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-   -   TS4 CAS/Mesh Tools V2.0.0.2: Tools for cloning, editing CC properties, recolors, preview, mesh editing. BETA, new version 7/4/2016 (https://modthesims.info/showthread.php?t=532867)

CmarNYC 4th Sep 2014 8:35 PM

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

1 Attachment(s)
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

1 Attachment(s)
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.

Told ya -- NOOB.

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.

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

Quote: Originally posted by felipotorres
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

Love it and found a bug
 
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

Quote: Originally posted by MaclimesZero
I don't seem to be able to export glasses at all. Every time, I get that same "Unhandled exception" error.


Quote: Originally posted by violablu
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

Quote: Originally posted by CmarNYC
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

2 Attachment(s)
Quote: Originally posted by CmarNYC
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! :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.

I thought for sure glasses had meshes? =o

MaclimesZero 8th Sep 2014 3:42 PM

Quote: Originally posted by Zovesta
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.

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:



and this is how the cloned package looks in s4pe:



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

Quote: Originally posted by MyreMylar
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:



and this is how the cloned package looks in s4pe:



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

Quote: Originally posted by CmarNYC
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

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:

Quote: Originally posted by ZeGauntlet
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?

Quote: Originally posted by Zovesta
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?

Quote: Originally posted by Selarono
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.

Quote: Originally posted by trap lorde
@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

Quote: Originally posted by meyomey
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?


Quote: Originally posted by trap lorde
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.


Quote: Originally posted by MyreMylar
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.


Quote: Originally posted by violablu
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

Quote: Originally posted by CmarNYC
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

Quote: Originally posted by CmarNYC
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:



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/Myre..._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

Quote: Originally posted by JosephTheSim2k5
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

ok heres my error code (ty for working so hard on this)
 
1 Attachment(s)
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
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/violablu/Documents/sims4/program%20zipz/MTS_CmarNYC_1457995_S4CASTools_0_3_0_0/S4CASTools_0_3_0_0/S4CASTools.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
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: 4.0.30319.18408 built by: FX451RTMGREL
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: 4.0.30319.18408 built by: FX451RTMGREL
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/violablu/Documents/sims4/program%20zipz/MTS_CmarNYC_1457995_S4CASTools_0_3_0_0/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/violablu/Documents/sims4/program%20zipz/MTS_CmarNYC_1457995_S4CASTools_0_3_0_0/S4CASTools_0_3_0_0/s4pi.Interfaces.DLL
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
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: 4.0.30319.18408 built by: FX451RTMGREL
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/violablu/Documents/sims4/program%20zipz/MTS_CmarNYC_1457995_S4CASTools_0_3_0_0/S4CASTools_0_3_0_0/XmodsDataLib.DLL
----------------------------------------
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
----------------------------------------
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
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
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

Quote: Originally posted by MyreMylar
Huh, weird.

Well my settings in the new version look like this:



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/Myre..._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

Quote: Originally posted by violablu
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.

MyreMylar 11th Sep 2014 6:09 PM

Quote: Originally posted by CmarNYC
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

Quote: Originally posted by CmarNYC
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

crash on non-mesh items
 
2 Attachment(s)
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

Quote: Originally posted by JosephTheSim2k5
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

Quote: Originally posted by CmarNYC
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

Quote: Originally posted by MyreMylar
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?

Quote: Originally posted by lucidsim
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

Quote: Originally posted by CmarNYC
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

Quote: Originally posted by MyreMylar
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

1 Attachment(s)
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

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

1 Attachment(s)
Hey Cmar, me again

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!

Another success, then. Hats off to Cmar!

JD

MyreMylar 12th Sep 2014 8:59 AM

Quote: Originally posted by CmarNYC
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 !

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

Quote: Originally posted by StarryNiteSims
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

Can't clone non-default eyecolor
 
Quote: Originally posted by CmarNYC
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

Quote: Originally posted by ♥BabydollKissesXo♥
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.

Quote: Originally posted by JosephTheSim2k5
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



Im probably dumb.

JosephTheSim2k5 12th Sep 2014 7:03 PM

Quote: Originally posted by CmarNYC
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. but now, it's the weekend and I need a pint!

Thanks again,
JD

JosephTheSim2k5 12th Sep 2014 7:04 PM

Quote: Originally posted by trap lorde
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

Quote: Originally posted by trap lorde
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

Someone managed to rip single pieces with joints and put them together:
http://malik-hatsune.deviantart.com...l-Rip-477369977
http://malik-hatsune.deviantart.com...-Done-480969429
http://www.youtube.com/watch?v=Mu9Z...eature=youtu.be
Is there any tutorial for that?

Thank you

CmarNYC 13th Sep 2014 2:47 AM

Quote: Originally posted by violablu
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.

Quote: Originally posted by simeleon24
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

Someone managed to rip single pieces with joints and put them together:
http://malik-hatsune.deviantart.com...l-Rip-477369977
http://malik-hatsune.deviantart.com...-Done-480969429
http://www.youtube.com/watch?v=Mu9Z...eature=youtu.be
Is there any tutorial for that?

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

Thanks!
 
Quote: Originally posted by CmarNYC
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

Quote: Originally posted by CmarNYC
@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

Quote: Originally posted by Araenna
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=2e26...060D2FF66%21122

JosephTheSim2k5 13th Sep 2014 10:25 AM

Quote: Originally posted by trap lorde
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?


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