|
Post by Luna on Oct 24, 2024 12:53:33 GMT -5
I've attempted this before and I just don't know how to make this mesh work. I am trying to replace the alien default fullbody outfits with another fullbody sims 4 outfit, the Get Famous Scifi fullbody costumes. I can get the default replacement to work and it shows up in game, but the models glitch out only in the area of the two fingers. When I go into Blender to look at the model, I can see a few of the LODs are broken into two models (ie: LOD0 has two fingers in one geometry and the rest of the entire outfit in another). I can't merge them together and import them. S4S tells me the cap is 60. Both LOD0 and LOD1 have their models broken into two parts (LOD0 has two fingers separated from the rest of body and LOD1 has part of the foot separated from the rest of the body.)
Any clue how I can make this work or is it impossible? I am a complete novice, but willing to put in the work!
- Luna
|
|
|
Post by CatDevPete on Oct 25, 2024 3:33:47 GMT -5
It might be worth seeing if you can override the tuning to replace the alien suit with the get famous one, so you can save on the effort of replacing the model. If you don't mind going down this route.
I've not tried this, but there is a tuning called "Client_CASThumbnailPartTuning_AdultMale_Alien" & "Client_CASThumbnailPartTuning_AdultFemale_Alien". Using the female's tuning as an example, its FULL_BODY BodyType maps to a default part of "74422", which is the decimal value of CAS Part instance key "00000000000122B6" that maps to the default alien suit (called yfBody_EP01AlienAlpha_WhiteGreenTrim).
So, what you want to try out is first find out the CAS Part instance key for the Scifi fullbody. You can get this by trying a CAS Override & search for said GF Scifi fullbody part.
Once you found it & saved it to a file to view it, parse the instance key in the Hash Generator in the "Convert Number" section at the top by typing it into the Hexadecimal field (or copy-pasting if you know how to), and it should convert it into a decimal. Go to the file with the tuning I mentioned (or extract it into the file with the scifi fullbody, however you want), then replace the DefaultPart's value with the value you just converted. Save & see if it works in the game. Give an ask if you have any questions or confusion.
|
|
|
Post by CatDevPete on Oct 25, 2024 4:52:50 GMT -5
Disregard the above, I decided to give it a quick try, and unfortunately it's not as easy as I've described :'(
|
|
|
Post by Luna on Oct 25, 2024 8:56:05 GMT -5
Disregard the above, I decided to give it a quick try, and unfortunately it's not as easy as I've described :'( I appreciate the attempt! I've been able to import a standalone version and it works fine, but I can't get the default replacements to work without the model error. On the Default Replacement, the glitch appears on one side where the models for the outfit are split. At least that's what I saw in Blender and what I'm assuming is happening is that it's only referencing one model and not both. The Standalone copy of the outfit into CAS works fine, no issues, same files. It's just the Default Replacement I'm struggling with.
|
|
|
Post by Luna on Oct 31, 2024 7:42:08 GMT -5
I tried to remove the gloves to maybe lower the cap, but then I didn't have hands in game.
|
|
|
Post by aidencoleman on Nov 6, 2024 1:41:28 GMT -5
To fix this, try merging the parts carefully in Blender by selecting the vertices and ensuring there’s no overlap or duplication. For LODs, you might need to fix the geometry by cleaning up the parts before exporting. Check that all meshes are properly joined and that there are no hidden objects. Lastly, make sure the LODs stay within the Sims 4 Studio cap of 60. I was working on my dissertation when I realized how time-consuming the literature review section was becoming. That’s when I discovered this academized.com/buy-literature-review service, and it was an absolute lifesaver. The review they provided was thorough, well-organized, and included all the latest references I needed. It gave me the clarity to move forward with the rest of my dissertation. I can’t thank them enough for their timely and professional assistance.
