|
Post by xordevoreaux on Sept 3, 2020 15:08:07 GMT -5
Both EA and cc windows are effected. Not all, just some. An example, try placing "Stone Frame Window" from Get Together. You can successfully place it on a wall, but the window will have no cut-out in the wall.
Edit: Actually, let me re-state: I've yet to find any cc windows that today's patch hasn't broken, and I've a ton of cc windows. I don't know why some EA windows work and others are borked.
|
|
|
Post by xordevoreaux on Sept 3, 2020 15:37:55 GMT -5
If EA windows are also effected, then it is on them to fix it. They probably messed up something which wouldn‘t be the first time. Agreed, they own this, but meanwhile we're borked. Today has also broken: Weerbesu's UI Cheats Add Traits In Regular Menu Mod
And I'm still pulling out mods for things.
|
|
|
Post by martt101 on Sept 3, 2020 17:40:06 GMT -5
I was so excited for this upgrade since I have houses built with Wall sized CC windows. Now I just have large houses with window frames. Let's hope they get this fixed!
|
|
|
Post by simguy80 on Sept 4, 2020 23:09:31 GMT -5
Blender exporter info in new post: sims4studio.com/post/148874/threadI did a little research and it seems the windows and doors now have a "Model Cutout" in the Warehouse tab and don't seem to use the DST image anymore. Editing "Cutout Info Table" doesn't seem to to anything since I think that references the DST Cutout? "Model Cutout" resulted in a different shape, but good luck deciphering what each number references!
A square window has a total of 8 Edges, with 2 Points each, and each Point has 3 entries. If they're actual points in Blender, it's theoretically DO-ABLE, but still hassle. If they aren't? Edit: I haven't tested this 100% thoroughly, but here are my findings. Out of the 8 edges, the last 4 are repeated. The repeats don't seem to be needed. Just editing the first instance of "Model Cutout" seems to be enough. If you switch around the A and B Points in the diagram, the cutout is inverted. The window area will be wall and its surrounding area will be cutout. Here's a diagram of the "Let there Be Light" Model Cutout. \ So, in short, unless there's a way to enable the Image Cutout again, there's quite a lot of work to be done to get existing custom sized (and shaped) CC working again. Just making new sized windows is gonna take some extra effort, period. Arches and custom shapes oughta be fun! The new "Model Cutout" arched windows also introduce unintentional artifacts in the walls.
|
|
|
Post by thejim07 on Sept 5, 2020 6:01:06 GMT -5
simguy80 Thank you very much for your help! I'm now able to fix my custom doors and windows :D
|
|
|
Post by xordevoreaux on Sept 5, 2020 13:25:03 GMT -5
Good job simguy80 for the research on this. At least that points to a solution.
Unfortunately, I, and I'm sure many other players as well, have freaking tons of other people's cc windows, and I doubt many of those modders are even still in the business of making mods much less interested in untangling the hackwork necessary to labor accommodating this latest change. So many of my saved lots will probably need re-engineering, and I'll sadly have to kiss off a lot of modded windows that I like.
And, since this also affects EA's own content, something needs to change. They can't leave it like this.
