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View Full Version : TS4 CAS/Mesh Tools V2.0.0.2: Tools for cloning, editing CC properties, recolors, preview, mesh editing. BETA, new version 7/4/2016


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CmarNYC
4th Sep 2014, 8:35 PM
Well, since this is rapidly evolving into a TS4 version of Mesh Toolkit, I've renamed it yet again.

Functions:

Mesh Cloner. Clones from Sims 4 game packages. You can make either a default replacement or a new item. Only the CASP is cloned; other parts will be cloned and added as needed in the package editor.

Clone Package Editor. *new*

General CAS Part Properties: Allows editing of properties normally shared by all recolor CASPs for one item, including shadow and specular textures.
Recolor Manager: Modify properties for each recolor, add or remove recolors, replace/add/remove/make blank textures and swatches.
Preview: Displays a 3D preview of the CAS part.
Mesh Manager: Export meshes in TS4, Milkshape .ms3d (individual meshes or complete LOD), TS3, or OBJ form. Import modified TS4, Milkshape .ms3d, or TS3 meshes. MS3D or TS3 meshes can only be imported back to the same mesh they were exported from. Please note that you can't import a mesh with vertices added/removed, change it, then import it again! To be safe, export the mesh again each time before modifying it. Only moving of vertices, deletion of vertices and/or adding them by dividing edges, and modification of bones, normals, UV etc. are fully supported. Do not remove an entire mesh group! Replace/make blank the bumpmap. Change shaders.
Mesh Region Manager: Display the regions in the RegionMap, modify/delete regions with associated meshes.
Thumbnail Manager: Add/replace/remove thumbnails. Apply a custom overlay in .png format (with a transparent background) to any or all thumbnails.


Mesh Tools.

GEOM Tools.

Examine Mesh: Display the contents of a mesh.
GEOM Conversion: Convert between TS4 and TS3 format meshes.
GEOM Combination: Combine two TS4 meshes with morph data intact.
Frankenmesh: Convert two TS4 meshes to TS3 format, modify them including deleting parts, then use Frankenmesh to combine them into one TS4 mesh using the originals as references.

MS3D Tools.

Examine MS3D: Display the contents of a mesh.
GEOM Conversion: Convert between TS4 and Milkshape MS3D format meshes.

Auto Conversion: Auto-assign bones, vertex colors, and transforms (arm position) for TS3 or OBJ meshes.

This is a beta test. Please report problems.

Credits to Peter and Inge Jones, Granthes, Kuree, and everyone who has worked on s4pe and s4pi. Couldn't have done it without you!

Update 9/10/14:

The reported bugs have been fixed:
You can now clone more than one package in a session.
I've successfully cloned glasses, the flutter dress, and the velvet hat and been able to use them in CAS.
The buttons, etc., at the bottoms of screens will move correctly when the window is resized.

Added features:
You can now clone non-mesh items like makeup and tattoos.
You can now filter the list by age, gender, and type. (This can be tricky since many items are unisex and all adult clothing seems to be valid for teen through elder.)
You can now select multiple colors/patterns of one item and the tool will make one package with all of them. (In the next version I'll add something to make it easier to identify and export/import the textures and swatches.)
In the GEOM Convert/Update tab you can now convert a modified TS3 mesh with (or without) vertices removed (with it's original TS4 mesh as reference), and you can combine two TS4 meshes.
The tool will now warn you if your new mesh has too many bones and if possible will resolve the problem by removing unused bones. (There's still a 60 bone limit.)

And there's the inevitable name change since the tool has gone beyond meshed items!

Update 9/12/14:
Uploaded V0.4.0.0 which hopefully will resolved the problem of non-mesh items not cloning.

Update 9/13/14:
Uploaded V0.4.1.0 which has a more robust method of locating the game packages and hopefully will resolve the "Can't find game packages" problem.

Update 9/16/14:
Uploaded V0.4.2.0 which corrects a bonehead bug introduced in the previous version, affecting TS3 to TS4 geom conversions.

Update 9/24/14:
Uploaded V0.5.0.0. Added cloning of bumpmap/normalmap, with optional removal of bumpmaps and/or specular maps. Corrected failure to update all mesh links in the RegionMap. (Please test if this resolves some of the crashing and clipping problems.) Added ability to convert a TS3-format mesh to TS4 with no reference mesh - please note this applies ONLY to meshes with no morphs, like accessories and maybe some hairs.

Update 9/25/14:
Uploaded V0.5.1.0 which corrects a problem with very long CAS Part names, and implements specular removal for default replacements.

Update 9/30/14:
Uploaded V0.5.2.0 which corrects failure to add a valid MTNF if needed during TS3-format to TS4-format with no reference mesh, and will now correctly write bone assignments for meshes with only one bone.

Update 10/2/14: Uploaded V0.5.3.0 which is updated for the Oct 1 patch.
You now have the option to clone from the base game packages or the delta game packages. Delta packages include resources added by patches.

Update 10/9/14: Uploaded V0.5.4.0.
Bug fixes and minor enhancement:
Fixed bug causing the wrong geom to be saved when using the Frankenmesh function, and for those meshes to give a vertex number mismatch error when imported to the package. Frankened meshes should now save correctly with the correct mesh version.
Fixed bug causing the specular image to be included in non-default-replacement cloned packages when using the Remove Specular option. (Speculars were removed from all CASP references but a copy of the image itself was being added to the package.)
Fixed bug causing the specular not to be removed from CASP references in default replacement cloned packages when using the Remove Specular option.
Added ability to export/import/convert meshes with three or more UV sets.

Update 10/13/14: Uploaded V0.6.0.0

Fix: When converting from an S3 mesh with the original S4 mesh as reference, CM Tools will now keep the same exact bone assignments (including empty bone weights) as the original. Hopefully this will fix the mystery crashing problems with hats and hairs and possibly other items! If you have existing creations with this problem: Clone the package again and convert your modified S3 meshes (if any) back to S4 again using the newly cloned original mesh as reference.

Enhancement: Added the ability to customize a new item with an image overlaid on the thumbnail and text that appears when you hover your cursor over it:

Either use the default CC image that comes with the program or click the image to browse for your own 40x40 DDS image saved as DXT5 with mipmaps.
You can replace the provided default image with your own like in Color Magic; just make a 40x40 DDS image and save as DXT5 with mipmaps, and replace 'DefaultCustomIcon.dds' in the folder where you've put the CM Tools program files.
Type in a name and description for the item. The name will be bolded and the description will appear underneath.
Your item will be customized ONLY if you fill in a name and description and the program has an image loaded. (Either the default or your own.)

Huge credit and props to Snaitf for figuring out how to add custom icons and text to CAS items and sharing that with us, and to velocitygrass for figuring out the data structure and for the Data File Tool.

Update 10/14/14: Uploaded V0.6.1.0
Fixes: Fixed bone weights being lost when converting from S4 meshes to S3 meshes; fixed cleanup of Milkshape bone assignments for zero weights.

Update 10/15/14: Uploaded V0.6.2.0
Fix: Fixed missing languages for item name and description when using customization.

Update 11/8/2014: Uploaded V0.6.3.0
Enhancements:
Added conversion from Sims3 and OBJ meshes using a reference mesh for auto-bone assignments. Use the Vertex Color and Transform Data at your own risk; I haven't specifically tested them yet. In general this should be used ONLY for non-morphing hair and accessories.
You can now convert a TS4 mesh to TS3, in Milkshape add vertices and faces by subdividing faces by 2 and/or dividing edges, and convert back to TS4. This will be useful only for adding detail in some areas. Note this will not work correctly if you subdivide faces by 3 or 4.
The Package Import/Export now is fully able to handle conversions - export a TS3-format mesh, modify it, and import it back to the same TS4 mesh you exported it from.
Updated for pools patch.
Made GEOM convert tab hopefully less confusing.
Added bone-crash fixer in 'Misc Package Tools' tab.
Added GEOM data viewer in the 'Misc Other Tools' tab. This will show data for both TS3 and TS4 meshes. It's got some charts for visualizing UV and stitch data which are kind of interesting.
Tested cloning of custom packages and was unable to replicate errors some of you have mentioned. If you have problems, please comment and if possible upload or link to the package you were cloning.
Added GPL licensing info.
Added a nifty icon. :) Thanks, LumiaLover!
On the list: Custom thumbnails, recolors added to existing EA and custom items, easy replacement of swatches and reordering of colors, editing of CASP flags.

11/9/2014: Uploaded version 0.6.4.0
Fix: Corrected the conversion of S3 to S4 with no original or reference S4 mesh not doing anything.
Enhancements: Added ability to export OBJ meshes from the Package Mesh Import/Export tab.

1/8/2015: Uploaded version 0.7.0.0
Fix and enhancement: Overhauled the path-finding and cloning processes - All game items now appear in one list, which can be filtered to select add-on packs. The only pack at this time is FP01, the free holiday pack. PLEASE NOTE THAT TO TAKE FULL ADVANTAGE OF THIS FEATURE YOUR PATH MUST BE SET TO THE TOP SIMS4 INSTALLATION DIRECTORY (ex: C:\Program Files (x86)\Origin Games\The Sims 4\) NOT A SUBFOLDER.
Enhancement: Auto conversion now allows you to use a hard-coded vertex color instead of copying it from the reference mesh. This may resolve problems of hair, accessory, etc. meshes morphing unexpectedly with sliders.

2/4/2015: Uploaded version 0.8.0.0
Fix for "No CASP files found in package" error that appeared with the February patch. PLEASE NOTE THAT TO FIND GAME AND FREE PACK ITEMS YOUR PATH MUST BE SET TO THE TOP SIMS4 INSTALLATION DIRECTORY (ex: C:\Program Files (x86)\Origin Games\The Sims 4\) NOT A SUBFOLDER.
Minor changes: Reorganization including moving "Examine GEOM" from Misc Tools to GEOM Tools tab; the Customization options are removed since they no longer work.
Updated source will be provided with the upcoming major version update.

4/8/2015: Uploaded version 0.9.0.0
Various fixes and updates for the 'Get to Work' patch. Will now handle the new CAS Part format.
Addition of conversion of TS4 meshes to/from MS3D format, with full support for bone assignment.
Minor bug fixes.
In the cloning screen, two options have been added:

'Remove Emission (Glow) Map' removes the new texture that defines the Alien Glow.
'Set TGI High Bits' controls how the unique ID for the CAS Part is assigned - the GtW patch made CC with the EA-approved assignment show up in ALL categories. A patch to fix that is expected but we don't know when. Until then you can leave the High Bits checkbox cleared (compatible with the current situation) or check it to make CC that complies with EA standards but won't work correctly for now.

A new tab has been added for Milkshape MS3D mesh support. This is still experimental, and only the adult skeleton is supported at this time. It may or may not work well for children - I have a lot of testing still to do.

5/5/15: Uploaded version 0.10.0.0
This is a quick fix for the new version of the CASP resource that was introduced with the 5/4/15 game patch. It also again automatically sets the high bits in custom resource TGIs since the classification bug has been fixed in the game.

0.10.0.0 will probably be the last of this series. Version 1.0, with a major revamp to support clone package editing, will probably go right into the downloads section.

6/22/15: Uploaded version 1.0.0.0
After some self-debate, I decided to upload this version here for testing since I don't seem to be constitutionally capable of the patience needed to give it the degree of testing it needs. A few notes:

Speculars will be exported as DDS images which can be edited in your favorite program. According to SimGuruMeatball: Red = cube map blur (blurriness of reflections?), Green = cube map strength (brightness of reflections?), Blue = specular falloff (focus, or size of highlights), Alpha = specular strength (shininess - lighter/more opaque is shinier, darker/more transparent is less shiny) In general, lightening all four channels will give you added shine, but you should experiment.

Saving with mipmaps is not required for images that will be used in RLE2 or RLES form. I'm looking at whether the game actually uses image mipmaps and if anyone has evidence one way or another I'd like to know. Mipmaps ARE needed for textures to render properly in the game.

Speaking of images, CAS Tools takes a while to process them. In particular it may take several seconds to load a cloned package in the editor and a bizarrely long time to process imported textures. I'll look at whether there's a way to speed this up.

I want this to be an easy-to-use tool, so I didn't include every setting and property, only the ones that seem most useful. Suggestions of other properties to include will be considered. :)

6/22/15: Uploaded version 1.0.0.2
Corrected to prevent dropping of mipmaps (which ARE needed) and format of the bumpmap. Fix for the program exiting very rudely if the game packages path is invalid.

7/4/15: Uploaded version 1.0.0.4

Fixed bugs in bone assignment conversion to and from Milkshape MS3D which caused small assignments to random bones in some vertices, resulting in distortions ranging from unnoticeable to pretty glaring.
Fixed inability to export head meshes.
Fixed combination of TS4 meshes with different formats.
Fixed slowness when displaying/importing/exporting images.
Added handling of Emission Map (Alien Glow map). This appears in the Mesh tab.


Note on bone weights when using Milkshape MS3D meshes: Due to the way Milkshape works, bone weights in an MS3D mesh are less precise than in a TS4 mesh. (Milkshape uses a value of 0 - 100; TS4 uses a value of 0 - 255) Any flaw or discrepancy in bone weights in a TS4 mesh may be magnified in the process of conversion to and from MS3D and become noticeable in the game. There's nothing I can do about this. You should be able to fix it manually by adjusting weights in Milkshape so that vertices in the same location have exactly the same bone assignments and weights so they don't separate during animations.

Note on the Glow Maps: The alpha channel controls the frequency at which the glow brightens and dims. A completely black/transparent alpha results in a steady glow (which just looks like a lighter part of the texture unfortunately) while a completely white/opaque alpha results in a very rapid blink that could probably induce seizures. Also, you can make the glow any color you want.

7/6/15: Uploaded version 1.0.0.5
Fixed faulty detection of local user thumbnail cache package, which was causing the program to exit with no errors on some non-English systems.
Fixed anchoring of controls in the clone package editing tabs, which was causing some controls to float in unexpected ways when resizing the window.

7/7/15: Uploaded version 1.0.0.6
Fixed stripping of mipmaps from DDS images caused by changing to a newer and faster DDS support library. This bug resulted in textures becoming transparent when zoomed out and/or when using lower graphics settings, with the sim's skin showing through. If this happens with CC you've created, please re-import your textures using 1.0.0.6.
Fixed failure to correctly remove CC glow maps.

7/21/15: Uploaded version 1.1.0.0
Added two new functions in the Clone Package Editor tab:
Preview: Now includes a 3D preview of the CAS part package. In the Recolor Manager tab you can click on each recolor to update the preview with the recolor texture. Using the controls on the left you can add/remove the model head, top, bottom, and feet; add/remove the skin details (shadowing/highlighting, lip color, etc.); add/remove underwear; change skin color; and change the lighting.
Mesh Region Manager: Lists the regions in the RegionMap resource with their assigned meshes. You can modify and remove regions and the CASPs will be automatically updated / meshes removed to reflect changes.
Bugfix: "Save As" will now save your package under a new name and continue work on that new package.
Known bugs/issues: The previewer currently only does lod0. Hair does not display perfectly in the preview. Most meshes using the SimSkin shader will have discoloration around the scalp where there are layers of mesh, but you can minimize this by turning off the skin details. Meshes using the SimGlass shader will display with alpha transparency but may have issues with the layering of transparent meshes.
Plans: I'm working on adding regions/meshes, and on previewing the lower lods.

Special thanks to Plasticbox for being a very thorough beta tester and suggesting several improvements!

7/21/15: Uploaded version 1.1.0.1
A fix for importing of meshes with triangles that have two or all three vertices in the same location. The tangents can't be calculated for these triangles so a zero tangent will be used so the mesh will still save correctly. This fix only affects meshes with this problem.

8/8/15: Uploaded version 1.2.0.1
Fixed issue of buttons and other controls being placed outside the program window and unreachable on systems using a font/icon setting of 96 dpi.
Enhancements to the Previewer: Turn on or off display of the diffuse texture, specular, glowmap, and bumpmap. Select which parts of a multipart/multiregion mesh to display. Note that the bumpmap will be displayed as a grayscale overlay, not a true bumpmap. Also note that the specular display is only an approximation since EA uses a non-standard format for their speculars. It's very close for most clothes but clothes such as alien uniforms which make extensive use of the non-standard features won't preview as accurately.
Added the SortLayer in the Clone Editor / General Properties tab.
Various bugfixes.

12/5/15: Uploaded version 1.3.0.3
Updated for the patch of 12/4/15.
Added export of ms3d mesh with choice of UV0 or UV1.
Various enhancements and bugfixes.

1/22/16: Uploaded version 1.3.0.4
Loading of property tags is now from a separate file which can be updated after every patch without requiring a new version of CAS Tools.
A couple of property tag categories are now included in the recolor editing tab which don't seem to be implemented by EA, but may be in the future.
Corrected anchoring of the Pack ID field.

2/14/16: Added the source for the XmodsDataLib support library which I have up to now forgotten to include.

6/9/16: Uploaded version 1.4.0.0
Updated to be compatible with the changes to CASP and GEOM in the EA 6/2 patch. If you open an older version package in CAS Tools, it will automatically update your CASP and any custom GEOMs to conform to the new versions. The flags to disable for the opposite gender and opposite frame will be checked by default. CAS Tools will add the necessary data to the GEOMS to enable gender morphing, and if you want that function you should enable it for the opposite gender and optionally opposite frame (in the General Properties tab) and test in-game. I saw some strange distortions with an older mesh so you should test for problems.

6/10/16: Uploaded version 1.4.0.1
Fix for the tool not correctly recognizing the new version of GEOM in the mesh conversions and some fixes to how the conversions handle which GEOM version to produce. Note that the new seam stitch data needed for gender morphing is added when older version meshes are imported to a package.

6/11/16: Uploaded version 1.4.0.2
Fix for more conversion errors and an error in the package editor clones management tab preventing commitment of changes.

6/17/16: Uploaded version 1.4.0.3
Fix for error in reading OppositeGenderPart and FallbackPart fields, added ability to fix/create seam stitch data and UV stitch data, added display of Slotray Intersection data.

6/18/16: Uploaded version 1.4.0.4
Fix for error in mesh import/export/conversions caused by a mistake in adding a new feature in the previous version.

6/25/16: Uploaded version 2.0.0.0
Fixes: More mesh version conversion errors corrected.
New features:
- Clone Package Editor / Mesh Manager: Quick fixes for seam gapping and arm positioning. Ability to adjust how far from the body the arms are positioned. UV1 can be exported and imported.
- Mesh Tools tab is reorganized. Frankenmesh is gone, now you can do the same function by exporting two TS meshes to another format for editing, converting them back using the original as reference, then use the mesh combination tab to combine them. Conversion with no original mesh is also gone - use the auto-convert instead.
- There is now an extensive and overhauled auto-conversion tab, including auto-uv1 mapping. TS3, OBJ, and MS3D meshes can be converted with all necessary data generated for you, provided a suitable TS4 reference mesh is used. A standard nude/underwear mesh can optionally be used for clothing. Please note: The conversion takes time. It works best if your new mesh is similar in shape and structure to the TS4 mesh you use as a reference. The UV1 mapping is far from perfect - the clothing meshes I tested on work fine in CAS but the mapping looks like a mess, which could be a problem is you need to edit it. I'll keep working on that.