|
|
|
Post by mauvemorn on Nov 6, 2024 2:39:09 GMT -5
Disregard the above, I decided to give it a quick try, and unfortunately it's not as easy as I've described :'( I appreciate the attempt! I've been able to import a standalone version and it works fine, but I can't get the default replacements to work without the model error. On the Default Replacement, the glitch appears on one side where the models for the outfit are split. At least that's what I saw in Blender and what I'm assuming is happening is that it's only referencing one model and not both. The Standalone copy of the outfit into CAS works fine, no issues, same files. It's just the Default Replacement I'm struggling with. Hi. This item is affected by too many bones. It has to be split in multiple meshgroups. In CAS catalog paste « Aayla », export the blend and study how it is split. Then split yours the same way. After that you need to add a new meshgroup for fingers in your override package and import it there. How to add a new meshgroup:
- select the part of the item you want to separate, Mesh - Separate - Selection;
- Select the separated meshgroup and give it a different cut. To keep things simple, lets say there was only one meshgroup with cut 0, so you give the separated one cut 1; - open your package, click on the first Geometry in the list, then on Duplicate. Change the last digit of Group to 1, hit Ok. If it won't let you, use a different number; - Do the same with the second geometry, changing the digit to 2. Do this with others, changing to 3 and 4 ( in the example I did only for two); - Select Region map, in Data tab to the right-hand-side click on Edit items. In the opened window click on Edit items again; - Select the first entry in the list, click on Copy. Do the same with the rest; - Select the first duplicated entry ( fifth ), change the last digit of Group to 1. Do the same with others, changing to 2, 3, 4 (in the screenshot below, it is only for the first two, you do all 4); - Select CAS part, in the search bar type in LOD, click on Edit items; - Select LOD 0, then on Edit items next to LodModels; - Copy an existing entry, change the last digit to 1, save. Do the same with other lods, changing the digit to 2, then 3, then 4. Save, close these windows; - Now you can import your blend files and create new swatches.
|
|
|
Post by Luna on Nov 8, 2024 10:31:06 GMT -5
Hi. This item is affected by too many bones. It has to be split in multiple meshgroups. In CAS catalog paste « Aayla », export the blend and study how it is split. Then split yours the same way. After that you need to add a new meshgroup for fingers in your override package and import it there. How to add a new meshgroup:
- select the part of the item you want to separate, Mesh - Separate - Selection;
- Select the separated meshgroup and give it a different cut. To keep things simple, lets say there was only one meshgroup with cut 0, so you give the separated one cut 1; - open your package, click on the first Geometry in the list, then on Duplicate. Change the last digit of Group to 1, hit Ok. If it won't let you, use a different number; - Do the same with the second geometry, changing the digit to 2. Do this with others, changing to 3 and 4 ( in the example I did only for two); - Select Region map, in Data tab to the right-hand-side click on Edit items. In the opened window click on Edit items again; - Select the first entry in the list, click on Copy. Do the same with the rest; - Select the first duplicated entry ( fifth ), change the last digit of Group to 1. Do the same with others, changing to 2, 3, 4 (in the screenshot below, it is only for the first two, you do all 4); - Select CAS part, in the search bar type in LOD, click on Edit items; - Select LOD 0, then on Edit items next to LodModels; - Copy an existing entry, change the last digit to 1, save. Do the same with other lods, changing the digit to 2, then 3, then 4. Save, close these windows; - Now you can import your blend files and create new swatches.
I must be doing something wrong. I've uploaded my original file (before any of the edits you suggested) to simfileshare ( www.simfileshare.net/download/5105761/ ). I've tried to follow the instructions above in the same file and while I can get it renumbered, there's already a secondary file in the region map with the second model attached to it and the LOD entries already have the second model on them. Even if I try to renumber everything, it feels like it's just messing up still. I really appreciate the help. Note: This is the female frame file only, default replacement for the ALPHA alien outfit. The beta outfit and male frames are different files that I haven't worked on yet. The errors in the model only show IN GAME, and not in S4S.
