Packaging a standalone CAS CC edit with Studio
Mar 3, 2017 9:45:42 GMT -5
Julie J, fufu508, and 6 more like this
Post by orangemittens on Mar 3, 2017 9:45:42 GMT -5
Introduction
The introduction of Harmony changed the way Studio packages CAS items. While this change is an improvement, it does mean that creators working with CC as the clone will need to make a small change to their workflow when making standalone (mesh and textures included) CAS items. This tutorial will show you how to make a standalone CAS CC package that includes the mesh and all other resources necessary for the item to show up in the game correctly. If you're interested in learning more about this change to Studio, please read the notes below. Please note, this tutorial only goes over how to make the package, it does not show how to make a CAS CC edit. This tutorial assumes you know how to clone a CAS CC item and export/import meshes.
Do not use this tutorial when cloning EA items. It is only necessary if the clone you're using is a CC item. Do not use this tutorial if the item you're recoloring was made by someone who doesn't allow their mesh to be shared. This tutorial is only for making items that are intended to standalone.
What you will need
Sims 4 Studio (Harmony) or above
Instructions
1. Clone your CC item as usual. If you aren't sure how to clone a CC item, please see the relevant tutorial. Export the mesh and make your edits. Import the mesh. If you aren't sure how to export/import meshes, please see a beginner CAS meshing tutorial. We have a couple here in the forum. Once you've imported your new mesh, click to the Warehouse to check the content of the package. Please note, you will not need to do this step each time. I have only included this step to illustrate what you're going to be doing in the next step. If the only change you've made to the package so far is importing your newly edited mesh, this is what you will see:
The package will only contain a CAS Part, region map, and Geometry (mesh) resources. This item will not show up in the game correctly unless the original CC package you cloned is in the Sims 4/Mods folder with it. If you want to make a standalone item, that is, you want your item to work whether the original is in the Mods folder with it or not, you need to do one more thing.
2. This is the only step you need to perform each time. The other two steps are for information only. This step is the step that will get things done. Click Tools in the upper menu bar. Please note, you can click this from the Studio tab or the Warehouse tab. The upper menu bar is always available. Choose Modding from the drop down menu that appears. Choose "Embed all externally referenced resources (CAS)" from the menu that appears at the right side. This will cause Studio to add all unedited resources from the original package to your new package. In that process, Studio will renumber these resources and add references to them in all relevant places. This will make your item a unique standalone item. It will not need the original to show correctly in the game, and it will not conflict with the original item. Please note, you will need the original CC item that you cloned to be in your Documents/Sims 4 Studio/Mods folder when you perform this step. If that package is not in your Sims 4 Studio/Mods folder, Studio will not be able to find the resources you're asking for, and you will receive an error message.
3. If you're interested in seeing the content of your .package after embedding the referenced resources, click on the Warehouse tab. What you will notice, is that texture resources have been added. These are the same resources that were in the original CC item you cloned. However, they have new numbers, so they will not conflict with the original:
Now the package is a standalone package.
Notes
This tutorial will also work if the only thing you plan to change is the textures. In that case, after importing your textures into the .package, you will notice that the region map and geometry resources are missing. Performing step 2 above will add these resources to your .package so that it is a standalone item. If you do not perform step 2, those resources will not be included in the .package and it will require the original to be in the Sims 4/Mods folder with it to show up correctly in the game.
This change was made to Studio (Harmony) to reduce the amount of package bloat players were getting because packages included lots of duplicate resources. Studio now, by default, only includes resources that have been changed unless you specifically direct it to do otherwise.
If you receive an error when using this feature, be sure the original CC item you cloned is in your Documents/Sims 4 Studio/Mods folder before you use it. You will need to close Studio before adding the CC item to the Sims 4 Studio/ Mods folder. Studio only updates the list of items in that folder when it starts up. Changes to the folder made after it is open will not show until you close and reopen the tool.
The introduction of Harmony changed the way Studio packages CAS items. While this change is an improvement, it does mean that creators working with CC as the clone will need to make a small change to their workflow when making standalone (mesh and textures included) CAS items. This tutorial will show you how to make a standalone CAS CC package that includes the mesh and all other resources necessary for the item to show up in the game correctly. If you're interested in learning more about this change to Studio, please read the notes below. Please note, this tutorial only goes over how to make the package, it does not show how to make a CAS CC edit. This tutorial assumes you know how to clone a CAS CC item and export/import meshes.
Do not use this tutorial when cloning EA items. It is only necessary if the clone you're using is a CC item. Do not use this tutorial if the item you're recoloring was made by someone who doesn't allow their mesh to be shared. This tutorial is only for making items that are intended to standalone.
What you will need
Sims 4 Studio (Harmony) or above
Instructions
1. Clone your CC item as usual. If you aren't sure how to clone a CC item, please see the relevant tutorial. Export the mesh and make your edits. Import the mesh. If you aren't sure how to export/import meshes, please see a beginner CAS meshing tutorial. We have a couple here in the forum. Once you've imported your new mesh, click to the Warehouse to check the content of the package. Please note, you will not need to do this step each time. I have only included this step to illustrate what you're going to be doing in the next step. If the only change you've made to the package so far is importing your newly edited mesh, this is what you will see:
The package will only contain a CAS Part, region map, and Geometry (mesh) resources. This item will not show up in the game correctly unless the original CC package you cloned is in the Sims 4/Mods folder with it. If you want to make a standalone item, that is, you want your item to work whether the original is in the Mods folder with it or not, you need to do one more thing.
2. This is the only step you need to perform each time. The other two steps are for information only. This step is the step that will get things done. Click Tools in the upper menu bar. Please note, you can click this from the Studio tab or the Warehouse tab. The upper menu bar is always available. Choose Modding from the drop down menu that appears. Choose "Embed all externally referenced resources (CAS)" from the menu that appears at the right side. This will cause Studio to add all unedited resources from the original package to your new package. In that process, Studio will renumber these resources and add references to them in all relevant places. This will make your item a unique standalone item. It will not need the original to show correctly in the game, and it will not conflict with the original item. Please note, you will need the original CC item that you cloned to be in your Documents/Sims 4 Studio/Mods folder when you perform this step. If that package is not in your Sims 4 Studio/Mods folder, Studio will not be able to find the resources you're asking for, and you will receive an error message.
3. If you're interested in seeing the content of your .package after embedding the referenced resources, click on the Warehouse tab. What you will notice, is that texture resources have been added. These are the same resources that were in the original CC item you cloned. However, they have new numbers, so they will not conflict with the original:
Now the package is a standalone package.
Notes
This tutorial will also work if the only thing you plan to change is the textures. In that case, after importing your textures into the .package, you will notice that the region map and geometry resources are missing. Performing step 2 above will add these resources to your .package so that it is a standalone item. If you do not perform step 2, those resources will not be included in the .package and it will require the original to be in the Sims 4/Mods folder with it to show up correctly in the game.
This change was made to Studio (Harmony) to reduce the amount of package bloat players were getting because packages included lots of duplicate resources. Studio now, by default, only includes resources that have been changed unless you specifically direct it to do otherwise.
If you receive an error when using this feature, be sure the original CC item you cloned is in your Documents/Sims 4 Studio/Mods folder before you use it. You will need to close Studio before adding the CC item to the Sims 4 Studio/ Mods folder. Studio only updates the list of items in that folder when it starts up. Changes to the folder made after it is open will not show until you close and reopen the tool.