This will probably be the last version before I finally put this sucker in Downloads, after most of the remaining bugs are found and corrected.

6/25/16: Uploaded version 2.0.0.1
Auto-uv1 is now splitting seams correctly and making neat and editable maps.
Fixes: Fixed thumbnail import to wrong format, an error causing the neck/waist/ankle seam fixer to do very wrong bone assignments, and failure of the Mesh Manager TS3 importer to include seam stitch data (prevents gaps in opposite gender/frame).

7/4/16: Uploaded version 2.0.0.2
'Auto-conversion to TS4 mesh' is now 'Conversion to TS4 mesh' and includes an option to not use a reference mesh when converting TS3 meshes.
Auto-uv1 adds fewer vertices to the mesh as a result of unnecessary seam splitting. (Still working on this.)
The child skeleton is now used when converting child meshes to ms3d.
Fixes: Conversion with the lod level not filled in no longer results in a 'mesh is not valid' message.
Notes: Currently if you use the standard reference option when auto-converting hair the head and body will be used which may result in hair getting some bone assignments from the facial features. In the next version I plan to include a standard hair reference which should also be usable for hats.

8/28/16: This tool is now in Downloads: http://www.modthesims.info/download.php?t=582348

meyomey
5th Sep 2014, 12:13 PM
Cmar,

just a short feedback for now, only received my S4 yesterday.

I tried MeshTools for a first simple run - I shortened a yf (fullbody)-long dress and the yf-maxiskirt; just pushing vertices around in MS from the exported (S3-)LOD0 since I found that was the lowermost part and raised the hem that way. Worked flawless - i checked it in CAS.

However, I tried to modify the yf wedge hair by erasing (LOD0) points in MS (shorten the bangs) - which resulted in an error message since number differed. So what would be the way to get this done... could this be done with the Frankenmesh routines? If yes, coudl you give me a hint how?

Thanks for your ongoing work anyway - I hope I am not seen as complaining, au contraire.

Cheers
Torsten

CmarNYC
5th Sep 2014, 12:21 PM
Of course you're not complaining, you're showing me where more info is needed.

Yes, you can use Frankenmesh. Just load your modified S3 mesh and the original S4 mesh in the fist pair of slots and it will give you an S4 mesh with the vertices removed. I'll update the description.

meyomey
5th Sep 2014, 4:45 PM
Hey just wanted to get back on this -- YOU ROCK!!!

Worked like a charm. I was able to cut the "YF hair wedge" mesh so it now is an asymmetric bob. :-) Had to extract and franken the 3(!) LOD0 meshes though - Lod0_3 is "complete" and the other two are partia meshes... so far I have no idea what they are for at all. Well, I guess, it's kinda open season now to remove unwanted crap on the EA meshes...

Thanks again -
Torsten

meyomey
5th Sep 2014, 5:05 PM
So now there are two tasks left - 1) adjust texture so it will better match the mesh, 2) add hair colors

Still feeling like a star, despite Cmar did all the relevant work...

CmarNYC
5th Sep 2014, 5:15 PM
Looks great!

For me, coding is the fun part - fiddling with textures and swatches etc. is the hard - and tedious - real work!

meyomey
5th Sep 2014, 5:38 PM
Thanks-

Is there any chance to get a clone package with ALL the original's textures (and swatches)? I selected them all, but only the last one selected (in this case white) made it into the package. In theory, I could clone each single colour, but that would be such a waste of resources.

CmarNYC
5th Sep 2014, 7:27 PM
That's not a bad idea. I've been thinking about some way to do multiple colors in one clone since Color Magic isn't really geared towards complete clones or combining recolors in a single package. I'll work on it.

meyomey
5th Sep 2014, 7:36 PM
Awesome, thanks!

Zovesta
5th Sep 2014, 9:20 PM
Thank you so much, this was most definitely needed. =]

MaclimesZero
6th Sep 2014, 1:37 PM
I'm having a slight problem. When I attempt to export the same mesh twice, I get a "Unhandled exception" error message the second time, every time. I end up having to exit the program and come back in. It's not a huge pain, just though you'd like to know!

Other than that, this program is fantastic! Thank you so much!

meyomey
6th Sep 2014, 2:09 PM
I second that - happended to me, too, when I exported all the wedge hairs.

FifthAce2007
6th Sep 2014, 7:40 PM
Some feed back for you Cmar...first of all...nice work getting this up and running so fast! I've been eager to take a look at some of the meshes, even if I will leave editing them until everything is a little more streamlined.

2 things, well 1 is more of a suggestion/request really.

The first thing, on Windows 8, (yes I know it's a complete pain in the jaxie), first run prompts Windows to warn as a potentially unsafe file and I had to select "run anyway". After that it launches ok.

Second thing, maybe something for further down the line once the core functions have been done, any chance of a filter similar to the one Colour Magic has, where you can filter male/female/type etc?


Great work!

murfee
6th Sep 2014, 11:27 PM
Sorry if I'm exhibiting blatant noobness, but when I tried the Package Mesh Import/Export all the meshes had the same name -- ymMakeupEyebrows_Unibrow_lod-1 (all the TGI codes are different though). Is there a way to change the package names the way we could in the TS3 Mesh Toolkit?

I tried the Mesh Cloner as well, and it showed all the right names, and everything had different instance IDs too.

CmarNYC
7th Sep 2014, 12:34 AM
@MaclimesZero & meyomey: Yes, I've seen the 'can't export twice' bug and will try to get it fixed in the next version.

@FifthAce2007: This might be because the assembly is unsigned. I don't have Windows 8 so I can't test, and it doesn't sound like a huge problem. Sure, further down the line I can do filtering. For now you can sort on the Name and find things pretty easily.

@Murfee: How did you clone the package? Eyebrows don't have a mesh and shouldn't appear in the Cloner list. I'd be curious to see what's in the package if you want to upload it.

murfee
7th Sep 2014, 12:54 AM
I just opened the fullbuild package in the Client folder -- I only just realized it's only supposed to be used for packages with just ONE mesh in it. :P

Told ya -- NOOB. :faceslap:

I just matched up the Instance IDs from the Mesh Cloner tab to the Instance IDs in S4PE to extract the meshes and textures, but S4PE's about to start cussing me out. :lol:

CmarNYC
7th Sep 2014, 3:12 AM
I'm still puzzled - like I said eyebrows don't have a mesh and shouldn't show up at all in the mesh cloner, so I don't know what instance IDs you matched up to find those meshes. Also it looks like there are several different instance IDs, but all the meshes for one item have the same instance.

I think what's happening in that screenshot is that the tool is trying to find the lod and meshpart numbers for the meshes, but they're not actually linked from the CASP or meshpart map resource so it defaults to lod-1 for all of them.

MaclimesZero
7th Sep 2014, 5:46 AM
I don't seem to be able to export glasses at all. Every time, I get that same "Unhandled exception" error.

felipotorres
7th Sep 2014, 6:59 AM
Why when I clone a mesh it says: "not all sources were found?" Why weren't found?

CmarNYC
7th Sep 2014, 1:08 PM
Why when I clone a mesh it says: "not all sources were found?" Why weren't found?

What mesh are you cloning?

violablu
7th Sep 2014, 5:23 PM
The yf flutter dress causes the program to crash every time I try to clone it.

Carved Crayon Rose
7th Sep 2014, 7:16 PM
What an interesting toolkit so early on! I'll take a few hours and mess around with the tools you so kindly provided. Hopefully, I can provide some relevant feedback for you.

CmarNYC
7th Sep 2014, 10:32 PM
I don't seem to be able to export glasses at all. Every time, I get that same "Unhandled exception" error.

The yf flutter dress causes the program to crash every time I try to clone it.

Thanks for pointing out specific problems! I'm in the process of rewriting the tool to handle multiple recolors in one package, and I'll test on glasses and the flutter dress. I was able to clone the flutter dress, btw, but for some reason it couldn't find all the GEOMs. Maybe you didn't click on a color - that will cause an exception.

violablu
8th Sep 2014, 12:05 AM
Thanks for pointing out specific problems! I'm in the process of rewriting the tool to handle multiple recolors in one package, and I'll test on glasses and the flutter dress. I was able to clone the flutter dress, btw, but for some reason it couldn't find all the GEOMs. Maybe you didn't click on a color - that will cause an exception.

unhanded exception.... is that what u mean? :D

ZeGauntlet
8th Sep 2014, 2:33 AM
ah...sorry again Cmar. I ran into another error when I tried using the frankenmesh.
http://puu.sh/bq8Kf/3c8a1560a1.txt What I'm trying to convert is a hair that I edited. I didn't add any verticals but I removed some.

Zovesta
8th Sep 2014, 3:08 AM
I've cloned nearly all of the male suit jackets and every time I try to put them in my game they're missing big chunks from their arms and sometimes body. =/ I'm not even editing these, just cloning, opening in s4pe, exporting the geoms, and importing them back into a new package. While everything else work well enough, it's just these giant chunks missing. Just thought I should go ahead and report that. =o

CmarNYC
8th Sep 2014, 3:35 AM
Thanks - I'll be sure to test with hair too.

murfee
8th Sep 2014, 4:48 AM
I'm still puzzled - like I said eyebrows don't have a mesh and shouldn't show up at all in the mesh cloner, so I don't know what instance IDs you matched up to find those meshes. Also it looks like there are several different instance IDs, but all the meshes for one item have the same instance.

Sorry, I used the Instance IDs from the Mesh Cloner tab, not the Package Mesh Import/Export tab. (see pic) The IDs in the Mesh Cloner tab are the right ones, yup!

Last night I found a shorter way to get the meshes extracted, by opening the FullBuild package in the Mesh Cloner tab, selecting the item I wanted, picking a color preset for it, and Cloning it. Then I opened that cloned file in the Package Mesh Import/Export tab, and from there got all the GEOM files and textures -- MUCH quicker than matching IDs in S4PE; it worked like a charm! :up: :lovestruc

Also, I found a little interface thing -- nothing major, but when I try to resize the Tool, the buttons at the bottom don't move with the window edges (see pic). Again, nothing major.

MaclimesZero
8th Sep 2014, 11:11 AM
Feature Request: Can the Mesh Cloner tab also include items that don't have meshes (like eyebrows and tattoos)? I know the purpose of the tool is for meshes, but it's a really hand way to create a stand-alone .package for even just recolors. Sort of a one-stop-shop. :)

Zovesta
8th Sep 2014, 3:36 PM
Ah, another one to report: I can't clone any glasses. I tried all of them, each time I get "Unhandled exception has occurred in your application." ... "Object reference not set to an instance of an object." Here's the Details log. (http://pastebin.com/nXw9V1L0)

I thought for sure glasses had meshes? =o

MaclimesZero
8th Sep 2014, 3:42 PM
Ah, another one to report: I can't clone any glasses. I tried all of them, each time I get "Unhandled exception has occurred in your application." ... "Object reference not set to an instance of an object." Here's the Details log. (http://pastebin.com/nXw9V1L0)

I thought for sure glasses had meshes? =o

I had the same problem. I wonder if it has to do with the fact that glasses are the only items that have alpha-editable mesh?

JosephTheSim2k5
8th Sep 2014, 10:18 PM
Hey Cmar, thanks for an awesome tool.

I've just been toying this evening, having not been modding for a couple of years, but I seem to have hit a brick wall which maybe you can explain for me.

In Package Mesh Import/Export I've exported all LoDs of my cloned package and edited LoD3 (which was the largest file, therefore I'm assuming the highest LoD?) in MS (imported and exported using Wes S3 Plugins). However, when I import the edited mesh back into Package Mesh Import/Export do I need to convert it from S3 GEOM to S4 GEOM first? Also, do I need to edit the other LoDs? If not, what do I do with them? I've tried importing the edited LoD3 into all of the LoDs 0-3 (ignoring the 'Unhandled exception has occurred in your application' relating to the number of vertices) but the mesh still didn't change (in CAS or in game) and I've tried replacing solely LoD3, and still the mesh didn't change. Where am I going wrong?

Sorry for all the questions, thanks in advance.

JD

CmarNYC
9th Sep 2014, 3:08 AM
I've been hard at work adding the ability to clone non-mesh items, to filter the listing, and to bundle multiple recolors in one package. Plus fixing the problems that affected the flutter dress among others. Have to remember to test glasses and figure out why it fails on a second clone.

@JosephTheSim2k5: lod 0 should be the largest mesh. Maybe you're confusing the lod with the meshparts. The lod (level of detail) goes from 0 (highest detail) to 3 (lowest detail). The meshparts are different pieces of the mesh - pants are divided into sections: waist to below the knee, calf, and bottom od the pants. Other meshes may be chopped up this way too. Each lod may consist of one or more meshparts. It's important to not get the lods or meshparts mixed up.

If you modified only lod 3, you'll probably never see the changes. Lod0 is used in CAS and when the sim is close up, lod1 when the sim is farther away, etc. At lod3 the sim is way in the distance.

If you've exported and modified an S3 format mesh, you must import it back to the same mesh you exported. If you removed vertices you must first use the Frankenmesh function to convert it back to a valid S4 mesh and then import it.

MyreMylar
9th Sep 2014, 8:40 AM
Had a go at cloning the PartyVelvet hat, didn't alter anything other than making a clone in S4MeshTools. It 'works' up to a point in that the clone appears in the thumbnails list in the game and the mesh appears on the sim, unfortunately whenever I try to navigate away from the cloned hat (by clicking to swap to a different hat) it crashes the game immediately.

These are the settings I tried:

http://i.imgur.com/xm4BmZY.png

and this is how the cloned package looks in s4pe:

http://i.imgur.com/6vxjBAl.png

Am I doing anything wrong or is this a known bug that may be fixed in the next version?

pauline9126
9th Sep 2014, 11:42 AM
Had a go at cloning the PartyVelvet hat, didn't alter anything other than making a clone in S4MeshTools. It 'works' up to a point in that the clone appears in the thumbnails list in the game and the mesh appears on the sim, unfortunately whenever I try to navigate away from the cloned hat (by clicking to swap to a different hat) it crashes the game immediately.

These are the settings I tried:

http://i.imgur.com/xm4BmZY.png

and this is how the cloned package looks in s4pe:

http://i.imgur.com/6vxjBAl.png

Am I doing anything wrong or is this a known bug that may be fixed in the next version?

ME TOO. WANT TO KNOW WHY.

kiwisims_4
10th Sep 2014, 5:31 AM
Thanks for pointing out specific problems! I'm in the process of rewriting the tool to handle multiple recolors in one package, and I'll test on glasses and the flutter dress. I was able to clone the flutter dress, btw, but for some reason it couldn't find all the GEOMs. Maybe you didn't click on a color - that will cause an exception.

hi if ive cloned an outfit once am i not able to clone it again through this tool ? whenever I do , i get the unhandled exception error ? thanks in advance :up:

meyomey
10th Sep 2014, 6:55 AM
Kiwi, that's a known problem - see posts #11 & #12 - Cmar is working on that

Selarono
10th Sep 2014, 7:07 AM
Like a few people here I am VERY new to this but am having some success here with your tools. Id love a tutorial, but I have been getting it ok. I am having an issue that I haven't seen here yet...It may just be that its a simple fix I don't know yet. When I import the yftoptankbra, it gives me the error "Hashed boneXXXXXXXXnot in skeleton" for this item it pops up 7 times. I closed each one and when it finally opens, there is a model of a female chest and from the front view, I can see that there is something on there, where the cleavage is there is something, but in any view I cant differentiate the bra from the body. I tried to color it , but the whole body is colored and no, I didn't import the body. There is only one group and that's the bra. Is this something simple? I have successfully imported earrings and socks so I think I have the process down....but maybe this is different since its clothing and not an accessory? Also, I see there are different versions of the items. Lod0 etc. Is there one I should be choosing over others or do I have to redo ALL of them.... Once again, probably an easy answer, but im winging it here lol Thanks in advance for any help and SUPER thanks for putting all of these in one program <3 BTW, I have the full game, not demo and am using milkshape for the meshing...id rather use wings3d but not sure if I can??!!

trap lorde
10th Sep 2014, 9:01 AM
@Selarono I got the same error. I converted the s4 geom to s3, imported to milkshape, exported to OBj and did some edits on the mesh (only moving verts), reimpirted the OBJ, assigned bones manually with the reference geom. Exported the edited s3 geom, converted it to s4 geoms again, imported the geoms in my package. I opened up my game with extreme excitement, but after entering CAS the game crashed... :( I've no idea what went wrong.

CmarNYC
10th Sep 2014, 9:01 AM
Playing catchup:

ah...sorry again Cmar. I ran into another error when I tried using the frankenmesh.
http://puu.sh/bq8Kf/3c8a1560a1.txt What I'm trying to convert is a hair that I edited. I didn't add any verticals but I removed some.

Could you upload everything - the cloned package, the original mesh, and the edited mesh?

I've cloned nearly all of the male suit jackets and every time I try to put them in my game they're missing big chunks from their arms and sometimes body. =/ I'm not even editing these, just cloning, opening in s4pe, exporting the geoms, and importing them back into a new package. While everything else work well enough, it's just these giant chunks missing. Just thought I should go ahead and report that. =o

How did you construct the new package? If it was another clone, maybe the TGI numbering of the meshes didn't match the other cloned CASP?

Like a few people here I am VERY new to this but am having some success here with your tools. Id love a tutorial, but I have been getting it ok. I am having an issue that I haven't seen here yet...It may just be that its a simple fix I don't know yet. When I import the yftoptankbra, it gives me the error "Hashed boneXXXXXXXXnot in skeleton" for this item it pops up 7 times. I closed each one and when it finally opens, there is a model of a female chest and from the front view, I can see that there is something on there, where the cleavage is there is something, but in any view I cant differentiate the bra from the body. I tried to color it , but the whole body is colored and no, I didn't import the body. There is only one group and that's the bra. Is this something simple? I have successfully imported earrings and socks so I think I have the process down....but maybe this is different since its clothing and not an accessory? Also, I see there are different versions of the items. Lod0 etc. Is there one I should be choosing over others or do I have to redo ALL of them.... Once again, probably an easy answer, but im winging it here lol Thanks in advance for any help and SUPER thanks for putting all of these in one program <3 BTW, I have the full game, not demo and am using milkshape for the meshing...id rather use wings3d but not sure if I can??!!