|
|
|
Post by Luna on Nov 8, 2024 10:32:43 GMT -5
Hehe, any update, how is everything now? Still struggling to get it to work. I've included a link to the package in a reply just above this one if anyone else wants to check the meshgroups and tell me where I'm going wrong. It's the female frame only alien default for the Alpha outfit, not the Beta.
|
|
|
Post by mauvemorn on Nov 9, 2024 4:49:17 GMT -5
Hehe, any update, how is everything now? Still struggling to get it to work. I've included a link to the package in a reply just above this one if anyone else wants to check the meshgroups and tell me where I'm going wrong. It's the female frame only alien default for the Alpha outfit, not the Beta. Im on a computer that doesnt have get to work, so i cant walk you through this, but do the following: - open your blend, join both meshgroups into one, save, close;
- in s4s main menu choose override again, click on cas, find an outfit you want to replace; - clone it, export the blend, open it; - click on the stomach area to select the main meshgroup, check what cut number it has, delete this meshgroup; - append your item in the scene, give it the same cut; - select it, in edit mode select the same area of the mesh ( can be a bit more but not less ) that is overlapping with the other meshgroup, then press P and choose Selection to separate; - delete the other meshgroup and give the separated one the same cut the deleted one had; - save, import in s4s, check in-game; - if it will work, do the same with lods
|
|
|
Post by Luna on Nov 9, 2024 8:15:24 GMT -5
Still struggling to get it to work. I've included a link to the package in a reply just above this one if anyone else wants to check the meshgroups and tell me where I'm going wrong. It's the female frame only alien default for the Alpha outfit, not the Beta. Im on a computer that doesnt have get to work, so i cant walk you through this, but do the following: - open your blend, join both meshgroups into one, save, close;
- in s4s main menu choose override again, click on cas, find an outfit you want to replace; - clone it, export the blend, open it; - click on the stomach area to select the main meshgroup, check what cut number it has, delete this meshgroup; - append your item in the scene, give it the same cut; - select it, in edit mode select the same area of the mesh ( can be a bit more but not less ) that is overlapping with the other meshgroup, then press P and choose Selection to separate; - delete the other meshgroup and give the separated one the same cut the deleted one had; - save, import in s4s, check in-game; - if it will work, do the same with lods
It worked! You are amazing!
|
|
|
Post by Luna on Nov 9, 2024 8:55:40 GMT -5
I've noticed two minor issues. 1. The back of the head appears to have a small piece of black clipping through it. 2. The glowing parts on the belt and shoes look like they are slightly fragmented when light hits them now. I didn't change the specular in any way from the original files. They still glow, but now look like faceted glass. Any ideas for those?
|
|
|
Post by mauvemorn on Nov 9, 2024 9:24:03 GMT -5
Try making a shadow map blank, then check if the black spot disappeared. If this will help, open your shadow in photopea, File - Export as - More - DDS, change to bc3 and enable mipmaps, then import this one in s4s
Remove doubles on the mesh, then split only sharp edges
Unrelated: specular maps are half the size of the diffuse, so 512x1024
|
|
|
Post by Luna on Nov 9, 2024 10:36:11 GMT -5
Clearing the shadow map fixed the black spot. The specular is 512x1024. I googled how to remove doubles on the mesh, so I think I did that correctly. I don't know what it means to split only sharp edges, though.
|
|
|
Post by mauvemorn on Nov 9, 2024 11:15:27 GMT -5
- switch shading to Solid material; - you'll see that the mesh is split in many places, some of which are unwanted; - select everything with A, Mesh - Merge - By distance; - now you will see dark shadows along particularly sharp edges. They are on the vest part of the mesh, so hover over it, press L, choose UVs, select all parts of the vest like this; - Mesh - Show/Hide - Hide selected; - with everything selected, Select - Select loops - boundary loops, Edge - Mark sharp; - Alt A t deselect everything, Select - Sharp edges, change angle to 89,9. Look around the object to Shift-click on missing edges to add them or Ctrl-click to remove, then mark as sharp; - once done, Mesh - Show/Hide - Reveal hidden; - add Edge split, disable Angle, apply
|
|