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- Is there still hope to bring back Create A Style?
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- Is there still hope to bring back Create A Style?
Posts: 39
My CC folder will sure explode.
They already sacrifice the open world, why also kill Create A Style too
Posts: 136
Someone else can probably explain better and in more detail.
I know your pain, my mod folder is 99% recolours and is positively bursting at the seams already!
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Unfortunately, no. From what I understand, Create a Style can never be written back into this iteration, it's basically hardcoded out. Someone else can probably explain better and in more detail. I know your pain, my mod folder is 99% recolours and is positively bursting at the seams already! |
Nah, it's not really "hardcoded out" as much as it's just a core function. The game doesn't consider the possibility of an item having custom textures so there's no functionality there to "enable". You could add it in, but it would require so many changes to the existing behavior of the game you might as well go make your own sims clone
Someone might decide to create it, but don't expect it any time soon and probably not at all unfortunately.
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But it being EA, I would expect it won't happen, when they can open a store and sell you colour-coordinated sets instead.
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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Moraelin, that's what's known as "recolors". Very different from CASt. |
I thought I already explained in another thread how CASt is done. You just make a composite texture and cache it. That's what the compositor cache files were in TS3. Then the rendering engine just uses the composite texture like it were a normal texture.
Really, there is no different rendering and no need to. Not the least because you want it to match how the graphics card works. And it expects just polygons and textures, not compositor masks. So you mix all those textures an colours into one texture for the object, and that's it, then when rendering you just use the same pipeline as in a game without CASt, only you load the composite texture.
As far as the rendering engine is concerned, it's no different from a recolour. And really, there is no difference. It IS a recolour, just it's saved in the cache file instead of a recolour package.
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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Well thank you for setting me right in my ignorance but I am pretty sure that's not what everyone else is referring to. They want the individually hue-sliding and blendable mask channels, not a total overlay swap, which is much harder to make and can't be shared with other objects like the patterns could be in TS3 |
That is actually rather irrelevant to my point. Running the textures through a recolour before mixing them into the final texture for that object is not changing the fact that in the end you have just a normal texture. (Well, set of textures.) No different from a recolour. Because it IS a recolour.
Rendering with it from that point is more of a resource management problem -- i.e., your program must be able to load textures from the cache too -- than some fundamental rendering problem.
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Plus, CASt is more than just textures and colours, there's also pattern sounds. When a Sim places a plate on a surface that was CASted with a texture from the Rock & Stone category the sound when the plate hits the surface is that of some distinct hard material, while if you CASt the same surface with a wood texture the sound becomes that of wood. |
Well, that doesn't sound like an insurmountable problem either, though. And, honestly, I'll even take some generic sounds, if that's what it takes to finally get some colour-matched furniture.
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
My youtube videos: http://www.youtube.com/user/TullaRask?feature=mhum
My blog: www.volvenomtullarask.com
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Well the question of this thread is "Is there any hope to bring back Create-a-style" which means what is popularly known as "the color wheel". To which the reply is "no", regardless of what you'd like to offer in the way of recolors. |
Well, I didn't say it was doable by a mod. I just said that EA could do it fairly easily, if they wanted to.
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Well, I didn't say it was doable by a mod. I just said that EA could do it fairly easily, if they wanted to. |
No, they can't. Did you know for example that there has to be a seperate COBJ and OBJD for every color version of each object? Meaning a red sofa is literally a different object from the blue version of the same sofa? It's simply no longer the same data structure. In fact that's even "worse" than TS2 where you could actually provide a lower level recolor for the same object.
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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Same here. If you can have a program doing recolours, and The Sims rendering them, then you CAN have the latter do both. Whether it's like you imagine the old CASt to work or not, is irrelevant. It can make them be separate objects, or it can save just the textures, or it can even do it on the fly, when the CASt-ed object is loaded, or whatever. The simple fact of the matter is that if an external program can do compositing, then EA COULD integrate that in TS4 too, if they wanted to.
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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Moraelin I look forward to your new tool, you sound like you know how to make it. Let us know if you need any testers |
I would, really, but since I don't work for EA, eh, it's not like I can compile my stuff into their program :p
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