Sims clothing is not just the 'clothing' - it's not like there's an actual body underneath, despite the ability to 'remove' it in CAS and see underwear. There's just one shape, of the clothed body. So you're not going to see a separate bra. The bra is painted on the mesh with the texture, normal map, specular map, etc. The LODs are levels of detail - lod0 is seen when the sim is in CAS or up fairly close, lod1 from farther away, etc. The distances depend on the setting for Sim Detail in the graphics settings. To be thorough you should do all the lods but most players will never see lod3 or probably even lod2. Oh, and the 'hashed bone' errors are normal, just ignore them.

@Selarono I got the same error. I converted the s4 geom to s3, imported to milkshape, exported to OBj and did some edits on the mesh (only moving verts), reimpirted the OBJ, assigned bones manually with the reference geom. Exported the edited s3 geom, converted it to s4 geoms again, imported the geoms in my package. I opened up my game with extreme excitement, but after entering CAS the game crashed... :( I've no idea what went wrong.

LOL, what went wrong is you can't do that. By converting to OBJ you lose the vertex numbering and the order of the vertices. Those things must be preserved in order to reconstruct the TS4-format mesh from the TS3-format mesh. TS4 meshes have two sections of data that are keyed to the vertices by sequence number and that I can process to remove the ones that are no longer needed, but I haven't a clue of how to calculate them from what amounts to a new mesh. By going to OBJ and back you got a big mess.

CmarNYC
10th Sep 2014, 9:29 AM
Also, new version uploaded with multiple bug fixes and new functions.

meyomey
10th Sep 2014, 9:39 AM
Awesome, Cmar! Thanks. Am going to give it a go.

CmarNYC
10th Sep 2014, 9:59 AM
The location of the game data packages can be entered manually in the settings, if you can find them.

CmarNYC
10th Sep 2014, 10:11 AM
\The Sims 4\Data\Client, where the ClientFullBuild packages are. I can't help further since it's against MTS policy to help with illegal games.

annadandelion
10th Sep 2014, 10:13 AM
OK, thank you for the help. Have a nice day!

meyomey
10th Sep 2014, 10:35 AM
First test run, re-creating my asymmetric bob hair - there might be a slight glitch in the system.

Cloned WedgeHair with multiple colors - check. Exported Lod0-2 in S4 and S3 format - check. Edited S3 mesh - check. Franken'ed edited S3 mesh with original S4 mesh - check. Import Frankenmesh in package as Lod0-2 - FAILED because of vertice number mismatch. (Shows original mesh in game)
Ran the Frankenmesh through the seperate S3-to-S4 tab mechanism (Frankenmesh + Orig S4 mesh) - check. Imported the resulting mesh in Clone package - check. Shows correct in game - CHECK.

Could it be that the Frankenmesh is for whatever reason a S3 mesh now???

Awesome job on the new features anyway, thanks Cmar.

trap lorde
10th Sep 2014, 11:24 AM
Hahahaa. Fail. Okay I always make the same mistake with the OBJ export. AHHH. But how did the obj export worked with s3? Is there a way to bring out the mesh with joints/bone information and the correct vertex data/IDs? Maybe with FBX. Surely not :( Shit. But your tool is very cool, thank you cmar :)

Maybe a genius can write a working obj exprt and import script if thats even possible hahaaa.

MyreMylar
10th Sep 2014, 1:30 PM
Tried the new version of the tools (UI is improved, nice!). Sadly, a clone of the PartyVelvet hat still seems to crash the game when interacting with it see: post #34 above for details of what I am doing. Any ideas?

violablu
10th Sep 2014, 5:02 PM
Mine crashes every time I try to clone tattoos, or makeup. My friend has the same issue.

CmarNYC
10th Sep 2014, 7:15 PM
First test run, re-creating my asymmetric bob hair - there might be a slight glitch in the system.

Cloned WedgeHair with multiple colors - check. Exported Lod0-2 in S4 and S3 format - check. Edited S3 mesh - check. Franken'ed edited S3 mesh with original S4 mesh - check. Import Frankenmesh in package as Lod0-2 - FAILED because of vertice number mismatch. (Shows original mesh in game)
Ran the Frankenmesh through the seperate S3-to-S4 tab mechanism (Frankenmesh + Orig S4 mesh) - check. Imported the resulting mesh in Clone package - check. Shows correct in game - CHECK.

Could it be that the Frankenmesh is for whatever reason a S3 mesh now???

Awesome job on the new features anyway, thanks Cmar.

They use the same code now so I don't see how. Is it possible you tried to import the S3 mesh by mistake?


Hahahaa. Fail. Okay I always make the same mistake with the OBJ export. AHHH. But how did the obj export worked with s3? Is there a way to bring out the mesh with joints/bone information and the correct vertex data/IDs? Maybe with FBX. Surely not :( Shit. But your tool is very cool, thank you cmar :)

Maybe a genius can write a working obj exprt and import script if thats even possible hahaaa.

With sims 3 the data in the meshes is well understood and the information that was lost in an obj could be recalculated. Hopefully in the future we'll understand the sims 4 mesh structure better and be able to do the same thing, but for now we don't know how.


Tried the new version of the tools (UI is improved, nice!). Sadly, a clone of the PartyVelvet hat still seems to crash the game when interacting with it see: post #34 above for details of what I am doing. Any ideas?

Since I cloned and used it with no issues, I'm stumped. Could you upload your cloned package and also list everything you did to it besides the cloning itself (if anything), plus exactly what you were doing when your game crashed? Hopefully that way I can replicate the problem.


Mine crashes every time I try to clone tattoos, or makeup. My friend has the same issue.

Could you post the exact error message, preferably with a screen grab so I can see what was going on in the tool as well as the error? Are you sure you clicked on the tattoo/makeup after sorting or filtering the list? Which tattoo/makeup is it, or is it all of them?

JosephTheSim2k5
10th Sep 2014, 7:26 PM
I've been hard at work adding the ability to clone non-mesh items, to filter the listing, and to bundle multiple recolors in one package. Plus fixing the problems that affected the flutter dress among others. Have to remember to test glasses and figure out why it fails on a second clone.

@JosephTheSim2k5: lod 0 should be the largest mesh. Maybe you're confusing the lod with the meshparts. The lod (level of detail) goes from 0 (highest detail) to 3 (lowest detail). The meshparts are different pieces of the mesh - pants are divided into sections: waist to below the knee, calf, and bottom od the pants. Other meshes may be chopped up this way too. Each lod may consist of one or more meshparts. It's important to not get the lods or meshparts mixed up.

If you modified only lod 3, you'll probably never see the changes. Lod0 is used in CAS and when the sim is close up, lod1 when the sim is farther away, etc. At lod3 the sim is way in the distance.

If you've exported and modified an S3 format mesh, you must import it back to the same mesh you exported. If you removed vertices you must first use the Frankenmesh function to convert it back to a valid S4 mesh and then import it.

That's fantastic, thanks so much. I will try again tonight. Really appreciate your feedback, thanks again. :D

JosephTheSim2k5
10th Sep 2014, 8:41 PM
Sorry Cmar, me again. I have another (potentially silly) question, so I give my apologies in advance...

I got my mesh working (I modified the AF Sun Hat to replica a crooked conical hat) and have been working on all four lods within the package so that the mesh works at all different lods. It works perfectly in CAS so I decided to trial it in game. However, the hat has a total mind of it's own. So whilst the mesh itself isn't looking too shabby there's major clipping and bizarre movements in game. Am I jumping too far ahead of myself by trialling items in game or is there a reason for the crazy hat syndrome which can be fixed?

Thanks again,
JD

MyreMylar
10th Sep 2014, 9:51 PM
Since I cloned and used it with no issues, I'm stumped. Could you upload your cloned package and also list everything you did to it besides the cloning itself (if anything), plus exactly what you were doing when your game crashed? Hopefully that way I can replicate the problem.

Huh, weird.

Well my settings in the new version look like this:

http://i.imgur.com/XIIMMLd.png

All I do is press 'clone!' save the file in the mods directory and then load into CAS, usually it crashes either as I select the cloned hat or after I select the cloned hat and then switch to another hat. Here's the package:

http://www.myrespace.com/sims4/MyreMylar_yuHat_TopHat.package

I wanted to get this first step working safely before moving onto messing with the actual mesh.

CmarNYC
10th Sep 2014, 10:13 PM
Sorry Cmar, me again. I have another (potentially silly) question, so I give my apologies in advance...

I got my mesh working (I modified the AF Sun Hat to replica a crooked conical hat) and have been working on all four lods within the package so that the mesh works at all different lods. It works perfectly in CAS so I decided to trial it in game. However, the hat has a total mind of it's own. So whilst the mesh itself isn't looking too shabby there's major clipping and bizarre movements in game. Am I jumping too far ahead of myself by trialling items in game or is there a reason for the crazy hat syndrome which can be fixed?

Thanks again,
JD

Sounds like a bone assignment problem but I'm not sure how that would happen. Could you upload the package?

violablu
10th Sep 2014, 11:00 PM
I have not tried ALL the makeup or tattoos, but every one I tried crashed.

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at XMODS.Form1.CloneGo_button_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18444 built by: FX451RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
S4CASTools
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----------------------------------------
System.Windows.Forms
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Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
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System.Drawing
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System
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Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
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s4pi.Package
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Win32 Version: 1408.22.1802.23466
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System.Configuration
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Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
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XmodsDataLib
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Win32 Version: 1.0.0.0
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----------------------------------------
Accessibility
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
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s4pi.Settings
Assembly Version: 1408.22.1802.23466
Win32 Version: 1408.22.1802.23466
CodeBase: file:///C:/Users/violablu/Documents/sims4/program%20zipz/MTS_CmarNYC_1457995_S4CASTools_0_3_0_0/S4CASTools_0_3_0_0/s4pi.Settings.DLL
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Assembly Version: 4.0.0.0
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CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.







Could you post the exact error message, preferably with a screen grab so I can see what was going on in the tool as well as the error? Are you sure you clicked on the tattoo/makeup after sorting or filtering the list? Which tattoo/makeup is it, or is it all of them?[/QUOTE]

CmarNYC
11th Sep 2014, 1:39 PM
Huh, weird.

Well my settings in the new version look like this:

http://i.imgur.com/XIIMMLd.png

All I do is press 'clone!' save the file in the mods directory and then load into CAS, usually it crashes either as I select the cloned hat or after I select the cloned hat and then switch to another hat. Here's the package:

http://www.myrespace.com/sims4/MyreMylar_yuHat_TopHat.package

I wanted to get this first step working safely before moving onto messing with the actual mesh.

This package works fine in my game. I don't understand this at all. Is there anything unusual about your game installation? What other CC/mods do you have? Did you change anything in the default Mods folder / resource file setup? Have you tried cloning other things like clothing?

CmarNYC
11th Sep 2014, 1:44 PM
I have not tried ALL the makeup or tattoos, but every one I tried crashed.



I'm not getting crashing when I do this. When you installed the new version of CAS Tools, did you put all the unzipped files in a new folder? If you just replaced the .exe that would cause a problem.

tamo
11th Sep 2014, 1:46 PM
Just a short feedback. I tested new version today. It works fine! I made a eyeglasses clone and It showed up in the game correctly. Thanks for an AWESOME tool, Cmar.
https://lh3.googleusercontent.com/-5xU86KcSNsE/VBGZZgIj4hI/AAAAAAAAXYY/L0Puzt4YESc/w590-h443-no/ts4meshtoolfeedback.jpg

MyreMylar
11th Sep 2014, 6:09 PM
This package works fine in my game. I don't understand this at all. Is there anything unusual about your game installation? What other CC/mods do you have? Did you change anything in the default Mods folder / resource file setup? Have you tried cloning other things like clothing?

I use a bunch of other CC without problems. Just in case I pulled all of it out, apart from the hat, but it still seems to crash in the same way. Don't think there is anything especially unusual, I do have the 'limited edition' version of the game rather than 'digital deluxe' or 'standard'. It was installed off a disc in the default places.

Thanks for looking into though. Perhaps, I'll see if I can persuade any other sims fans to try it. Maybe it's just me!

JosephTheSim2k5
11th Sep 2014, 6:23 PM
Sounds like a bone assignment problem but I'm not sure how that would happen. Could you upload the package?

You're completely right. I remembered that when I open the GEOMs in MS it says 'No bone file reference found' and when I go on to the joints tab everything is unassigned. So, I reassigned the hat and it works great in game, after a little more testing (and a few mesh tweaks) I think it will be ready for upload.

However, if for example I edit a dress and get the same problem, I'd hate to sit there reassigning all of the vertices. Is there a known reason why I'd be getting that error?

Thanks,
JD.

lucidsim
11th Sep 2014, 6:26 PM
Hi. Thank you for making this great program. I'm having the same issue as violablu posted. I cannot clone any of the non mesh items, like eyes, tattoos, makeup. This is a new install, see image of all the files and error. Please suggest how to get this working :)

CmarNYC
11th Sep 2014, 7:46 PM
You're completely right. I remembered that when I open the GEOMs in MS it says 'No bone file reference found' and when I go on to the joints tab everything is unassigned. So, I reassigned the hat and it works great in game, after a little more testing (and a few mesh tweaks) I think it will be ready for upload.

However, if for example I edit a dress and get the same problem, I'd hate to sit there reassigning all of the vertices. Is there a known reason why I'd be getting that error?

Thanks,
JD.

When you convert back to S4 I sopy all the bone assignments from the S4 mesh, so whatever you do to the bones in MS shouldn't make any difference. I'll have to re-examine my code. Maybe you did something wrong the first time - used the wrong S4 original mesh or something. I can't imagine what else it could be unless there's a weird bug in the tool.

JosephTheSim2k5
11th Sep 2014, 8:05 PM
When you convert back to S4 I sopy all the bone assignments from the S4 mesh, so whatever you do to the bones in MS shouldn't make any difference. I'll have to re-examine my code. Maybe you did something wrong the first time - used the wrong S4 original mesh or something. I can't imagine what else it could be unless there's a weird bug in the tool.

I didn't convert back to S4geom, I exported and then imported the S3geom right out of, edited and back into my package in Mesh Tools. Should I have converted it back to S4 first? I'll test using something with multiple bone assignments over the weekend if I get chance. That way I will be able to tell if it's got something to do with the way I'm doing it. It may be that I'm doing something wrong. Will having a screenshot of the error I get help at all?

JD

CmarNYC
11th Sep 2014, 8:13 PM
I use a bunch of other CC without problems. Just in case I pulled all of it out, apart from the hat, but it still seems to crash in the same way. Don't think there is anything especially unusual, I do have the 'limited edition' version of the game rather than 'digital deluxe' or 'standard'. It was installed off a disc in the default places.

Thanks for looking into though. Perhaps, I'll see if I can persuade any other sims fans to try it. Maybe it's just me!

Thanks for letting me know. I'm also using the limited edition from disk, so this is very strange. Would you mind if I post your hat package in the CAS parts create forum so I can ask more people to test it and maybe get some idea of why this happening?

Hi. Thank you for making this great program. I'm having the same issue as violablu posted. I cannot clone any of the non mesh items, like eyes, tattoos, makeup. This is a new install, see image of all the files and error. Please suggest how to get this working :)

Right now I have no idea what's causing it since it works fine for me. Let me see if I come up with anything.

MyreMylar
11th Sep 2014, 8:41 PM
Thanks for letting me know. I'm also using the limited edition from disk, so this is very strange. Would you mind if I post your hat package in the CAS parts create forum so I can ask more people to test it and maybe get some idea of why this happening?

Go ahead. I'm also trying to get other people to try it elsewhere. At the weekend I'll do some more experiments (cloning other things, downloading other cloned hats) to see if I can narrow it down.

CmarNYC
11th Sep 2014, 11:15 PM
Go ahead. I'm also trying to get other people to try it elsewhere. At the weekend I'll do some more experiments (cloning other things, downloading other cloned hats) to see if I can narrow it down.

Thanks! If we can get an example of a cloned hat that works for you vs the one that doesn't that would be very helpful.

Anubis360
12th Sep 2014, 12:00 AM
You are beyond awesome! I messed around a little with your new tool and I could manage to convert this children mesh for adults. I have to fix the bone assignments (if possible) and also the shadow around her face (missed to import the drop shadow texture hehe)
Great job Cmar! :lovestruc
http://thumbs2.modthesims2.com/img/1/1/3/1/0/6/9/MTS_Anubis360-1458836-preview.jpg

Niveaz
12th Sep 2014, 12:15 AM
I must be doing something silly/wrong because whenever I try to clone anything it always says "Not all resources were found!", it looks like everything is in the .package except the textures. Am I missing somthing, this is my first time really trying to edit anything from any of the sims games aside from a couple retextures of other peoples skins for sims 3.

Zovesta
12th Sep 2014, 1:08 AM
Thank you so much for doing this! Can't wait to try it out later tonight.

StarryNiteSims
12th Sep 2014, 7:04 AM
Hi! I'm having the exact same issue as violablu and lucidsim. Every makeup or tattoo I've tried comes up with that error and I can't proceed. It will allow me to clone clothing though. I even tried re-downloading and also tried extracting with 7zip instead and I'm still getting the same error.

Thanks so much for all your hard work on this - it's very much appreciated!!! :)

StarryNiteSims

JosephTheSim2k5
12th Sep 2014, 8:52 AM
Hey Cmar, me again :rolleyes:

So, this morning I cloned the soul goatee using CAS Tools and got some really weird clipping when I put it into CAS Demo and tried playing with the chins sliders. I haven't touched the Geoms at all, simply removed the soul spot in PS and imported the dds's back into package. Haven't tried it in game yet, will do that shortly. I'm just wondering where I went wrong? Or am I missing something obvious?

The clipping was only happing in CAS Demo, goatee worked perfectly in game! :D

Another success, then. Hats off to Cmar!

JD

MyreMylar
12th Sep 2014, 8:59 AM
Thanks! If we can get an example of a cloned hat that works for you vs the one that doesn't that would be very helpful.

Done a bit more testing on this.

Bad news:
- So far no hats, cloned by me, work for me. I've tried three different ones including one 'male only' hat. They all crash in the same way either as I click on the hat or after I click it then switch to another hat.
- Varying the name of the package before cloning seems to have no effect. Still crashes.
- Varying the amount of colours/recolours also seems to have no effect.
- I've also tried deleting all my sims data and (saves, mods, screenshots etc the whole directory) and having the game recreate it. Then adding only a cloned hat package and it still crashes.

Good news
- Two other people who've tried my crashing hat package report that it works, so it may be just me for some, so far inexplicable, reason.
- Cloning other clothes seems to work fine so far, at least I cloned a skirt with no problems. I'll likely test this some more later to see if it's just hats, just accessories or something else.

Pnixie
12th Sep 2014, 9:00 AM
Hi ! Same issue here, I'm getting that error. Maybe I did something wrong, do you know if I can find a tutorial somewhere to check that (and make sure it's not a bug) ?
Thanks for your work, it's amazing :up: !

DFMcLeod
12th Sep 2014, 12:32 PM
For some strange reason I cannot get the program to find the game's package files when I direct it to look for the folder where they're located. I've got them copied to a work folder so I don't mess up the originals. Any ideas?