|
|
|
Post by simguy80 on Sept 5, 2020 21:10:34 GMT -5
Blender exporter info in new post: sims4studio.com/post/148874/threadTo streamline things just a little bit, in Blender you can create and export your plane mesh as a .ply file using these setting: Uncheck Everything -Z Forward Y Up Open the resulting .ply file into a text editing tool. Delete all lines except the Coord lines. Edit each line so there is a comma between each number, replacing the last one with zero. (Update: After some more testing it seems I may have gotten this result by chance. Exporting doesn't always list them in the proper order. Make sure to cross reference the vertices in Blender so they are going clockwise or counterclockwise. One foolproof way to do this is to create a plane, go into edit mod and merge all the vertices (Alt+M) Make sure Y Coordinate=0, Go to side view (Numpad1), then extrude (e) each vertex one by one till you create a shape. You can connect the last two with Alt+M or connect their gap with F. You will also need to export as an .obj file with "Keep vertex order" selected.) How I wish it was as easy as I initially thought... ) Numbers are now ready to be pasted into the "Model Cutout" using this formula. Remove and add Edges as desired. Just Loop the last Edge to the first. Edge1 - 1,2 Edge2 - 2,3 Edge3 - 3,4 Edge4 - 4,5 Edge5 - 5,6 Edge6 - 6,7 Edge7 - 7,8 Edge8 - 8,1 Note: To make a triangle cutout use this formula. (The cutout seems to need 4 edges to work) Edge1 - 1,2 Edge2 - 2,3 Edge3 - 3,1 Edge4 - 1,1 Result: Since all the information can be exported from Blender I'm curious as to weather it's possible to just write a Blender exporter to S4S's .binary format. Here's a diagram of the .binary format. I'm curious about weather S4S just exports the encrypted file, or if S4S encrypts it? (Not sure if this is considered encrypted?) Hopefully someone can make sense of this info and make a Blender exporter (and importer).
|
|
|
Post by ravasheen on Sept 6, 2020 5:21:06 GMT -5
I did a little research and it seems the windows and doors now have a "Model Cutout" in the Warehouse tab and don't seem to use the DST image anymore. Editing "Cutout Info Table" doesn't seem to to anything since I think that references the DST Cutout? "Model Cutout" resulted in a different shape, but good luck deciphering what each number references!
A square window has a total of 8 Edges, with 2 Points each, and each Point has 3 entries. If they're actual points in Blender, it's theoretically DO-ABLE, but still hassle. If they aren't? Edit: I haven't tested this 100% thoroughly, but here are my findings. Out of the 8 edges, the last 4 are repeated. The repeats don't seem to be needed. Just editing the first instance of "Model Cutout" seems to be enough. If you switch around the A and B Points in the diagram, the cutout is inverted. The window area will be wall and its surrounding area will be cutout. Here's a diagram of the "Let there Be Light" Model Cutout. So, in short, unless there's a way to enable the Image Cutout again, there's quite a lot of work to be done to get existing custom sized (and shaped) CC working again. Just making new sized windows is gonna take some extra effort, period. Arches and custom shapes oughta be fun! The new "Model Cutout" arched windows also introduce unintentional artifacts in the walls. simguy80 do you have a nvidia graphics card? if so, have u enabled the antialiasing setting? thats kinda what that looks like maybe? i have a tutorial on my website for this: ravasheen.com/tutorials/visible-mesh-fix/just curious if that could be the cause
|
|
|
Post by simguy80 on Sept 6, 2020 5:44:58 GMT -5
I actually found out about this fix a few days ago and tried to see if it fixed it. It doesn't. :'( I watched a few Simmers on Youtube testing the new windows and noticed the cuts on their computers as well. But in the grand scheme of thing, it's not TOO big of a deal, but kinda is... Haha Here's some more resources I've been able to figure out in creating new windows. You can visualize the existing model cutouts with the help of Windows Powershell by following these instructions. 1. Create a new .txt file and name it input.txt 2. Copy and paste the text from the "Text" tab and save. 3. Create a Convert.bat file using this code: powershell -Command "(gc input.txt) -replace 'PointA','v' -replace ':','' -replace ',',' ' -replace '""',''| Out-File -encoding ASCII output.obj" 4. Double click Convert.bat. It should result in an output.obj file.
