202 instructed you to do that. The game is now trying to smooth out all of the joins between surfaces which makes them look slightly curved instead of crisp and sharp. To fix that you need to go back to your mesh in blender. Make sure you are in Edit mode and then along the bottom of the blender window change your selection method to Edge Select. Select all of the parts of the mesh that should look crisp and sharp. Then at the bottom of the blender window again go to the Mesh option and choose Edges> Edge Split. Your edges should now be sharp and crisp again. Your floor shadow indoors is still too wide so you need to narrow it off some more in blender. The footprint should be able to be fixed just by using the option in Studio to Auto Update Footprint. It should be an option on the mesh tab. As for the position that Sims are using it, you will need to go to the Rig/Slot tab and move Subroot 2 to line up in front of your mesh.
I think that covers everything.
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Post by caramelhomes on Nov 21, 2019 8:00:27 GMT -5
Thanks for the help menaceman44! I followed your instructions for the mesh and it worked. I also adjusted the footprint using the adjust footprint button. I don't know why it did not work. Can you teach me how to fix the floor shadow? I also adjusted the Subroot 2 like you mentioned and the positions of the glasses. She still quite far away from the mesh. I just have to keep adjusting it, right? sigma1202 here's the package file. please take a look what's wrong with it. I feel like I'm getting there Waterdispensercafeteria_package
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Post by menaceman44 on Nov 21, 2019 9:48:55 GMT -5
In your exported mesh in blender you should see there are two groups listed in the upper-right portion of blender; s4studio_0 and s4tudio_1. Or something very similar to that. One of them is the main object that you have been editing so far and the other is the floor shadow which looks like a flat, white rectangle in blender. Select the group for the shadow mesh. You will know if you have the correct one selected because the shadow mesh will be highlighted with an orange border. Press TAB to switch to edit mode. Press A to select all of the shadow mesh if it isn't aready selected. Press S (for scale) and then X (to lock it to the X axis) and then move your cursor to adjust how wide the shadow mesh is. Left-click when you get it where you want it. Now save and re-import it to Studio.
Unfortunately, as I don't currently own Discover University, I can't help any further with the slots or the footprint because I can't see your object in Studio when I open it.
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Post by caramelhomes on Nov 21, 2019 10:28:05 GMT -5
Yes, I'm familiar with the white rectangle but I don't see any. I must have deleted it together with the other mesh while I was editing.
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