CmarNYC
12th Sep 2014, 1:59 PM
Hi! I'm having the exact same issue as violablu and lucidsim. Every makeup or tattoo I've tried comes up with that error and I can't proceed. It will allow me to clone clothing though. I even tried re-downloading and also tried extracting with 7zip instead and I'm still getting the same error.

Thanks so much for all your hard work on this - it's very much appreciated!!! :)

StarryNiteSims

I've finally been able to get this error by running the tool with a standard user account instead of my usual admin account. So it has something to do with privilege, or... something. Edit: No, the same error happens when I run directly from the download, not from my debug environment. At least now I can test.

The standard account doesn't seem to affect the hat problem, though.

♥BabydollKissesXo♥
12th Sep 2014, 3:40 PM
I am a little confused, where do I find all the instructions to read them, if anyone can tell me please? I apologize if I asked in the wrong place as well. :(

JosephTheSim2k5
12th Sep 2014, 5:22 PM
Cmar, I've edited a mesh and want to change the shadow, but don't have the faintest idea where to start. Could you point me in the right direction?

Thanks, JD.

porphyria259
12th Sep 2014, 5:36 PM
Thanks for letting me know. I'm also using the limited edition from disk, so this is very strange. Would you mind if I post your hat package in the CAS parts create forum so I can ask more people to test it and maybe get some idea of why this happening?



Right now I have no idea what's causing it since it works fine for me. Let me see if I come up with anything.

I'm having the same issue as lucidsim with eyecolor. Default clone works fine.

Details:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at XMODS.Form1.CloneGo_button_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34014 built by: FX45W81RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
S4CASTools
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Andrea/Desktop/Sims%204%20Programs/S4CASTools_0_3_0_0/S4CASTools.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34003 built by: FX45W81RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
s4pi.Package
Assembly Version: 1408.22.1802.23466
Win32 Version: 1408.22.1802.23466
CodeBase: file:///C:/Users/Andrea/Desktop/Sims%204%20Programs/S4CASTools_0_3_0_0/s4pi.Package.DLL
----------------------------------------
s4pi.Interfaces
Assembly Version: 1408.22.1802.23466
Win32 Version: 1408.22.1802.23466
CodeBase: file:///C:/Users/Andrea/Desktop/Sims%204%20Programs/S4CASTools_0_3_0_0/s4pi.Interfaces.DLL
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34230 built by: FX452RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
XmodsDataLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Andrea/Desktop/Sims%204%20Programs/S4CASTools_0_3_0_0/XmodsDataLib.DLL
----------------------------------------
s4pi.Settings
Assembly Version: 1408.22.1802.23466
Win32 Version: 1408.22.1802.23466
CodeBase: file:///C:/Users/Andrea/Desktop/Sims%204%20Programs/S4CASTools_0_3_0_0/s4pi.Settings.DLL
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
Accessibility
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

CmarNYC
12th Sep 2014, 6:04 PM
I tried to debug the non-mesh items cloning problem and it seems to have fixed itself somehow. Maybe the version I uploaded previously was a bad build. Very strange! Could everyone who had the makeup/eyebrow/etc. cloning crash please download again and let me know if it works?

CmarNYC
12th Sep 2014, 6:13 PM
I am a little confused, where do I find all the instructions to read them, if anyone can tell me please? I apologize if I asked in the wrong place as well. :(

If you mean instructions for using this tool, there aren't any. Everything for Sims 4 is still in development, but at some point there will be tutorials.

Cmar, I've edited a mesh and want to change the shadow, but don't have the faintest idea where to start. Could you point me in the right direction?

Thanks, JD.

The shadow image is the other image that displays in the s4pe preview and can be exported to DDS, as you may already know. You can do that (export to DDS) and modifiy it, and import it back from DDS using s4pe. However, when I tried this I got weird black lines at the neck, wrists, and ankles and don't know what caused them. You'd just have to experiment.

Also, I'm glad you got the goatee working! Yes, the way bone assignments work is different between the game and the CAS Demo, so you can't use the same meshes. Inconvenient, but there it is.


@MyreMylar: Could you try cloning that hat again with the sorta-new version of CAS Tools? I'm wondering it there was some kind of strange bug in that build. Sometimes compilers can have bugs too.

trap lorde
12th Sep 2014, 7:00 PM
No matter what I clone, the cloned mesh gets distorted ´:'( I dont even edit the mesh/export or import something new. I just want to clone but it doesnt work :c

http://img5.fotos-hochladen.net/uploads/fuckbighbexzas152.png

Im probably dumb.

JosephTheSim2k5
12th Sep 2014, 7:03 PM
The shadow image is the other image that displays in the s4pe preview and can be exported to DDS, as you may already know. You can do that (export to DDS) and modifiy it, and import it back from DDS using s4pe. However, when I tried this I got weird black lines at the neck, wrists, and ankles and don't know what caused them. You'd just have to experiment.

Also, I'm glad you got the goatee working! Yes, the way bone assignments work is different between the game and the CAS Demo, so you can't use the same meshes. Inconvenient, but there it is.

That's great thank you, I've found it and edited it.

Can't wait to get back into game to get some stills of my completed meshes for upload. :up: but now, it's the weekend and I need a pint! :Pint:

Thanks again,
JD

JosephTheSim2k5
12th Sep 2014, 7:04 PM
No matter what I clone, the cloned mesh gets distorted ´:'( I dont even edit the mesh/export or import something new. I just want to clone but it doesnt work :c

Is that in CAS Demo or game?

JD

trap lorde
12th Sep 2014, 7:06 PM
In game :'0

MaclimesZero
12th Sep 2014, 7:50 PM
In game :'0

It looks EXACTLY like what happens when export a mesh from the demo, and import it into the main game. Maybe you're accidentally exporting from the wrong game's package?

StarryNiteSims
12th Sep 2014, 9:01 PM
I can confirm that the makeup/eye issue is fixed for me after the new download! Thank you SO much for everything that you do!! You rock!

lucidsim
12th Sep 2014, 10:41 PM
Confirmed makeup is now working :) Thank you for fixing this so quickly.

Zovesta
12th Sep 2014, 11:11 PM
Just cloned and edited yfBottom_SkirtCalfCircle. As soon as I try to hover over it, or the one I cloned it from, the game crashes. =/ I'll let you know if this happens with anything else.

Edit: That was with ver 3, I'll have to try out ver 4 tonight when the internet works properly.

violablu
12th Sep 2014, 11:30 PM
Makeup and Eyes work for me now!!! But I made some eyes and now I can not find them in the game...do I have to make default replacements for eyes?

simeleon24
13th Sep 2014, 12:41 AM
Hey Cmar, is there any way to bring the body parts with correct joints into Milkshape? What can I do when I get the error:"Hashed bone 0x... not in skeleton"?
It would be great to use the basic Sim body meshes and add different hair and clothing meshes to create animations in other programs ;)
http://i1378.photobucket.com/albums/ah104/simeleon24/sims4milkshape2_zpse4fbebd4.jpg (http://s1378.photobucket.com/user/simeleon24/media/sims4milkshape2_zpse4fbebd4.jpg.html)
Someone managed to rip single pieces with joints and put them together:
http://malik-hatsune.deviantart.com/art/The-Sims-4-Model-Rip-477369977
http://malik-hatsune.deviantart.com/art/Bella-s-Almost-Done-480969429
http://www.youtube.com/watch?v=Mu9ZG7TF_HE&feature=youtu.be
Is there any tutorial for that? :D

Thank you

CmarNYC
13th Sep 2014, 2:47 AM
Makeup and Eyes work for me now!!! But I made some eyes and now I can not find them in the game...do I have to make default replacements for eyes?

Sorry, I haven't done anything with eyes and don't know.

Hey Cmar, is there any way to bring the body parts with correct joints into Milkshape? What can I do when I get the error:"Hashed bone 0x... not in skeleton"?
It would be great to use the basic Sim body meshes and add different hair and clothing meshes to create animations in other programs ;)
http://i1378.photobucket.com/albums/ah104/simeleon24/sims4milkshape2_zpse4fbebd4.jpg (http://s1378.photobucket.com/user/simeleon24/media/sims4milkshape2_zpse4fbebd4.jpg.html)
Someone managed to rip single pieces with joints and put them together:
http://malik-hatsune.deviantart.com/art/The-Sims-4-Model-Rip-477369977
http://malik-hatsune.deviantart.com/art/Bella-s-Almost-Done-480969429
http://www.youtube.com/watch?v=Mu9ZG7TF_HE&feature=youtu.be
Is there any tutorial for that? :D

Thank you

At this time we don't have a plugin to import TS4 meshes into Milkshape, and TS4 has some bones that weren't in TS3 and can't be handled by the TS3 plugin. It's going to take more time for plugins to be written and the rigs to be made available.

♥BabydollKissesXo♥
13th Sep 2014, 2:58 AM
If you mean instructions for using this tool, there aren't any. Everything for Sims 4 is still in development, but at some point there will be tutorials.


Oh okay! Thank you! I did not know if you had meant tutorials or if you meant there were instructions on the tool. I will head to the tutorials section then and see if it's something I can get into. Thanks again. :)

Araenna
13th Sep 2014, 7:18 AM
So, my sims 4 isn't in the default location. So I keep pointing it to the client folder in the data folder. But then it says there's no TS4 packages? Am I pointing it to the wrong folder, or do I have to pick a package? I know with colormagic I had to point it to the resource in that folder. I know I must be doing something really dumb wrong here.

MyreMylar
13th Sep 2014, 8:25 AM
@MyreMylar: Could you try cloning that hat again with the sorta-new version of CAS Tools? I'm wondering it there was some kind of strange bug in that build. Sometimes compilers can have bugs too.

Downloaded the new version but it still seems to be happening for me sadly. I'll investigate more when I have time, see if I can narrow it down any.

DFMcLeod
13th Sep 2014, 8:35 AM
So, my sims 4 isn't in the default location. So I keep pointing it to the client folder in the data folder. But then it says there's no TS4 packages? Am I pointing it to the wrong folder, or do I have to pick a package? I know with colormagic I had to point it to the resource in that folder. I know I must be doing something really dumb wrong here.

I'm having this problem too except it's now happening with the default location as well. Not sure what's going on. From what I'm gathering as well if you open up say ClientFullBuild0.package and try to clone something it ends up with missing resources because it only grabbed stuff from the one package. The resources seem to be spread out between all of the ClienFullBuild packages so I'm at a loss for doing any cloning myself atm until Cmar can help us out.

oruda
13th Sep 2014, 9:01 AM
Sorry guys, i am new to the mesh thingy. How do i get a .simgeom into Blender? There is no open nor import for that file type, no matter if it is Sim 3 or Sim 4?!?
Or do i HAVE to use another, certain program for that?

Pnixie
13th Sep 2014, 9:59 AM
Hi ! I'm currently trying to duplicate a mesh and just recolor it, the point is we can't edit the DDS that correspond to the color selection for the recolor clothes.

@simeleon24, I'm not sure that's what you are looking for but you can download male and female body meshes to use in milkshape : https://onedrive.live.com/?cid=2e2626d060d2ff66&id=2E2626D060D2FF66%21122

JosephTheSim2k5
13th Sep 2014, 10:25 AM
In game :'0

Are you edits all LODs?

FifthAce2007
13th Sep 2014, 10:28 AM
@CmarNYC some feed back for you. First thanks for working on such a simple to use tool. I was able to use it straight out of the box with no trial and error practicing first,Good work! :)

Yesterday I re-created my working corset that I made for the Sims 3, using version 0_2_0_0 of your nifty mesh tools. Everything went ok, no problems, fabby tool. http://modthesims.info/download.php?t=534238

This morning I tried doing something similar with a dress, to create a corset dress. I used the new version 0_4_0_0, but the resulting package crashed the game. I duplicated my steps exactly using version 0_2_0_0 again and this time it worked fine as before.

CmarNYC
13th Sep 2014, 1:25 PM
@Araenna, DFMcLeod: other people seem to have this problem too. Make sure you're using the Settings (File/Settings) to point to the folder with your FullBuild packages. I'll look into it also.

@FifthAce: Could you upload the package that causes crashing and the one that doesn't?

trap lorde
13th Sep 2014, 1:48 PM
It looks EXACTLY like what happens when export a mesh from the demo, and import it into the main game. Maybe you're accidentally exporting from the wrong game's package?
Is The Sims 4 Cas Cloner cloning packages from the demo? If yes, that could be the problem. Yes it happens with all LODs. I cant clone a mesh with the cool mesh tool by cmar, when I hit new custom mesh and clone I get an error everytime umm. I gonna redownload the new version and try again.

CmarNYC
13th Sep 2014, 5:54 PM
Is The Sims 4 Cas Cloner cloning packages from the demo? If yes, that could be the problem. Yes it happens with all LODs. I cant clone a mesh with the cool mesh tool by cmar, when I hit new custom mesh and clone I get an error everytime umm. I gonna redownload the new version and try again.

The current CAS Cloner clones from the demo and you can't use it for the game. They're working on a complete new version.

Please try the new version of CAS/mesh Tools and if you get an error please post a screenshot.

wiqvonfrege
13th Sep 2014, 7:43 PM
I also have the problem with "Can't find game packages" :thingie <
Using settings isn't working too . :C

CmarNYC
13th Sep 2014, 9:30 PM
Everyone who's been getting the "Can't find game packages" error, please download V0.4.1.0 and see if that fixes it.

Esmeralda
13th Sep 2014, 9:35 PM
Thanks so much for that, Cmar. I too was one of the ones getting the 'can't find game packages' error, and now version 0.4.1.0 has indeed fixed that. :)

wiqvonfrege
14th Sep 2014, 1:27 AM
Working mighty fine now. Thank you so much Cmar <3

DFMcLeod
14th Sep 2014, 5:09 AM
Update 9/13/14:
Uploaded V0.4.1.0 which has a more robust method of locating the game packages and hopefully will resolve the "Can't find game packages" problem.

Thank you so much Cmar! This did indeed resolve my issue with the "Can't find game packages" problem! :rofl: :lovestruc

miasmahissy
14th Sep 2014, 6:00 AM
Thank you for providing such a great tool so that I can make clothes ^_^
But I use version 4_0_0_0 made ​​a T-shirt
And release download
Some people react to me will cause the game to crash ...
The reason is that I have to modify the grid it?
I feel sad T________T
This is my clothes : http://www.mediafire.com/download/b51kga6uzkbiii6/77clothes-+T-shirt01%28Fix%29.rar
It is amazing that, I use the clothes completely normal
Do you know the cause the game to crash it?
I'm sorry my embarrassed English
Hope you can understand my problem >___<"

CmarNYC
14th Sep 2014, 10:27 PM
Thank you for providing such a great tool so that I can make clothes ^_^
But I use version 4_0_0_0 made ​​a T-shirt
And release download
Some people react to me will cause the game to crash ...
The reason is that I have to modify the grid it?
I feel sad T________T
This is my clothes : http://www.mediafire.com/download/b51kga6uzkbiii6/77clothes-+T-shirt01%28Fix%29.rar
It is amazing that, I use the clothes completely normal
Do you know the cause the game to crash it?
I'm sorry my embarrassed English
Hope you can understand my problem >___<"

Yes, some other people are having this problem. I don't know why yet but I'm trying to find out. :)

miasmahissy
15th Sep 2014, 4:27 AM
Yes, some other people are having this problem. I don't know why yet but I'm trying to find out. :)

thank you!! Thank you>3<

miasmahissy
15th Sep 2014, 6:52 AM
Yes, some other people are having this problem. I don't know why yet but I'm trying to find out. :)

Dear
There is also a problem

The same model (modified completed)
The latest version will cause breakage

https://scontent-a-nrt.xx.fbcdn.net/hphotos-xap1/v/t1.0-9/s480x480/10540413_1460775934210284_5846694250300684082_n.jpg?oh=4c16b133159078becd4041cf0b498d35&oe=54CCB98A
https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-xpa1/t31.0-8/10604669_1460775947543616_5403835004710292920_o.jpg

CmarNYC
15th Sep 2014, 4:12 PM
Dear
There is also a problem

The same model (modified completed)
The latest version will cause breakage


I'm not getting any problems at the ankles with a clone of the sneakers. Could you upload your packages and explain what you did?

Kiara24
15th Sep 2014, 10:53 PM
I converted this hair, works in CAS but when I enter the game the game goes down, can you help me?
I used S4CASTools_0_4_1_0
Thanks!

CmarNYC
16th Sep 2014, 1:30 AM
I converted this hair, works in CAS but when I enter the game the game goes down, can you help me?
I used S4CASTools_0_4_1_0
Thanks!

I played with it in-game and had no crashing. What's the operating system on your computer?

miasmahissy
16th Sep 2014, 2:49 AM
I'm not getting any problems at the ankles with a clone of the sneakers. Could you upload your packages and explain what you did?
I modified the model in the shape of the ankle following ms3d
Did not modify the ankle
After editing
I use castool 0_4_1_0 convert files to S4GEOM
Then import S4PE
Replace GEOM file
Into the game tested and found ankle fracture
I'm looking for reasons to check
Using the same model
Use 0_4_0_0 and 0_3_0_0 were converted to S4 GEOM model
Get the results on the picture

I found that the difference is the use of 03 to convert the same file size
However, the use of 040 and 041 smaller archives
Reduced from the original 38KB 33KB

Using 03 normal

Normal and broken file package: http://www.mediafire.com/download/pa0t0b9alkjc53k/Normal_and_broken_file_package.rar

Sadisticpyro
16th Sep 2014, 3:01 AM
How did you convert the high LOD mesh into lower LODs? I tried using the milkshape directX mesh tools plugin (ts3 method). but it removes all the joint assignments.

CmarNYC
16th Sep 2014, 6:56 AM
I modified the model in the shape of the ankle following ms3d
Did not modify the ankle
After editing
I use castool 0_4_1_0 convert files to S4GEOM
Then import S4PE
Replace GEOM file
Into the game tested and found ankle fracture
I'm looking for reasons to check
Using the same model
Use 0_4_0_0 and 0_3_0_0 were converted to S4 GEOM model
Get the results on the picture

I found that the difference is the use of 03 to convert the same file size
However, the use of 040 and 041 smaller archives
Reduced from the original 38KB 33KB

Using 03 normal

Normal and broken file package: http://www.mediafire.com/download/pa0t0b9alkjc53k/Normal_and_broken_file_package.rar

Oooops!!!!! Found the bug and have corrected it in version 0_4_2_0. Sorry for the inconvenience!

CmarNYC
16th Sep 2014, 6:57 AM
How did you convert the high LOD mesh into lower LODs? I tried using the milkshape directX mesh tools plugin (ts3 method). but it removes all the joint assignments.

You can't make lower lods from higher lods at this time - you lose the bones plus the morph and skeleton adjustment information. You'll have to modify each lod from the original mesh.