Example code of what it changes. The "v" lines are how an original .obj file is formatted, so every PointA line is converted to a readable vertice: { "PointA": "-0.458992,1.92542,0", "PointB": "-0.458992,1.04837,0" }, { "PointA": "0.458992,1.92542,0", "PointB": "-0.458992,1.92542,0" }, to { v -0.950195 2.8025 0 PointB -0.950195 0.0475,0 }, { v 0.950195 2.8025 0 PointB -0.950195 2 8025 0 } 5. Import the .obj into Blender -To better visualize the Cutout, press tab to edit, and select the vertices that should be connected with F, and Flip directions. Take note that arched windows and doors have an initial square around them. Not sure what their purpose is? Hopefully this info is helpful to somebody.
|
|
|
Post by gwaters503 on Sept 6, 2020 5:52:26 GMT -5
To streamline things just a little bit, in Blender you can create and export your plane mesh as a .ply file using these setting: Uncheck Everything -Z Forward Y Up Open the resulting .ply file into a text editing tool. Delete all lines except the Coord lines. Edit each line so there is a comma between each number, replacing the last one with zero. Numbers are now ready to be pasted into the "Model Cutout" using this formula. Remove and add Edges as desired. Just Loop the last Edge to the first. Edge1 - 1,2 Edge2 - 2,3 Edge3 - 3,4 Edge4 - 4,5 Edge5 - 5,6 Edge6 - 6,7 Edge7 - 7,8 Edge8 - 8,1 Note: To make a triangle cutout use this formula. (The cutout seems to need 4 edges to work) Edge1 - 1,2 Edge2 - 2,3 Edge3 - 3,1 Edge4 - 1,1 Result: Since all the information can be exported from Blender I'm curious as to weather it's possible to just write a Blender exporter to S4S's .binary format. Here's a diagram of the .binary format. I'm curious about weather S4S just exports the encrypted file, or if S4S encrypts it? (Not sure if this is considered encrypted?) Hopefully someone can make sense of this info and make a Blender exporter (and importer). can you make a batch fix for this? lol. Im sure to a modder or creator its easy, but im just a cc supporter lol. i dunno how to do this. at this point, i will gladly pay someone to fix it as i need my windows and doors. my game is unplayable until then because im a builder. :(
|
|
|
Post by simguy80 on Sept 6, 2020 6:25:36 GMT -5
You're asking the wrong person. Haha. A batch fix would probably require the reading of one of the meshes to calculate making a cutout. Doors and windows can have different pieces and be ordered differently too, so I dunno how it can be done. Hopefully someone behind the scenes has something in the works. Or... EA can just make it so CC windows and doors work again!
|
|
|
Post by szanne7000 on Sept 6, 2020 7:27:13 GMT -5
I would gladly have to remind myself to not stack cc windows/put windows over cc doors & arches if it meant they would include the old way for windows along with the new way!
|
|
|
Post by simguy80 on Sept 6, 2020 15:12:03 GMT -5
it should clearly be on the EA team to fix this mess since not only CC is effected. I'd put my money on the broken EA windows not having the proper "Model Cutout". (I only have the base game so I can't check.) If that's the case, which it most likely is, them fixing their windows won't have any effect on the broken CC. Just out of speculation, I think a way to fix this issue is to enable the DST image cutouts to work like they did before. One bad thing about that, I think, is that they all still seem to be present in the EA windows, so re-enabling them could potentially make it so all windows go back to the way they were before. And a fix for that could be to just remove those .DST images from all EA content. Just gotta wait and see if EA (not holding breath) or the S4S team come up with something.
|
|
|
Post by szanne7000 on Sept 7, 2020 1:22:01 GMT -5
Does there seem to be any reason why EA could not do just that, simguy80? Remove the DST image cutouts from their own files and re-enabling the original method so that cc build sets would work?
That would mean creators can learn the new way for future sets but we would all be able to breathe a sigh of relief regarding the old sets.
I have been reading everything I could find on this and I haven't seen this particular discussion... if you, or anyone, has links to other discussions I would appreciate them so I can ensure I've been following everything, lol.
|
|
|
Post by simguy80 on Sept 7, 2020 2:42:44 GMT -5
I'm just speaking out of speculation, as I said. There might be more to it (or not). I'm sure they have the resources to do whatever needs to be done to get CC working again. But since they don't officially support CC they never take it into consideration when they make updates to their game. That's why things break time and time again when patches come out. It's usually up to the community to clean up the messes they might cause.
|
|