FifthAce2007
16th Sep 2014, 7:41 AM
Nice work :up:

Kiara24
16th Sep 2014, 8:38 AM
I played with it in-game and had no crashing. What's the operating system on your computer?
Windows 8.1 64 bits
Thanks!

miasmahissy
16th Sep 2014, 9:42 AM
Oooops!!!!! Found the bug and have corrected it in version 0_4_2_0. Sorry for the inconvenience!
omg!! thank you!! thank you!!
you really so nice!!

Esmeralda
16th Sep 2014, 9:56 AM
I converted this hair, works in CAS but when I enter the game the game goes down, can you help me?
I used S4CASTools_0_4_1_0
Thanks!
Hi Kiara, I tried your new hair too, because the other hair you already uploaded here crashes my game, and I had the same problem with this one. It seems OK in CAS, but if I put it on a sim in-game, the game crashes (it especially seems to happen if I switch from one colour to another). And that was testing it on a Windows Vista PC, not even Windows 8.

I really hope there isn't going to be a problem with getting new meshes into the game - hopefully the issue will get figured out before long!

Kiara24
16th Sep 2014, 10:39 AM
Thanks!
Thanks I'll have to wait for a solution.
My first conversion works perfectly in my game but this one crashes my game is weird, I'll try with other meshes and see what happens.

Esmeralda
16th Sep 2014, 12:22 PM
Thanks!
Thanks I'll have to wait for a solution.
My first conversion works perfectly in my game but this one crashes my game is weird, I'll try with other meshes and see what happens.

Yeah, it's worrying. I'm holding off uploading anything meshed until the tools are in final version. Recolours seem to be behaving OK, as far as I can tell!

FoFuxx
16th Sep 2014, 7:47 PM
Hi ^.^
Just here to do feedback
Your tool is awesome! I modified two hairs:

http://i7.minus.com/ili3e5hWPDfli.png
Thank you so much!

myrabellah
16th Sep 2014, 8:42 PM
hello to everybody, do someone know how to make lower lod and higher lod because my game crashes and i think it is the problem..

jh3nry
18th Sep 2014, 8:19 AM
Can this tool convert original S3 meshes to S4? If so, what goes in the "Original S4 GEOM" field?

trap lorde
18th Sep 2014, 7:04 PM
Yea the new tool just works fine for me thx cmar :D

I have a silly question. I made a quick hair mesh, decimated the polycount and made the UVs. Is it possible to bring the mesh in game(its again and as always an OBJ) because its not a sim geom and I dont know how to assign the bones etc. But maybe theres a way somehow...to project the bone data from a s4 hair geom on this hair mesh? Or do I have to wait until other tools are out?

http://img5.fotos-hochladen.net/uploads/01x500cemu7szkc5g.png

CmarNYC
18th Sep 2014, 9:19 PM
@jh3nry and trap lorde: Bones are not the only problem, there are three major sections of data in the meshes that control morphing and skeleton adjustments (arm position in thin/fat morph, maybe other stuff). No one in the modding community, that I know of, knows how to calculate these values. This is why you can only modify an existing clothing mesh at this time.

Things that don't morph or use only a bone morph, like some accessories and probably hats and short hairs, don't need all these values. This is why TS4 Studio can let you use obj files in Blender or other meshing programs to make accessories. In a future version of CAS Tools, if I can figure out how to determine the one set of values that has to be included, I'll include an option to convert without a reference mesh for non-morphing items only.

From making a male anatomy mesh I've learned and have some ideas about how an auto-morph function to convert an original mesh in obj or TS3 geom format might work, but I need to work on it and do a lot of testing, and it may not work. Even at this time I can tell you it probably won't work well for high-poly meshes unless/until we understand better how the TS4 meshes work.

Edited for stuff I forgot about.

Julie J
18th Sep 2014, 11:35 PM
This is what was wanting to know also - Before I start playing with the meshes, I wondered if they were morphable.

trap lorde
19th Sep 2014, 10:46 AM
@cmar: woa okay thats rly depressing but thx for the info. But I hope your testing and your male mesh gonna work one day :P I trust in you, you are a genius and you'll make it :0

If anyone of you smart guys want someone/or meshes to test with Im always willing to share my meshes or to test something. Im actually not skilled enough to write my own programs/scripts whatever ughh. I hope anyone can read the skeleton or understands morphing in TS4, otherwise modding TS4 will be extremly... boring... I uploaded a zip folder with the obj and the texture to share it for testing purposes. I could also make a neck morph quickly if anyone knows how to find the general neck morph for females in the fullbuilds...(Ive seen that most hair needs a neck/breast/shoulder morph but the hair doesnt affect the breast and shoulders so maybe only one morph is needed idk) The mesh is only about 12K not that much the game should be able to handle it somehow... :( I made really quick uvs (see the checkerboard pic) they arent perfect but one can work with them somehow :)

https://33.media.tumblr.com/95b3f41c63790a876b50b9abf558d3e6/tumblr_nc55tekMRf1trw1dbo1_500.png
https://33.media.tumblr.com/8fe172c9d38111cca3b7660a690536a4/tumblr_nc55tekMRf1trw1dbo2_500.png
https://33.media.tumblr.com/ffccc42d5036c90bb65cc9975346dc20/tumblr_nc55tekMRf1trw1dbo3_500.png

I know orangemittens (here (http://www.den.simlogical.com/denforum/index.php?topic=3191.0) ) already got a new hair mesh in game (in the demo) so how has she done it? I hope so bad anyone can still get it somehow in game. Btw has orangemitten shared her clip/rig she has used?

FoFuxx
20th Sep 2014, 12:46 AM
I hope that soon have a way to make new hairs for the sims 4, i'm excited to do that :)

I see that in TSR the people already made new objects

I tried to apply the joints just exactly the same as the original and didn't work :/

http://i.imgur.com/MWgjBrS.png


I saw that the meshes (original and my mesh) have different shaders, I don't know if this helps in something but...

UKTRASH
20th Sep 2014, 9:33 AM
I don't know if this is a bug, or if I'm doing something wrong, first minor thing, for whatever reason now the package files no longer include the IMG for the swatches, the one I was working on started out with them...then they were gone, and everyone I've done since they aren't in the file anymore, and then the second thing, when I make a mesh for clothing, top/outfit, there is a noticeable difference between the head and neck line, I had downloaded the tool on the 16th and i saw there was an update saying it fixed a head bone issue around the same time so I did re install it and I'm still having the same problem

meowchelle
20th Sep 2014, 2:11 PM
Hey cmar! I'm not sure if you figured out an issue with the CAS crashes yet, but I, too, am experiencing CAS crashes with my cloned meshes.
I've spent the last 3 days trying to figure out what I was doing wrong, to realize it might not be me. and I've noticed somethings and I wonder if anyone else has figured this out yet?

So first, it never happened unless I had a recolor.
Once I added more swatches switching between them would cause the game to crash.
I ended up cloning my mesh and making each color a standalone, and that remedied the crashing a little.
The crashing was really intermittent though? I noticed it happened when my Sims would blink or move, there would be kind of a lagspike before the crash. omg lightbulb!!!!

edit: I just installed Shimrod's No Move CAS mod, tested my unisex glasses (switching between swatches) and it actually really really helped.
I was kind of dodging when my Sim would blink. I didn't crash at all.
Tested it again w/ No Move CAS - switched swatches when my Sim was about to blink and I crashed.
Tested it a third time w/ No Move CAS - Wasn't able to get the game to crash.

If someone wants to double check, and see if my method helped a little? I should be going to bed, so I'm not going to test it again (without Shim NMC).
Anyways. I don't even know if this information will help you find a fix, but I thought I'd let you know. Or anyone if they really want a clone to work.


Windows 7 x64 - i5 - Intel HD3000 (integrated)
My game is the Digital Standard, but I did buy the upgrade separately.

CmarNYC
20th Sep 2014, 3:28 PM
@FoFuxx: Right now you can't assign joints. TS4 has bones that don't exist in TS3, and the Milkshape importer/exporter removes them. The mesh probably wouldn't animate properly. I don't know if the Blender plugins will work with TS bones.

Since the TSR creators don't seem to believe in crediting the tools they use, I can only assume the items that say they have a new mesh were made with S4 CAS Mesh Tool, unless there's beta of TSRW that hasn't been released to the public.

Your mesh doesn't have ANY shader. How did you make it?

@UKTRASH: LOL, the 'bonehead' remark for that update referred to my stupid mistake I was correcting, not to the head bone.

Not all CAS items have swatch images. Many just use standard colors that don't require an image.

What did you do to modify your mesh and at what point did you get a seam or break at the neck? Please list everything you did.

@Meowchelle: Any information is useful! I got complaints that cloned items are causing crashes without being recolored or changed in any way, and it seems to happen only on Windows 8 and possibly Vista, so your issue may not be the same thing.

Does this only happen with glasses?

Screech666
20th Sep 2014, 7:55 PM
I'm having the following issue:

1. Clone yfBottom_SkirtSkater with TS4 Mesh Tools.
2. Open package in S4Studio.

Result: the legs of the Sims are invisible. Same result when you copy the extracted package in the MOD folder and boot the game. Legs are invisible in CAS and in-game.

Note that the legs mesh are present in Milkshape when u open the S3 converted mesh. And they are also visible in the Geom Preview in S4PE. So I have no idea what's the issue.

Screech666
20th Sep 2014, 8:04 PM
Since the TSR creators don't seem to believe in crediting the tools they use, I can only assume the items that say they have a new mesh were made with S4 CAS Mesh Tool, unless there's beta of TSRW that hasn't been released to the public.


Here's your answer.

It has begun - the first Sims 4 object set is here! TSR Workshop is currently being beta tested by a few of our Artists. It will be released to the public once we feel confident it can handle everything properly and we don't release something that will cause damage throughout the community. https://www.facebook.com/TheSimsResource/photos/a.413027237637.187751.159384787637/10152534707517638/?type=1&relevant_count=1

FoFuxx
20th Sep 2014, 8:48 PM
@FoFuxx: Right now you can't assign joints. TS4 has bones that don't exist in TS3, and the Milkshape importer/exporter removes them. The mesh probably wouldn't animate properly. I don't know if the Blender plugins will work with TS bones.

Since the TSR creators don't seem to believe in crediting the tools they use, I can only assume the items that say they have a new mesh were made with S4 CAS Mesh Tool, unless there's beta of TSRW that hasn't been released to the public.

Your mesh doesn't have ANY shader. How did you make it?


Oh I see

I made in Maya, then exported to milkshape with joints and in geom format
Then I don't know why it doesn't have Shaders

meowchelle
20th Sep 2014, 11:46 PM
@Meowchelle: Any information is useful! I got complaints that cloned items are causing crashes without being recolored or changed in any way, and it seems to happen only on Windows 8 and possibly Vista, so your issue may not be the same thing.

Does this only happen with glasses?

I ended up cloning EA's mesh again (same mesh I used for my glasses), this time I didn't edit it at all and it indeed crashed CAS when I put it on my Sim.
I tested LumiaLover's (http://lumialoversims.tumblr.com/post/97605092309/lumialoversims-baggy-beanies-after-around-a#notes) hat (a lot of people are having issues with it crashing their game) and it crashed my game as well. He notes in that post that if you take individual .packages instead of the combined colors it might help.
I guess I should mention that my .package is smaller than the unedited clone because I removed the GEOMs for the lenses. It's really confusing because sometimes it happens and sometimes it doesn't. You almost have to give the game some breathing room for it to load when you're about to switch to a new swatch or thumbnail. Hovering over the swatches and waiting for the thumbnail to load a preview kind of helps. Maybe the size of the files are messing with something? If you can get past CAS it's completely usable in game.

Anyway, I probably sound like I'm all over the place so I'll just upload my .packages and maybe that'll be helpful? If there's anything I can do, just let me know. :)
The glasses will be found here (http://i.imgur.com/O8eZZBC.png). They're unisex. Having both mine & the EA clone installed at the same time seems to cause more crashes.


What I'm def. experiencing is this[link (http://modthesims.info/showthread.php?p=4524769#post4524769)]:
Done a bit more testing on this.

Bad news:
- So far no hats, cloned by me, work for me. I've tried three different ones including one 'male only' hat. They all crash in the same way either as I click on the hat or after I click it then switch to another hat.
- Varying the name of the package before cloning seems to have no effect. Still crashes.
- Varying the amount of colours/recolours also seems to have no effect.
- I've also tried deleting all my sims data and (saves, mods, screenshots etc the whole directory) and having the game recreate it. Then adding only a cloned hat package and it still crashes.

Good news
- Two other people who've tried my crashing hat package report that it works, so it may be just me for some, so far inexplicable, reason.
- Cloning other clothes seems to work fine so far, at least I cloned a skirt with no problems. I'll likely test this some more later to see if it's just hats, just accessories or something else.

CmarNYC
21st Sep 2014, 2:35 AM
Oh I see

I made in Maya, then exported to milkshape with joints and in geom format
Then I don't know why it doesn't have Shaders

If you didn't copy comments from another mesh in Milkshape, it won't have a shader. Shaders are included in GEOMs, but not present in meshes in other formats, so if you convert but don't get the shader data from somewhere it won't be there.

@meowchelle: I'll take a look and see if I find anything. Meanwhile I'm exploring some possibilities for why this crashing keeps happening. When I add more test packages to my thread in CAS Parts I hope you'll try them.

UKTRASH
21st Sep 2014, 2:38 AM
I never got a break in the neck, its more of a ...light difference? this http://i.imgur.com/enjJc7h.png

so list everything I did, opened the tool, picked the shirt and color i wanted to clone, then extracted the mesh to s4, then converted it to s3, opened in milkshape, edited it [made it shorter, i didnt edit anything on the top half] then saved and converted back to s4, and imported it into the original package file and replaced the old mesh, and thats pretty much it.. also whether this is relevant or not a few people seem to be having it crash in their game, works fine for me though so I don't even know where to begin to find out why it isn't working, any quick thoughts on that?

CmarNYC
21st Sep 2014, 2:43 AM
I never got a break in the neck, its more of a ...light difference? this http://i.imgur.com/enjJc7h.png

so list everything I did, opened the tool, picked the shirt and color i wanted to clone, then extracted the mesh to s4, then converted it to s3, opened in milkshape, edited it [made it shorter, i didnt edit anything on the top half] then saved and converted back to s4, and imported it into the original package file and replaced the old mesh, and thats pretty much it.. also whether this is relevant or not a few people seem to be having it crash in their game, works fine for me though so I don't even know where to begin to find out why it isn't working, any quick thoughts on that?

Do you have Auto-smooth checked in the Groups tab? If so, your normals are being smoothed and that would cause the visible line at the neck and other mesh seams. Make sure it's unchecked. That pic really looks like that's the problem.

So far no one knows why some cloned packages cause crashing on some computers, but I'm trying to figure it out!

KittyPirate95
21st Sep 2014, 3:45 AM
Hi there, first I just want to say thanks for working on this tool. It's pretty awesome.
Second, I've run into a bit of an issue.
I'm trying to edit a hair mesh, so I opened the game's files up in the tool and exported them as a TS3 mesh. I then edited the meshes in blender (I removed some vertices) and used the FrankenMesh to convert them to a TS4 mesh. When I tried to import the mesh back into the package, I got the error stating that the source number of vertices does not equal the target number of vertices. So I went through this forum and found that meyomey had luck by re-frankenmeshing the new mesh with the original TS4 mesh again, so I tried that, but still got the same error. I also tried just flat out importing the edited TS3 mesh, no luck. Not sure what I'm messing up here, sorry! :help:

CmarNYC
21st Sep 2014, 4:24 AM
Are you sure you didn't try to import the TS3 mesh into the package? If you import a TS4 mesh it shouldn't check the number of vertices. I'll double-check in the morning, and meanwhile you can always use s4pe - right-click the mesh, click Replace, and select your modified TS4 mesh.

KittyPirate95
21st Sep 2014, 5:55 AM
That was a quick reply! And I'm 100% certain that it was not a TS3 mesh I was importing, I even tried again just to be double sure. I did it via s4pe and got the meshes into the package file at least, so thanks for letting me know about that! Now however, the hair appears in my game but once I try to even move my mouse over it (not kidding) the game crashes. I'm convinced this is probably an issue on my end, though, and not your tool. I am relatively new to this.

UKTRASH
21st Sep 2014, 6:40 AM
auto smooth was in fact, checked in the groups tab lol, made an almost identical mesh and no line, thank you so much! ugh it was this easy the whole time lol

JosephTheSim2k5
21st Sep 2014, 1:47 PM
Since the latest update, CAS Tools won't make it through Norton. Any advice? Even if I turn off Norton, I double click the .exe and then click run - nothing. I've also tried running as an administrator - still nothing. At a loss here as I had planned a whole day of meshing/playing.

Thanks,
JD

KittyPirate95
21st Sep 2014, 5:16 PM
Since the latest update, CAS Tools won't make it through Norton. Any advice? Even if I turn off Norton, I double click the .exe and then click run - nothing. I've also tried running as an administrator - still nothing. At a loss here as I had planned a whole day of meshing/playing.

Thanks,
JD

JD, have you thought about switching virus protection software. I don't know about anyone else, but Norton has never been that great to me anyways. Just a thought. Also, doesn't Norton have a way to exclude certain folders and files from its scanning? Most virus protection software does, have you tried that?

FoFuxx
22nd Sep 2014, 3:26 AM
If you didn't copy comments from another mesh in Milkshape, it won't have a shader. Shaders are included in GEOMs, but not present in meshes in other formats, so if you convert but don't get the shader data from somewhere it won't be there.


Thank you for the information! :)

FoFuxx
22nd Sep 2014, 6:00 PM
http://i3.minus.com/ibzrnndmiKsFvm.png

TADAA! OMG I DID IT.
It's the NEW MESH

I wanna thank YOU CmarNYC for all the information and help and your tool that helped me do this!

leeah
23rd Sep 2014, 12:30 AM
Hi , first of all thanks a lot for this awesome tool ... soooo i thought to give it a try at editing a mesh, I follow Lumialoversims Tutorial (thank you very much for this awesome tutorial very easy to go through and also i think it might be the only resource for meshing in Sims 4 out there, so THX) , so i follow it , not with an earring but with EA's Jumpsuit , i decided to cut it out and make it shorter and was able to follow step by step without problem until .... xd i load the game and test it and this is what i found http://i.imgur.com/hpr3ND9.jpg OMG it scared me offf , so i went deleted the .package and redo it all over again with no luck, I want you to know that i'm complete new at this so maybe there is something i'm missing , one try i was able to create a good look at the jumpsuit ( i meant without all that skinish stuff) but the bottom part of the legs remain there and i couldn't figure out how to solve it. Geom Previews looks exactly how i want http://i.imgur.com/w4tYWoj.jpg , but again i don't know what i'm missing , any help would be great appreciate and sorry if this is not the right place to post this problem , thaks in advance.

meowchelle
23rd Sep 2014, 12:58 AM
@leeah LumiaLovers tutorial is really great, but a bit outdated since it directs you to use the demo files. Use that tutorial along with this one (http://chumcha.tumblr.com/post/97538647268/my-attempt-at-a-tutorial-for-exporting-editing) and you should be good to go. But in the mean time try converting your package from the demo to the full game and see if it works.

I should add- if you went and just cut off the bottom part of the long jumpsuit mesh your Sim will wear the short jumpsuit, but everything you cut off will be gone (she won't have legs because the legs were part of the mesh).

NataliS TSR
23rd Sep 2014, 6:54 AM
Thank you so mush!!!!

leeah
23rd Sep 2014, 9:14 AM
@leeah LumiaLovers tutorial is really great, but a bit outdated since it directs you to use the demo files. Use that tutorial along with this one (http://chumcha.tumblr.com/post/97538647268/my-attempt-at-a-tutorial-for-exporting-editing) and you should be good to go. But in the mean time try converting your package from the demo to the full game and see if it works.

I should add- if you went and just cut off the bottom part of the long jumpsuit mesh your Sim will wear the short jumpsuit, but everything you cut off will be gone (she won't have legs because the legs were part of the mesh).

Thank you for taking the time to answer :) . i forgot to say that it has nothing to do with the demo ' cause i dont' own one , aany how i wil try this tutorial you listed , and let you know , thx.

leeah
23rd Sep 2014, 10:02 AM
Ok 15 min later i have follow the tutorial you linked this is the ressult
http://i.imgur.com/22EHllA.jpg

In Milkshape when i import the converted GEOM it loos like this
http://i.imgur.com/mW94uja.jpg with Stilinkas Upper Body

I also noticed there are other GEOM's with kind of the bottom part of the jumpsuit
http://i.imgur.com/fgv6rMp.jpg
Should I made the same process with this GEOM's too , well i kind of lost here xd , thx in advance for any help.

CmarNYC
23rd Sep 2014, 1:32 PM
Are you sure you don't have Sintiklia's whole body mesh loaded in Milkshape in that pic? It would be clearer if you'd post a pic of only your mesh. As for the other piece of legs - for any kind of long pants mesh, there's a mesh with the body/hips and legs to below the knees, one with the lower legs, and one with the bottom part of the pants around the ankles. This is so the lower parts can be removed in-game to fit with the two kinds of boots. From your CAS pic it looks like you removed part of the upper legs but didn't replace it and left the lower parts in place.

If you want to make the jumpsuit short you have to remove the part you don't want and replace it with bare legs down to the ankles from another mesh using the Frankenmesh part of CAS Mesh Tools. Then you'll need to make it into a CAS part with one mesh part rather than three like the jumpsuit, so I would advise cloning shorts, renaming them, and importing your mesh to that.

xMeo
23rd Sep 2014, 2:20 PM
Hello Cmar. I may sound like a dumbo, but i'm really really really interested in modding Sims 4, i'm not happy with those crappy default hairstyles nor people are making good looking hairstyles for other people to download. Okay, I downloaded the package you had at the bottom, then what? What next?

I'm a newbie like I said.. I don't really know anything and I would love for someone to help me >.<

Thanks!

-Cindy

CmarNYC
23rd Sep 2014, 2:52 PM
To use CAS Mesh Tools you run S4CASTools.exe by double-clicking it. You can use it to clone whatever item you want to modify. Use the package mesh import/export tab to export the mesh you want to work with to a TS3-format mesh, then you can import it into Milkshape or Blender to make your changes. When done, import the mesh back to the same mesh you exported.

If you don't have meshing experience, there are quite a few meshing tutorials in the Create/tutorials section for Sims 3. Same for texturing - it works pretty much the same way as Sims 3. You can use s4pe to export and import both meshes and textures from/to your package. As a newbie you might want to start small, with some minor changes. If you're a complete newbie, you should start with a basic CAS modding tutorial for Sims 3 to learn the concepts. Sims 4 is still so new that there aren't many tutorials, the ones there are get outdated very quickly, and there are many things we just don't know how to do yet.

leeah
23rd Sep 2014, 4:23 PM
Are you sure you don't have Sintiklia's whole body mesh loaded in Milkshape in that pic? It would be clearer if you'd post a pic of only your mesh. As for the other piece of legs - for any kind of long pants mesh, there's a mesh with the body/hips and legs to below the knees, one with the lower legs, and one with the bottom part of the pants around the ankles. This is so the lower parts can be removed in-game to fit with the two kinds of boots. From your CAS pic it looks like you removed part of the upper legs but didn't replace it and left the lower parts in place.

If you want to make the jumpsuit short you have to remove the part you don't want and replace it with bare legs down to the ankles from another mesh using the Frankenmesh part of CAS Mesh Tools. Then you'll need to make it into a CAS part with one mesh part rather than three like the jumpsuit, so I would advise cloning shorts, renaming them, and importing your mesh to that.


Thx for reply Cmar :) I really appreciate.
Ok so I converted the other three lower parts GEOM's and imported to Milkshape and this is a preview of how it look
http://i.imgur.com/Qc0OSqI.jpg
I tried to delete the lower parts but the GEOM dissapeared xd , sorry if i'm going blind here , but well this is how we learn eventually
About to clone shorts i will try it right now , and let you know how it go .
Thank you .

leeah
23rd Sep 2014, 6:31 PM
Ok so i did a little experimenting with the clone shorts and i think i'm getting there hehehe
http://i.imgur.com/L6HpRRO.jpg
what i did was to replace the clone shorts with the bottom parts GEOM's (3 in total and don't know if i did right )
the issue now has to be with texture i think how to put skin in the legs , i know it can be done 'cause i saw a pic a TSR , a dres in the beginning become a top and a skirt
http://i.imgur.com/spBU29P.jpg outfit by Alexandra Sine
but i don't have the slight idea on how to make this part invisible anyhow i will keep '' Try and Error'' xd
thank you so much for your help guys and sorry to be a pain ......

Uberkid
23rd Sep 2014, 10:29 PM
Ok so i did a little experimenting with the clone shorts and i think i'm getting there hehehe
http://i.imgur.com/L6HpRRO.jpg
what i did was to replace the clone shorts with the bottom parts GEOM's (3 in total and don't know if i did right )
the issue now has to be with texture i think how to put skin in the legs , i know it can be done 'cause i saw a pic a TSR , a dres in the beginning become a top and a skirt
http://i.imgur.com/spBU29P.jpg outfit by Alexandra Sine
but i don't have the slight idea on how to make this part invisible anyhow i will keep '' Try and Error'' xd
thank you so much for your help guys and sorry to be a pain ......

You should be able to export the dds texture in s4pe and open it in gimp or photoshop, then you can simply delete the pantlegs in the image below the short length, save and import the dds back into s4pe and voila the skin should appear :} it might take some trial and error to get the correct length.

leeah
23rd Sep 2014, 11:18 PM
You should be able to export the dds texture in s4pe and open it in gimp or photoshop, then you can simply delete the pantlegs in the image below the short length, save and import the dds back into s4pe and voila the skin should appear :} it might take some trial and error to get the correct length.

Nop that didn't work for me i use Paint Shop Pro 9 and i tried delete background with the background Eraser the . DDS got white on the parts i erase and also tried to paint green like the background and then the legs went to green , i ' dont know what else should i do i have been searching over the internet but no luck , if you know other way let me know pls i also have photoshop CS2 althoough my knowledge is limited working on it , anyway thank you very much for taking the time to help , very appreciatte, hugs.

Uberkid
23rd Sep 2014, 11:45 PM
Nop that didn't work for me i use Paint Shop Pro 9 and i tried delete background with the background Eraser the . DDS got white on the parts i erase and also tried to paint green like the background and then the legs went to green , i ' dont know what else should i do i have been searching over the internet but no luck , if you know other way let me know pls i also have photoshop CS2 althoough my knowledge is limited working on it , anyway thank you very much for taking the time to help , very appreciatte, hugs.

OH! You need to erase it so it's transparent, not white or green. I'm not familiar with Paint Shop Pro. Try opening it in photoshop. and then duplicate the layer, delete the background layer and select and delete all the green with the magic wand tool if there's any. you should see a checkered pattern if done properly, then again I have cs6 so I'm not as familiar with cs2. Then delete the part of the legs. Also I've found I have to edit the alphas separately in photoshop so go to the channels tab and find your alpha channel, paint black the part you deleted from the legs. I'd recommend downloading gimp. it's actually much easier to edit textures in gimp in some ways than in photoshop as they show up transparent, not green and you don't have to edit the alpha channel separately.

leeah
24th Sep 2014, 2:30 AM
OH! You need to erase it so it's transparent, not white or green. I'm not familiar with Paint Shop Pro. Try opening it in photoshop. and then duplicate the layer, delete the background layer and select and delete all the green with the magic wand tool if there's any. you should see a checkered pattern if done properly, then again I have cs6 so I'm not as familiar with cs2. Then delete the part of the legs. Also I've found I have to edit the alphas separately in photoshop so go to the channels tab and find your alpha channel, paint black the part you deleted from the legs. I'd recommend downloading gimp. it's actually much easier to edit textures in gimp in some ways than in photoshop as they show up transparent, not green and you don't have to edit the alpha channel separately.

Thank you very much for your help Uberkid
I DID IT I DID IT I DID IT :rofl: :alarm: :lol:
i was jumping of happines xd but... ( why there is always a but?) i noticed a thing , i don't know where i messed up maybe it has something to do with what Cmar said about GEOMS for diferents size of boots
here is a pic i hope someone knows .
http://i.imgur.com/H5Tbp5f.jpg
Other thing Cmar i cloned the shorts and went to FrankenMesh and convert the GEOM's i had in to one GEOM and replace it with the shorts , when i went to test it at the game it crashed , do it twice and with the same ressult , the thing is i noticed when i replaced the mesh create it by FrankenMesh it didn't have a GEOM preview option when right click on it ( don't know if its normal)
Well guys thank you very much for all your help , good night , today is enough :lol:

biene1970
24th Sep 2014, 9:56 AM
Hi everybody, my English is not very good. Therefore I use Google translator :)
So thank you so much for this super tool. My income is the change a mesh.
I have not tested the mesh extensively in the game. But in Cas he looks very good.

click to enlarge
http://fashion4sims.de/Forumsbilder/Abendkleid_rot_gold_kl.jpg (http://fashion4sims.de/Forumsbilder/Abendkleid_rot_gold.jpg)

http://fashion4sims.de/Forumsbilder/Abendkleid_schwarz_silber2_kl.jpg (http://fashion4sims.de/Forumsbilder/Abendkleid_schwarz_silber2.jpg)

CmarNYC
24th Sep 2014, 1:31 PM
Thank you very much for your help Uberkid
I DID IT I DID IT I DID IT :rofl: :alarm: :lol:
i was jumping of happines xd but... ( why there is always a but?) i noticed a thing , i don't know where i messed up maybe it has something to do with what Cmar said about GEOMS for diferents size of boots
here is a pic i hope someone knows .
http://i.imgur.com/H5Tbp5f.jpg
Other thing Cmar i cloned the shorts and went to FrankenMesh and convert the GEOM's i had in to one GEOM and replace it with the shorts , when i went to test it at the game it crashed , do it twice and with the same ressult , the thing is i noticed when i replaced the mesh create it by FrankenMesh it didn't have a GEOM preview option when right click on it ( don't know if its normal)
Well guys thank you very much for all your help , good night , today is enough :lol:

Wow, that looks really strange. It looks like the upper part of the boots aren't appearing. Maybe there's something in the meshes that makes the top of the boots disappear when pants are worn over them?? We don't yet know what controls the layering - what mesh is 'on top' and makes the meshes under it disappear - but I'll look into it.

As for the crashing, it could be something wrong with the mesh or it could be the seemingly random crashing we've been getting with some custom mesh clones on some computers.

leeah
24th Sep 2014, 5:38 PM
Thx Cmar for answer .

Well I'm putting aside the Jumpsuit project for the moment duet that i have no idea how to fix it , and went to try another thing I cloned the BlouseRolledSleeve to make it a bit shorter ( this time i wanted to try an easier thing) , so I exported the GEOM and converted it to S3 but when i tried to import it to Milkshape this error window pop up
http://i.imgur.com/Nf8B6dT.jpg
and i can't import nothing , i tried with the other GEOM's from the Blouse and no luck , anyone knows if this a common error? or did i did something wrong?
Thx in advance , and sorry for been such a newbie that has to ask help for everything :ashamed

biene1970
24th Sep 2014, 9:11 PM
hello
I have today found in the game that the mesh is not shown at all zoom levels. So I now have every part (I suspect that the zoom levels are) edited The mesh is now also displayed at all zoom levels.
This is very inconvenient. Is there another way?

CmarNYC
24th Sep 2014, 10:59 PM
Thx Cmar for answer .

Well I'm putting aside the Jumpsuit project for the moment duet that i have no idea how to fix it , and went to try another thing I cloned the BlouseRolledSleeve to make it a bit shorter ( this time i wanted to try an easier thing) , so I exported the GEOM and converted it to S3 but when i tried to import it to Milkshape this error window pop up
http://i.imgur.com/Nf8B6dT.jpg
and i can't import nothing , i tried with the other GEOM's from the Blouse and no luck , anyone knows if this a common error? or did i did something wrong?
Thx in advance , and sorry for been such a newbie that has to ask help for everything :ashamed

You seem to have discovered a new mesh format. I'm going to have to investigate and see if this is only being used for this one piece of clothing, and may be just be a mistake on EA's part, or if I need to update CAS Tools to handle it. Meanwhile, please work with other meshes. And don't feel bad, this isn't anything you did wrong. :)

hello
I have today found in the game that the mesh is not shown at all zoom levels. So I now have every part (I suspect that the zoom levels are) edited The mesh is now also displayed at all zoom levels.
This is very inconvenient. Is there another way?

Another way to do what? If you mean is there an easy way to do meshes for all the lods (zoom levels), no there isn't, at least not now. To do it right, you have to modify the meshes for each lod. It's a lot of work, I know.

Sadisticpyro
24th Sep 2014, 11:15 PM
I made a skirt using your mesh tools, which can be found here: http://www.modthesims.info/download.php?t=535740

Unfortunately, there's a weird seam that appears right below the knee (which you can see in the in-game screenshot). It seems to be the area where the two mesh parts (part 0 and part 1) meet. I'm not sure what causes it, but I've only edited mesh part 0 (and left the others untouched) because the other parts are just the lower legs.

Any idea why this happens?

CmarNYC
25th Sep 2014, 12:32 AM
I made a skirt using your mesh tools, which can be found here: http://www.modthesims.info/download.php?t=535740

Unfortunately, there's a weird seam that appears right below the knee (which you can see in the in-game screenshot). It seems to be the area where the two mesh parts (part 0 and part 1) meet. I'm not sure what causes it, but I've only edited mesh part 0 (and left the others untouched) because the other parts are just the lower legs.

Any idea why this happens?

I suspect you had Autosmooth on in the Groups tab when you modified the mesh - there's also a seam down the sides of the upper legs.

leeah
25th Sep 2014, 12:35 AM
You seem to have discovered a new mesh format. I'm going to have to investigate and see if this is only being used for this one piece of clothing, and may be just be a mistake on EA's part, or if I need to update CAS Tools to handle it. Meanwhile, please work with other meshes. And don't feel bad, this isn't anything you did wrong. :)


No Problem Cmar , thank you very much for your support to this Community, i'm surely be around asking dumb question and experimenting a little more, Hugs.

CmarNYC
25th Sep 2014, 12:37 AM
I've uploaded version 0.5 of CAS/Mesh Tools in the OP. I'm hoping this will be helpful to people having bumpmap problems since this version will clone bumpmaps and will optionally remove bumpmaps and/or specular maps. Here's my test, using a dress with the diffuse texture painted a blank gray:

http://thumbs.modthesims.info/getimage.php?file=1464653

leeah
25th Sep 2014, 1:10 AM
Ok hello again so probably a newbie question but i dont want to mess up a cloned object , how can i add to it a swatch ? , cause i tried to did it with Color Magic but it crashed , so i freaked out and think that is better to ask , in Cas Tool when i open the cloned object doesn't appear the IMG file that normally shows in Color Magic , thx in advance.

CmarNYC
25th Sep 2014, 2:32 AM
Sorry, but CAS Tools doesn't have the ability to work with swatches at this time. It will probably be added in a future version.

Simmiller
25th Sep 2014, 3:26 AM
I'm using your cloner to make new eyebrows, and I can't wait to see how they turn out! Without you, I'd never be able to do this. Thanks for all your hard work!

OhMyStars
25th Sep 2014, 5:03 AM
ahhh okay I am going crazy with trying to edit dresses in milkshape
I am basically trying to make ANY of the shorter dress longer (usually something that already has sleeves)
OR i am trying to make a longer dress more round, like a princess dress
My problem is I am having a hard time editing it without touching anything connected to those legs pieces...
Am I missing something or looking at it wrong? Any tips?

*edit: I did try to look up tutorials for the sims 3 using milkshape but all I could find were people showing how to use it with making shirts longers. :(

Sadisticpyro
25th Sep 2014, 8:10 AM
I suspect you had Autosmooth on in the Groups tab when you modified the mesh - there's also a seam down the sides of the upper legs.
Thanks, that was indeed the culprit. Now I feel silly. :D Luckily it should be easy to fix if I just swap out the legs with another pair.

@OhMyStars
There's probably an easier way to do it, but this is my method:
1) Go to "Select", choose Face, and make sure Ignore Backfaces is unticked
2) Now select the legs WITHOUT highlighting any parts of the dress. It's impossible to get all of it because some faces are actually inside the dress, but get as close as you can
3) go to Move, enable "Y" only in move options, and put a small value like -0.2
4) You'll see that the legs have moved downward, but there's still some parts leftover that's connected to the dress
5) Reselect the legs, but this time also select the leftover faces that are in between the legs and the dress. They look like stretched lines, basically.
6) Move them down another -0.2
7) Repeat the process until there are no more visible faces connected to the dress
8) Now, go to Select and change the select option to "Vertex"
9) highlight the uppermost line of vertices and move it down -0.2 (it will match up with the next layer of vertices)
10) Repeat this until your legs look normal (i.e. there are no more stretched vertices)
11) Now you can either leave the legs there or regroup them. Doesn't matter which one you pick, they're out of the way and you can work on the dress. Just move them back up when you're done with the dress.

MyreMylar
25th Sep 2014, 9:17 AM
Normal map and specular removal works great!

Huge thanks for this CmarNYC.

Esmeralda
25th Sep 2014, 10:05 AM
I've uploaded version 0.5 of CAS/Mesh Tools in the OP. I'm hoping this will be helpful to people having bumpmap problems since this version will clone bumpmaps and will optionally remove bumpmaps and/or specular maps. Here's my test, using a dress with the diffuse texture painted a blank gray:

Wow, fantastic! This will be a godsend for several clothing items I've been scratching my head over how to work my way around the previously unremoveable bumpmaps. Thank you!

biene1970
25th Sep 2014, 3:13 PM
Hello CmarNYC
thanks for the information. Then I probably work a lot :)
I am very grateful for the new 0.5 of CAS / Mesh Tool finally I can remove the BumpMap. Can I add a new BumpMap similar to Sims2. That would be super :)

ailuy
25th Sep 2014, 4:44 PM
omg!!! bumpmap!!!! you are my hero! so much thanks to you.. :)

FoFuxx
25th Sep 2014, 6:28 PM
I used your tool to create some hairs, but, do you know why custom hairs aren't selectable in the CAS?
I mean, I can't click in the hair to go to the hair's tab like others hairs
Do you know why? thank you

CmarNYC
25th Sep 2014, 6:54 PM
Hello CmarNYC
thanks for the information. Then I probably work a lot :)
I am very grateful for the new 0.5 of CAS / Mesh Tool finally I can remove the BumpMap. Can I add a new BumpMap similar to Sims2. That would be super :)

Since the clothing bumpmap is now cloned, you can export it to DDS and edit it, then import it back. The alphas of these TS4 bumpmaps look kind of strange to me, but hopefully they won't be too difficult to modify.

I used your tool to create some hairs, but, do you know why custom hairs aren't selectable in the CAS?
I mean, I can't click in the hair to go to the hair's tab like others hairs
Do you know why? thank you

I haven't seen this happen. If you tried using an original mesh instead of a modified TS4 mesh, that could be why. There's a lot we still don't know how to convert in the TS4 meshes.

Kiara24
25th Sep 2014, 11:18 PM
Thanks for this! :)
With this new update I managed to clone a dress with no problem, but the hair still crashes the game :(

Simlicious
25th Sep 2014, 11:55 PM
First of all, thanks a ton for yet another useful CC tool!

Now to my problem: I tend to use long unique identifiers (over 50 characters) and the casp files aren't readable anymore/throw an error in s4pe. If I choose a shorter identifier, they usually work. Is there any way to use longer identifiers or is this a general issue/not fixable?

CmarNYC
26th Sep 2014, 2:22 AM
Thanks for this! :)
With this new update I managed to clone a dress with no problem, but the hair still crashes the game :(

Yes, there's something going on with some (maybe all) cloned hats and hairs, and a few other items. Still trying to figure it out, but it's difficult when it only affects some computers, is inconsistent, and everything works fine in my own game.


First of all, thanks a ton for yet another useful CC tool!

Now to my problem: I tend to use long unique identifiers (over 50 characters) and the casp files aren't readable anymore/throw an error in s4pe. If I choose a shorter identifier, they usually work. Is there any way to use longer identifiers or is this a general issue/not fixable?

This is a bug in the program. EA has a rather odd way of specifying the length of names over 127 (in unicode - actual threshold number of characters is 64) and I wasn't writing it correctly. It's fixed and I'm uploading version 0.5.1. I verified it works in s4pe and in the game.

Anubis360
26th Sep 2014, 3:12 AM
I've uploaded version 0.5 of CAS/Mesh Tools in the OP. I'm hoping this will be helpful to people having bumpmap problems since this version will clone bumpmaps and will optionally remove bumpmaps and/or specular maps. Here's my test, using a dress with the diffuse texture painted a blank gray:

http://thumbs.modthesims.info/getimage.php?file=1464653

Just what I was looking for! You are amazing, seriously!

FoFuxx
26th Sep 2014, 5:09 AM
Is there a way to edit the gender of hairs more simple?

Esmeralda
26th Sep 2014, 10:40 AM
Yes, there's something going on with some (maybe all) cloned hats and hairs, and a few other items. Still trying to figure it out, but it's difficult when it only affects some computers, is inconsistent, and everything works fine in my own game.
Cmar, out of curiosity, what OS are you yourself running? I take it you're not on Win 8.1? It does seem strange that it seems to be 8.1 that has issues with hats and/or hairs. (Although, there was one creator's hair that also crashed my Vista PC while other hairs didn't.) And strange that re-meshed clothing seems not to crash PCs like re-meshed hairs do. Maybe there's something to do with TS4's new coding that enables hats and hairs to be worn together via game mechanics that mash up the hair mesh under the hat when the hat is put on? That bit of coding might be something that's being inadvertently left out or corrupted when making a new hair or hat, and maybe leading to crashes? But even so, why it would affect Win8 more than earlier Win versions is baffling.

CmarNYC
26th Sep 2014, 2:09 PM
Cmar, out of curiosity, what OS are you yourself running? I take it you're not on Win 8.1? It does seem strange that it seems to be 8.1 that has issues with hats and/or hairs. (Although, there was one creator's hair that also crashed my Vista PC while other hairs didn't.) And strange that re-meshed clothing seems not to crash PCs like re-meshed hairs do. Maybe there's something to do with TS4's new coding that enables hats and hairs to be worn together via game mechanics that mash up the hair mesh under the hat when the hat is put on? That bit of coding might be something that's being inadvertently left out or corrupted when making a new hair or hat, and maybe leading to crashes? But even so, why it would affect Win8 more than earlier Win versions is baffling.

I'm using Windows 7. Yes, it's very strange - I've thought about little-endian/big-endian and so on but why would any basic difference in how the OS handles data affect only some items and not others? I'm more inclined to think it's some weirdness like the TGI stuff that apparently caused early CM recolors to crash CAS. And yes, I think it's related to hats and hairs having multiple meshes that are exchanged when worn together. That's related to the Region Map (type AC something) so I have to look more closely at that as well as the meshes. One thing I've already noticed is that the hat and hair RegionMaps have multiple links to the same meshes while tops, bottoms, shoes, etc. don't. I'll ask in the EA forums too since SimGuruModSquad has returned and is responding there again.

CmarNYC
26th Sep 2014, 3:29 PM
Is there a way to edit the gender of hairs more simple?

Use the latest version of s4pe, select the CASP, and click the Grid button.

http://thumbs.modthesims.info/getimage.php?file=1465449

Look for the AgeGender line and the value next to it. The circled four digits control the gender and age the hair is valid for. The first digit controls the gender. Use '1' for male, '2' for female, and '3' for unisex. You can just change the number and click Commit, then save.

A quick reference for the Age (last two hex digits), in case that's also useful:

Baby = 01,
Toddler = 02,
Child = 04,
Teen = 08,
YA = 10,
Adult = 20,
AdultYA = 30,
Elder = 40,
AdultElder = 60,
YAandUp = 70,
TeenAndUp = 78,
AllAges = 7F

Esmeralda
26th Sep 2014, 3:48 PM
Wow, thank you for the age/gender codes, that's really useful. And I do hope SimGuruModSquad will be able to shed some light as regards the hair mesh weirdnesses!

FoFuxx
26th Sep 2014, 6:37 PM
Thank you so much, you are the best <3

leeah
26th Sep 2014, 6:55 PM
Hello again , today i began a new project , i tried to make some heels and using this new Cast Tool , no bump no specular , i also delete the alphas, the shadows and still i have some trace of the old texture ,
is there anything i'm missing?
http://i.imgur.com/bzVOGDC.jpg

Thank you in advance .

CmarNYC
26th Sep 2014, 7:08 PM
Hello again , today i began a new project , i tried to make some heels and using this new Cast Tool , no bump no specular , i also delete the alphas, the shadows and still i have some trace of the old texture ,
is there anything i'm missing?
Thank you in advance .

That looks like there's still a bumpmap. Could you upload the package so I can take a look?

How did you delete the alpha and shadow map?

leeah
26th Sep 2014, 11:19 PM
That looks like there's still a bumpmap. Could you upload the package so I can take a look?

How did you delete the alpha and shadow map?

Thank You very much Cmar here is the file https://www.mediafire.com/?9g380zgvpbkz6e4
about the alphas and shadow map i deleted like Uberkid told me with Photoshop, but maybe i did something wrong, thanks again for taking your time and help.

Anubis360
27th Sep 2014, 4:39 AM
My two cents: I haven't had luck with the no bump map/specular options, and replacing the bump map with a "blank" texture didn't work either.
http://thumbs2.modthesims2.com/img/1/1/3/1/0/6/9/MTS_Anubis360-1465712-Screenshot-27_09_20140_27_13.jpg

MyreMylar
27th Sep 2014, 10:23 AM
Weird, the no bump map/normal map option worked fine for me on a full body mesh. I think the part I cloned had only had one mesh so perhaps there is a lingering bug with multi-mesh parts?

Related to texturing issues, I spent some time figuring out the self shadowing map the other day, are there any tutorials for that yet? It's very easy to screw up the shadow map and think you've made a blank one when you haven't because in a properly formatted shadow map the green channel has a different 'zero' colour than the red/blue/alpha channels.

I believe this is a properly formatted blank shadow map:

http://www.myrespace.com/sims4/blank_shadows.dds

If you decompose the channels you'll see that the green channel is cleared to #a2a2a2 (or R:162, G:162, B:162) rather than 0 like the other channels. By maintaining the grey background on the green channel I've successfully added custom self shadowing to a few of my recolours too. I believe the self shadowing maps from multiple parts are composed together just like the diffuse maps, so if you want to keep the self shadowing while using multiple CAS parts together (like tops+ bottoms+ shoes) I believe you need to make your self shadow maps in the right way. Previously, I was just clearing the whole texture to white which would destroy the self shadows on other parts once they are composited together.

Apart from the grey background in the green channel the rules are easy -> white = no shadows, black is darkest shadows. you should use them wherever an item of clothing or hair would frequently cast a shadow on other parts of a mesh. Maxis uses them for hair casting a shadow on the face and skirts casting a shadow on legs for example.

CmarNYC
27th Sep 2014, 2:47 PM
Thanks, MyreMylar, very interesting. Looking at it in GIMP, I get the same thing with a solid black Alpha and an RGB of 00a200.

CmarNYC
27th Sep 2014, 3:25 PM
Thank You very much Cmar here is the file https://www.mediafire.com/?9g380zgvpbkz6e4
about the alphas and shadow map i deleted like Uberkid told me with Photoshop, but maybe i did something wrong, thanks again for taking your time and help.

Your lod0 mesh still has a bumpmap/normalmap link, and I suspect you imported a mesh from a previously cloned package without the bumpmap removed. Bumps/normalmaps are linked from the mesh, not the CASP, and the bumpmap has to be removed at the time of cloning or manually by using the s4pe Grid to edit the MTNF and the TGI link list. You may also be able to remove it by copying over the comments from a mesh with no bumpmap in Milkshape.

Here's how to see this:

http://thumbs.modthesims.info/getimage.php?file=1465991

The '2' at the end of what looks like a TGI (but isn't in a GEOM) is the index into the mesh TGI, so if you go down to the end of the GEOM data display you'll see the actual TGI in the [2] slot. This may link to a TGI that doesn't exist (leading to lighting problems) or maybe to another cloned item you have in your game. I removed the normalmap link from the MTNF and TGI list manually and the shoes look better IMO:

http://thumbs.modthesims.info/getimage.php?file=1465992

BTW, your shadow map doesn't look right to me - looks like you have a shadow over the entire foot.

@Anubis360: Maybe your issue is the same - you're using a mesh that was cloned without removing the bumpmap?

Anubis360
27th Sep 2014, 5:53 PM
Yup! My mistake. I've changed the comments of my edited mesh with the comments of "no bump map" mesh, and also used that new TS4 geom as reference, and it fixed it!
http://thumbs2.modthesims2.com/img/1/1/3/1/0/6/9/MTS_Anubis360-1466041-Screenshot-27_09_201413_48_23.jpg

leeah
27th Sep 2014, 6:36 PM
Thanks you very much for your help Cmar your a genius xd , so if i understand correctly i have to redo the mesh from the no bump no specular cloned object? (i will try this later)
oh well meanwhile i was experimenting with the same shoes this time with straps , and everything went great, here is a Cas preview http://i.imgur.com/BVn8RMn.jpg they were perfect,
so i close the game and began to work in some recols , when i went to test them this is what happen http://i.imgur.com/WJoAcnA.jpg a shinnier skinn surround the feet and arggg ( i said to my self what i did wrong this time ?) at first I thougt it was a texture problem so went back to check shadows , alphas and everything was good, so i went for a clean start , deleted the shoes went to Cas Tool and cloned a new ones and test it only with the replace GEOM and this is the ressult http://i.imgur.com/FG5IL2X.jpg the same cut and shiinier texture , is the .SimGEOM file the one with the issue? and if so why the first time was perfect and then without me touching it or editing it got screw ? In order to fix this should i have to make a new mesh? Does everyone else has a similar experience or is just me and my crazy errors hehe .
Again thank you very much for your help.

leeah
27th Sep 2014, 6:39 PM
Yup! My mistake. I've changed the comments of my edited mesh with the comments of "no bump map" mesh, and also used that new TS4 geom as reference, and it fixed it!
http://thumbs2.modthesims2.com/img/1/1/3/1/0/6/9/MTS_Anubis360-1466041-Screenshot-27_09_201413_48_23.jpg

Sorry my newbie question , but can you explain how do you change the comments on the edit mesh , thx in advance.

Anubis360
27th Sep 2014, 8:16 PM
Sorry my newbie question , but can you explain how do you change the comments on the edit mesh , thx in advance.
Sure! I do it in Milkshape3D so I don't know if you can or how you can do it in other programs, but it's quite easy.

1. First you import the mesh that doesn't have the bump maps, then you select it on the groups tab, and click the "Comments" button below
http://thumbs2.modthesims2.com/img/1/1/3/1/0/6/9/MTS_Anubis360-1466093-Screenshot-27_09_201416_10_57.jpg

2. This window will pop-up. Now you click and drag, selecting the whole thing. Copy it and press Cancel
http://thumbs2.modthesims2.com/img/1/1/3/1/0/6/9/MTS_Anubis360-1466094-Screenshot-27_09_201416_11_08.jpg

3. The next step is opening your mesh, repeating step one, select the whole thing and delete it. Now paste the comments you copied and step 2 and press OK. It should work like this! Also remember to convert your Sims3 mesh into a Sims4 mesh using the new mesh that doesn't have bump maps as reference (just in case)

Hope this helps!

CmarNYC
27th Sep 2014, 9:15 PM
Thanks you very much for your help Cmar your a genius xd , so if i understand correctly i have to redo the mesh from the no bump no specular cloned object? (i will try this later)
oh well meanwhile i was experimenting with the same shoes this time with straps , and everything went great, here is a Cas preview http://i.imgur.com/BVn8RMn.jpg they were perfect,
so i close the game and began to work in some recols , when i went to test them this is what happen http://i.imgur.com/WJoAcnA.jpg a shinnier skinn surround the feet and arggg ( i said to my self what i did wrong this time ?) at first I thougt it was a texture problem so went back to check shadows , alphas and everything was good, so i went for a clean start , deleted the shoes went to Cas Tool and cloned a new ones and test it only with the replace GEOM and this is the ressult http://i.imgur.com/FG5IL2X.jpg the same cut and shiinier texture , is the .SimGEOM file the one with the issue? and if so why the first time was perfect and then without me touching it or editing it got screw ? In order to fix this should i have to make a new mesh? Does everyone else has a similar experience or is just me and my crazy errors hehe .
Again thank you very much for your help.

Could you (again) upload the package? Could be something in the shader or a missing link, maybe.

leeah
28th Sep 2014, 12:37 AM
Thank you Anubis , yes i used Milkshape and i will definitely try that .

Once again big thanks Cmar for you patience with me ( i'm a beginner and there are a lot of things that i don't quite understand is like someone is speaking chineese , so i'm like baby steps, but i also have all this ideas on my mind uhhh is dissapointed some times .)

A few hours ago i went to work and while i was working this idea pop up on my mind , if the first original .package was good why not the second one (with several recols), so i decided to test on game both at the same time , when i came home i put the original .package on my Mods folder and load the Game and .... TADAAAA , the second .package with all the recols were great so i realized that the original is the MESH, when i cloned the second .package( the one with several recols ) i replaced the GEOM with the one i exported and edited from the original .package GEOM .
Well I don't know if this make any sense XD the thing is I'm going to do single recols and keep it simple.
Here are some pics http://i.imgur.com/APbfENb.jpg

CmarNYC
28th Sep 2014, 3:38 AM
hey cmar!
i'm trying to uplaod a new hair mesh to the game and i have the mesh in the formats .obbj and .blend but im not sure how to but it on the right bones or export it as a .simgoem file then replace the previous ones. could you help?

At this time as far as I know you can only modify TS4 meshes, not convert meshes from other formats.

@leeah: Glad you got it working - looks great!

Simlicious
28th Sep 2014, 4:35 AM
I managed to get some custom normalmaps up and running :lovestruc
Maybe there's a better technique yet to be discovered, but I just tried it with the old technique for ts3 normalmaps and it seems to work fine.

Specifics:
I clone the cas item (including the mesh) with the TS4 Cas/Mesh tools, then open the package with s4pe and replace the standard normalmap with a normalmap that I created in Photoshop using the Nvidia texture tools. The normalmap texture for clothes is 1024x1024 pixels. The upper, empty space of the 1024x2048 texture can just be cropped away. I desaturate the texture and adjust the levels and contrast before applying the normalmap plugin.

I guess when someone figures out how to edit the specular the effect willd be even more pronounced in-game, but it's definitely a start. Check out my results in the attachments.

I use ColorMagic to create additional color variations with edited properties and custom swatches (since the TS4 Cas/Mesh tools don't have that functionality yet) and merge them all together into the package with the meshes using the import from package option in s4pe. To add the normalmap manually to the new color variations, I copy the resource key of the normalmap and then add the resource key to the tgi list of the cas parts and then choose that added resource for the NormalMapKey slot.
I also link the shadow map of one recolor variation to all others so that it isn't added to the project multiple times (Color Magic adds that to every recolor by default). It is a bit of extra work, but produces nice, clean packages :)

Edelweiss2014
28th Sep 2014, 10:11 AM
Hallo
Ich brauche auch mal bitte eure Hilfe.
Wie bekomme ich aus S4Studio den Mesh von Kleidung
er zeigt mir wenn ich auf
CREATE 3D Mesh klicke nur Accessory keine Kleidung .

Habe aber mit Create Recolor schon erfolgreich Kleidung neu textruiert und recolor gemacht .

Ich wolle nun mal versuchen Kleidung in
MilkShape abzuändern, als neuen Mesh ?

Ich weiss nicht wie ich das in MilkShape dann auch auf bekomme .
Was ich da impotieren muß?

Ich habe MilkShape 3D 1.8.4 gekaufte Version .
Würde mich über Hilfe sehr freuen .

Gruß Guderun
sorry hoffe das jemand dann Deutsch kann?
-----------------------------------------------------------------------------------
Google Übersetzung

hello
I also need time, please your help.
How do I get from S4Studio the mesh clothing
he shows me when I go to
CREATE 3D Mesh Accessory only please no clothes.

But I have successfully re textruiert with Create Recolor clothing, and recolor.

I now wanted to try clothes in times
Modify MilkShape, as new mesh?

I do not know how I get on in the MilkShape.
What I must because impotieren?

I have MilkShape 3D 1.8.4 purchased version.
Would appreciate help very much.

Greeting Guderun
sorry hope someone can then German?

CmarNYC
28th Sep 2014, 12:43 PM
in that case i think i got the file converted to a .simgoem but when trying to replace goems i get this error (https://31.media.tumblr.com/4fbc70820edd2e359460ebceb44c2040/tumblr_nclsfr1r1i1tcmu1fo1_500.jpg)
any fix for that yet? i'm not really sure how to fix my problem since i converted the hair from a .simgoem to a blender file, then to an .obj (edited in metasequoia) then i put it in milkshape and used the Q mesh sims 3 goem exporter to make it a .simgoem again

You didn't say whether you started with a TS4 mesh, but you have to. When you convert to .blend or obj, you lose the vertex IDs which CAS Tools needs to convert it back to TS4. At this time the only method I know works is to go TS4 geom -> TS3 geom -> Milkshape or (maybe, I haven't tested) Blender -> TS3 geom -> TS4 geom.

123456abc
29th Sep 2014, 2:34 AM
When I made my skirt longer by pulling and stretching the vertices, it looks fine when the sims stands still. But as soon as she begins to walk, the long skirt remains static and the legs clip right through!
Help D:

CmarNYC
29th Sep 2014, 4:43 AM
When I made my skirt longer by pulling and stretching the vertices, it looks fine when the sims stands still. But as soon as she begins to walk, the long skirt remains static and the legs clip right through!
Help D:

At this time you can't change the bone assignments, which control the animation, and any drastic alteration of a mesh won't look right.

biene1970
29th Sep 2014, 9:22 AM
Hello all together,

I need help with the BumpMap, after several days, I finally got a BumpMap on the new mesh. He is but I do not appear anywhere.
That is why I have left black to test for the texture the AlpahMap. Then the bump map I is displayed on the entire mesh. Once I edit the AlphaMap properly, is no longer displayed everything.
Why is that ??

PS I hope Google translator does a good job :)

CmarNYC
29th Sep 2014, 12:19 PM
Hello all together,

I need help with the BumpMap, after several days, I finally got a BumpMap on the new mesh. He is but I do not appear anywhere.
That is why I have left black to test for the texture the AlpahMap. Then the bump map I is displayed on the entire mesh. Once I edit the AlphaMap properly, is no longer displayed everything.
Why is that ??

PS I hope Google translator does a good job :)

As far as I know, the bumpmap is not going to appear on one part of the mesh and not another. It's hard to tell if it's there when you have a patterned texture like that. You could try a blank (not transparent) alpha texture to see if the bumpmap is really showing at all. If you want me to take a look, please upload the package.

biene1970
29th Sep 2014, 1:26 PM
Thanks for your answer CmarNYC
A trial with a blank map I made these was positive see the first image.
I would be happy to send you the file.
Here http://www.fashion4sims.de/Forumsbilder/biene1970_fashion4sims_yfBody_mesh_mermaid_new_fertig.rar is the Varinate with finished AlphaMap, finished texture map, and finished BumpMap.
third picture in the thread
I hope you can help me

MyreMylar
29th Sep 2014, 1:58 PM
Thanks for your answer CmarNYC
A trial with a blank map I made these was positive see the first image.
I would be happy to send you the file.
Here http://www.fashion4sims.de/Forumsbilder/biene1970_fashion4sims_yfBody_mesh_mermaid_new_fertig.rar is the Varinate with finished AlphaMap, finished texture map, and finished BumpMap.
third picture in the thread
I hope you can help me

I think you are getting the bump map confused with the self shadow map. The self shadow map looks fine but it will be affected by lighting in a different way to a bump map which is likely leading to what you are seeing here.

The image in your package that looks like this:

http://i.imgur.com/XvoQNNK.png


Is the shadow map. it's designed for things like adding shadows under hair lines and under dress hem lines to simplify the lighting calculations for the game. The bump maps are included with the GEOMs when exported from the latest version of CASTools they appear to all be 1024x1024 and have this type in s4pe: _IMG 0x00B2D882.

Your package doesn't currently have one, though it does have GEOMs. What version of CASTools are you using and did you check the box that says 'Remove Bumpmap ?'. If you want to have a custom bumpmap you should not click that box when creating your package.

MyreMylar
29th Sep 2014, 2:20 PM
After a bit of further looking, as far as I can tell s4pe isn't currently able to fix up the GEOMs to point to a custom bump map so we can't fix up the old package easily. I think you'll either have to wait until s4pe gets better, or start again with a new export of the mermaid dress that has a bump map resource and reimport the same mesh modifications (will reimporting from sims 3 format preserve the normal map data cmar?) or remake them if that doesn't work.

biene1970
29th Sep 2014, 4:38 PM
thank you very much now it worked :) I was stupid, I thought the shadow map would be the BumpMap. I am now happy.
http://fashion4sims.de/Forumsbilder/ready01_kl.jpg (http://fashion4sims.de/Forumsbilder/ready01.jpg)

http://fashion4sims.de/Forumsbilder/ready02_kl.jpg (http://fashion4sims.de/Forumsbilder/ready02.jpg)

Cat_Kira
29th Sep 2014, 5:35 PM
So...
1 - I cloned earrings from base game
2 - Exported all geoms and sorted by lods
3 - converted lod0 to ts3
4 - changed meshes to new in milkshape
5 - converted to ts4 (filled only first textbox because it is acc)
6 - replaced geoms with new mesh
7 - changed textures
8 - in game I have the new item slot, but have no my mesh, only texture that recolored full sim

what I did wrong?

NataliS TSR
29th Sep 2014, 6:14 PM
Hi, CmarNYC!
Thanks for bumpmap!
It really works!
But what with the file specular?
*In sim4pe I see two files _IMG - this is the bumpmap and preview (if I'm not mistaken) ,* but I do not see the file specular! (((

MyreMylar
29th Sep 2014, 8:25 PM
Hi, CmarNYC!
Thanks for bumpmap!
It really works!
But what with the file specular?
*In sim4pe I see two files _IMG - this is the bumpmap and preview (if I'm not mistaken) ,* but I do not see the file specular! (((

specular maps are in a weird dds format (some kind of run length encoding compression) that s4pe can't export into an editable DDS. I think something similar was used in Civ 5.

(see this forum thread for a Civ 5 tool that I couldn't get to work: http://forums.civfanatics.com/archive/index.php/t-389316.html)

OhMyStars
29th Sep 2014, 8:40 PM
Thanks, that was indeed the culprit. Now I feel silly. :D Luckily it should be easy to fix if I just swap out the legs with another pair.

@OhMyStars
There's probably an easier way to do it, but this is my method:
1) Go to "Select", choose Face, and make sure Ignore Backfaces is unticked
2) Now select the legs WITHOUT highlighting any parts of the dress. It's impossible to get all of it because some faces are actually inside the dress, but get as close as you can
3) go to Move, enable "Y" only in move options, and put a small value like -0.2
4) You'll see that the legs have moved downward, but there's still some parts leftover that's connected to the dress
5) Reselect the legs, but this time also select the leftover faces that are in between the legs and the dress. They look like stretched lines, basically.
6) Move them down another -0.2
7) Repeat the process until there are no more visible faces connected to the dress
8) Now, go to Select and change the select option to "Vertex"
9) highlight the uppermost line of vertices and move it down -0.2 (it will match up with the next layer of vertices)
10) Repeat this until your legs look normal (i.e. there are no more stretched vertices)
11) Now you can either leave the legs there or regroup them. Doesn't matter which one you pick, they're out of the way and you can work on the dress. Just move them back up when you're done with the dress.


thank you that helped so much!

CmarNYC
29th Sep 2014, 8:46 PM
@biene1970, I'm glad you got your problem resolved, and @MyreMylar thanks for the help. :)

So...
1 - I cloned earrings from base game
2 - Exported all geoms and sorted by lods
3 - converted lod0 to ts3
4 - changed meshes to new in milkshape
5 - converted to ts4 (filled only first textbox because it is acc)
6 - replaced geoms with new mesh
7 - changed textures
8 - in game I have the new item slot, but have no my mesh, only texture that recolored full sim

what I did wrong?

The conversion with no reference is experimental and not well tested, so this may be a problem with the tool. I'm curious that the texture would show up on the sim and that could be very interesting. Could you upload your package?

Cat_Kira
30th Sep 2014, 4:35 AM
.
I sent you PM.
I know that I use not correct multiple texture. but even if using original texture of acc it change nothing. also in package you will find not all geoms changed, I think it is normal for test item =)
When I try use the reference mesh with acc I get exception about null reference.

CmarNYC
30th Sep 2014, 8:36 PM
I sent you PM.
I know that I use not correct multiple texture. but even if using original texture of acc it change nothing. also in package you will find not all geoms changed, I think it is normal for test item =)
When I try use the reference mesh with acc I get exception about null reference.

This turned out to be a real adventure, and an education! There were several problems I found:

The CASP TGI links were all scrambled. From other threads I've seen that some people have this problem in s4pe if they try to change the links - the numbers get shifted.
CAS Mesh Tools was not correctly adding a shader (if the mesh didn't include one) the way I intended.
The mesh had a large number of zero-dimension faces - faces which had the same vertex as all three points. This caused the tangent calculations to get NaN (Not a Number) results.
Your texture and UV mapping did not conform to the TS4 standard: 1024x2048, and with the earrings mapped in the upper right corner.
CAS Mesh Tools used a bone reference that was not in the mesh bone list for zero weights. This was fine in TS3 but apparently not in TS4. It only affects meshes with only one bone.
The earrings were assigned to b_Head_New, which appears not to be a valid bone in TS4.

To fix it, here's what I did:

Corrected the CASP links, and later on just made a new clone and replaced the meshes and texture.
Fixed CAS Mesh Tools to add the shader correctly and to do valid bone assignments for meshes with one bone.
Imported the mesh in Milkshape and ran the model cleaner.
Revised the diffuse texture.
Redid the UV mapping in Milkshape.
Redid the bone assignments to use b_Head.

After a few dozen game crashes and invisible earrings, finally they showed up:

http://thumbs.modthesims.info/getimage.php?file=1467420

I'll update the OP with a fixed version of CMTools, and pm you with a link to download the package so you can see and/or use what I did. I learned a few things and caught some bugs in the tool, so thanks!

FoFuxx
1st Oct 2014, 4:18 AM
In the next update, if you can, please put a way to select all colors in one click! :)

Cat_Kira
1st Oct 2014, 4:36 AM
The CASP TGI links were all scrambled. From other threads I've seen that some people have this problem in s4pe if they try to change the links - the numbers get shifted.
oh, thank you a lot!
Will CAS Mesh Tools fix CASP TGI links? Or we should fix it manually?

CmarNYC
1st Oct 2014, 8:38 AM
oh, thank you a lot!
Will CAS Mesh Tools fix CASP TGI links? Or we should fix it manually?

No, it can't fix the links. If you get the latest version of s4pe maybe they've fixed it.

Cat_Kira
1st Oct 2014, 9:05 AM
No, it can't fix the links. If you get the latest version of s4pe maybe they've fixed it.
ok, thank you

Cat_Kira
1st Oct 2014, 9:46 AM
.
while you fixed my package, did you find the reason of game crush?
I use new s4pe, new tool, but something wrong... may be there is some specific thing for game crush

UPD: sorry, have found, do not use reference when convert accessory =)

Menaceman44
1st Oct 2014, 11:36 PM
Looks like this tool will need another update now that the Ghost patch is out so that it can recognise and find the new content. Since the patch it also now fails to find the DLC party costumes so I assume EA must have altered which file they are stored in now.

Shimrod101
2nd Oct 2014, 12:03 AM
All of the CASPs were altered in the patch. The ClientDeltaBuild0 file is filled with them.

Menaceman44
2nd Oct 2014, 12:49 AM
Well that would explain why colorMagic crashed when I tried to use it after patching then.

CmarNYC
2nd Oct 2014, 2:43 AM
I'll update tomorrow for the package change. Any adjustments for changes in the CASPs may have to wait for a few days due to RL.

123456abc
2nd Oct 2014, 6:41 AM
Thanks for the help,

Another quick question; Is there any way right now for me to create my own hairstyle/clothes and put it into Sims 4?
Not editing a current hairstyle of piece of cloth, but creating my own from scratch and adding it to the content in Sims 4 already?

CmarNYC
2nd Oct 2014, 12:25 PM
Currently original meshes will work only for accessories like earrings, bracelets, etc. You could try with short hair that doesn't need to morph with the fat/thin slider, but I haven't tested and don't know how well that will work. Original clothing meshes will be distorted in the game because we don't yet understand some parts of the mesh structure.

123456abc
3rd Oct 2014, 10:53 AM
I meshed my own clothes, but they look really shiny, like plastic, how to I fix this? Does it have something to do with the bumpmap?

CmarNYC
3rd Oct 2014, 11:14 AM
I meshed my own clothes, but they look really shiny, like plastic, how to I fix this? Does it have something to do with the bumpmap?

Shine is controlled by the specular, so you could try removing it.

miasmahissy
3rd Oct 2014, 11:22 AM
I found an issue when cloning the same item twice, when I test both of them in game they came in the same a content but different swatches in my game, and in the swatches the mesh is broken.
As such I asked my friend to clone a same item twice, just to test if it's only happening on me but she found the same issue,too.

Then I opened 2 of my cloned packages with S4PE, they are all in the same codes, that's why the second one came in swatches rather than individual. and so this means we can only clone a item ONCE? In TS3 we can clone the same item many times with totally different code, and they're all individual in game. therefore I thought this is a bug or something wrong with my settings, I have no idea. please help me.

A:https://scontent-a-nrt.xx.fbcdn.net/hphotos-xfa1/v/t1.0-9/10346189_1467879666833244_7765757501435446591_n.jpg?oh=c5636a9704100bfeda0759c7b2c376cb&oe=54B3F6CE
B: https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-xap1/v/t1.0-9/10388582_1467879676833243_811569610983118299_n.jpg?oh=a7cca1468569ee49203ee91edcce94f8&oe=54C4E2A1&__gda__=1420927357_0c0b8003a279b3fe3d68cdc026a8c764


(mesh broken because the second package came in swatches of the first one, I think the mesh had not loaded
by game as it is a swatch instead of a individual content.)
https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-xfp1/t31.0-8/10700143_1467885170166027_4001007906751197368_o.jpg

123456abc
3rd Oct 2014, 11:36 AM
Thanks, so I just edited the mesh of cropped bow shirt/top, and I want to get rid the shine and the bow logo.
Thanks for the reply, :bunny: but how do I remove the specular? Also this Bow logo.
Sorry for noob :(

Snaitf
3rd Oct 2014, 2:38 PM
Cmar, I can confirm that everytime I clone the same item, everything in the .package has the same instance #'s. Even after cloning something else, and even after closing and re-opening the program. And yes, this is with CC selected, and not default overrides.

CmarNYC
4th Oct 2014, 12:32 PM
I found an issue when cloning the same item twice, when I test both of them in game they came in the same a content but different swatches in my game, and in the swatches the mesh is broken.
As such I asked my friend to clone a same item twice, just to test if it's only happening on me but she found the same issue,too.

...

Cmar, I can confirm that everytime I clone the same item, everything in the .package has the same instance #'s. Even after cloning something else, and even after closing and re-opening the program. And yes, this is with CC selected, and not default overrides.

Did you change the name of the new item before cloning the second time? The name is used to generate unique IDs.

CmarNYC
4th Oct 2014, 12:34 PM
Thanks, so I just edited the mesh of cropped bow shirt/top, and I want to get rid the shine and the bow logo.
Thanks for the reply, :bunny: but how do I remove the specular? Also this Bow logo.
Sorry for noob :(

When you do the clone, there are checkboxes you can check to remove the specular and/or bumpmap.

Snaitf
4th Oct 2014, 2:46 PM
Did you change the name of the new item before cloning the second time? The name is used to generate unique IDs.

Actually, no, I didn't. Ok, so it must generate the hashes based solely on the name, then. Just a thought, though. If someone were to clone an item and make some CC with it. Then some time in the future, go back and make another CC with the same item, they could end up with 2 items that have the same instances. Maybe use more than just the name to generate the hashes? Like throw in the date and time into your hash string? Just an idea....

CmarNYC
4th Oct 2014, 5:39 PM
There's pros and cons both ways. Another scenario is that a creator works on something, then finds for whatever reason they have to clone it again. If the IDs are the same they can freely use the resources from one package in the other without having to manually change links, and any sims already wearing an item will use the new clone without having to be changed into it.

I'm undecided - maybe I'll offer this as an option in the cloning screen.

miasmahissy
4th Oct 2014, 5:42 PM
Did you change the name of the new item before cloning the second time? The name is used to generate unique IDs.

omg!! turned out to be the name of the reason !!!
I'm an idiot !!!
Thank you ~~~~~~

Snaitf
4th Oct 2014, 6:18 PM
There's pros and cons both ways. Another scenario is that a creator works on something, then finds for whatever reason they have to clone it again. If the IDs are the same they can freely use the resources from one package in the other without having to manually change links, and any sims already wearing an item will use the new clone without having to be changed into it.

I'm undecided - maybe I'll offer this as an option in the cloning screen.

Good point, hadn't thought of that.

CircusWolf
4th Oct 2014, 11:06 PM
Currently original meshes will work only for accessories like earrings, bracelets, etc. You could try with short hair that doesn't need to morph with the fat/thin slider, but I haven't tested and don't know how well that will work. Original clothing meshes will be distorted in the game because we don't yet understand some parts of the mesh structure.

Actually, You know there's been a few custom hairs out that *are* original mesh and as of a few days ago the issues with the body sliders did get worked out. Maybe you haven't noticed it or maybe you're trying to ignore it, but it does exist and it's possible... Maybe not with your tool, but it's still possible and those custom hairs do exist.

And no, there's no personal attacks in this :)

CmarNYC
5th Oct 2014, 6:49 PM
Actually, You know there's been a few custom hairs out that *are* original mesh and as of a few days ago the issues with the body sliders did get worked out. Maybe you haven't noticed it or maybe you're trying to ignore it, but it does exist and it's possible... Maybe not with your tool, but it's still possible and those custom hairs do exist.

And no, there's no personal attacks in this :)

Yes I've noticed the updates to S4S and am curious, but I haven't had a chance yet to find and look at any newer custom hairs for personal reasons, including travel and illness. Maybe you could post a link to some that work well with the body sliders. Why would I be 'trying to ignore it'? I don't think I'm in some kind of imaginary modding contest. If Sims 4 Studio has made this kind of progress, I'm very happy for the community.