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FakeHousesRealAwesome
2nd Dec 2014, 4:25 AM
I made a custom wall with Sims 4 Studio and would like to be able to re-order the swatches in game. The package has several wall colors, and three styles of wall for each color—center, left edging, right edging. So I'd like to have the swatches sorted with the three styles for each color together; at the moment it's all random.

I've found a few tutorials for doing this, but they are all for CAS parts, and as far as I can tell they're not applicable for walls (they mention tags and such that I just don't see in my package). Could someone point me in the right direction?

plasticbox
2nd Dec 2014, 4:40 AM
The swatch sorting is UnkCommon06 in the CWAL. I have no idea about S4S, but this is pretty simple to do in s4pe.

FakeHousesRealAwesome
2nd Dec 2014, 6:47 AM
The swatch sorting is UnkCommon06 in the CWAL. I have no idea about S4S, but this is pretty simple to do in s4pe.

Thank you! That's exactly what I needed, and I just got my walls sorted. :) Also, in doing this I've just noticed that EA's swatch sorting in the catalog goes from top to bottom, right to left. That seems... not intuitive.

plasticbox
2nd Dec 2014, 7:10 AM
Yeah that's a tad confusing. I guess they did it that way because top right is where the swatch panel is anchored .. would have been one more step to first calculate the space needed and then swap the whole thing around.

(I recently sub-sorted my tile walls properly too, by the way. Thought I shoudl tell you since you seem like the kind of person who would actually redownload because of that =P)

FakeHousesRealAwesome
2nd Dec 2014, 8:22 PM
(I recently sub-sorted my tile walls properly too, by the way. Thought I shoudl tell you since you seem like the kind of person who would actually redownload because of that =P)

You bet! Thanks for the heads up; I will definitely redownload. :)

While I have you here, and since you seem like you know these kinds of things, would you mind a couple more related questions? 1) is there a way to choose the default thumbnail that shows up for that item in the catalog? After sorting, it's still the same one it was before. I guess it's not that important but I'm kind of an organization freak in this game...

and 2) is there a fix for the seam that shows up on the side of walls with an edging? I did see this solution (http://www.modthesims.info/showthread.php?p=4577571#post4577571) in the other thread here, so I swapped over a two-pixel strip of the offending side. It eliminates the seam when viewing at a moderately close distance, but if I move the camera back to about sidewalk distance, the white line comes back—and for me it's significantly more noticeable than the thin white line that Christine sees at a distance in this picture, (http://www.modthesims.info/showthread.php?p=4577991#post4577991) and seems to me to be just about as thick as the seam was before editing the corner piece.

plasticbox
2nd Dec 2014, 9:02 PM
The default thumbnail I don't remember right now -- it was either the highest or lowest UnkCommon06, or the highest or lowest instance when those are all the same. There was *some* logic to it is all I remember =P

Re. seams, what kind of edging do you have there? If it's stuff that has corners (like with quoining or all those sidings with edges), can you make it a proper wall-with-corners? That seems to be the Maxis solution for that kind of thing (the corner pieces get mirrored then). Other than that, would a mural be a solution? Further down the thread you linked to are some posts re. that (the flying turtles by Bakie). Lots of text but all it boils down to is making a multi-tile texture and setting the DiffuseUVScale in the MATD to the appropriate value.

The workaround with the 1-px "buffer" on the side probably breaks in the mipmaps, I guess (which are what you see at a distance -- the low-resolution versions that are in the dds; those are being generated automatically by whatever tool you save the texture with, so you don't have much of an influence over that unless you want to edit all your mipmaps manually >.<).

FakeHousesRealAwesome
2nd Dec 2014, 9:54 PM
It's not the highest/lowest UnkCommon06 (and it's the same as it was before I changed those) and it's not the highest/lowest instance. I'll have to poke at it some more; I'm sure there's something I'm not noticing. EDIT: I should add that I did try just deleting localthumbcache as well, and the thumbnail is the same.

Re. seams, what kind of edging do you have there? If it's stuff that has corners (like with quoining or all those sidings with edges), can you make it a proper wall-with-corners? That seems to be the Maxis solution for that kind of thing (the corner pieces get mirrored then).

Yes, it's a siding with an edge along the corner. I would LOVE to have a proper wall with corners (I'm assuming you mean the kind that get placed automagically like the Maxis ones?) but I think that's above my paygrade as I really don't know how to do that. I don't want to take up too much of your time, but if you could point me in the direction of a tutorial or some vague instructions or something I'd be up for learning. :)

plasticbox
3rd Dec 2014, 3:35 PM
It's not the highest/lowest UnkCommon06 (and it's the same as it was before I changed those) and it's not the highest/lowest instance. I'll have to poke at it some more; I'm sure there's something I'm not noticing

Figured it out! (I think.) It is not quite the instance .. it is the second half of the instance (the second .. word, that is, I think?). I just checked with all of my white + tile walls:

0x3C2A8647-0x00000003-0xA1408189 0C26908F blue+white
0x3C2A8647-0x00000003-0xC8546E28 503EEB50 d turquoise
0x3C2A8647-0x00000002-0xF6DBBE34 5CA9A867 d white
0x3C2A8647-0x00000003-0x19D15BEC 6676E8F5 glow white
0x3C2A8647-0x00000003-0x5A527D34 882C8E5D black+white
0x3C2A8647-0x00000002-0xB1099A22 8B73266D d bluegrey
0x3C2A8647-0x00000002-0x5DA746B0 93764FD7 d ltbrown
0x3C2A8647-0x00000003-0x4C7F21AB 9FCDEA83 ltbrown
0x3C2A8647-0x00000003-0xD1548DB2 C40AE98E white
0x3C2A8647-0x00000003-0x4373F1A0 C93C4D9C white+ltbrown
0x3C2A8647-0x00000003-0x030FDD99 CB84C779 black
0x3C2A8647-0x00000003-0xA6E5AD93 DFD4FE7A brown+ltbrown
0x3C2A8647-0x00000002-0x193B3181 E5342798 blue

(Above is the order in which they show up for me, top right -> bottom left)


Regarding corner walls (yes I meant the automagic ones, Maxis-style), what I'd probably do is copy one of the Maxis CWALs and paste my instances in there. Unless WallEz supports corner walls but I don't think it does (it's not impossible, I know somebody was talking to Grant about it but I never checked whether he got around to implementing it). About S4S, again, no idea.

I think the CWALs should be quite self-explaining; if you look at 0xD5F0F921-0x00000000-0x0000000000002FB6 for instance (that's one of the Simple Sidings with corners) it goes:

--- WallImgGroupList: CornerTextures (0x3) ---

--- CornerTextures[0] ---
ImgGroupType: 0xC4 (MediumWall)
DiffuseMap: 0x00B2D882-0x00000000-0x3EDB194D567D598E
BumpMap: 0x00B2D882-0x00000000-0xC6AFEE20E9F5C4E3
SpecularMap: 0x00B2D882-0x00000000-0xC6AFEE20E9F5C4FE

--- CornerTextures[1] ---
ImgGroupType: 0xC5 (TallWall)
DiffuseMap: 0x00B2D882-0x00000000-0xB746A5DE1EF744F1
BumpMap: 0x00B2D882-0x00000000-0xDEAAC884A819CFB2
SpecularMap: 0x00B2D882-0x00000000-0xDEAAC884A819CFAF

--- CornerTextures[2] ---
ImgGroupType: 0xC3 (ShortWall)
DiffuseMap: 0x00B2D882-0x00000000-0xEBA2E8A773C1476F
BumpMap: 0x00B2D882-0x00000000-0xEBB726A9F2640684
SpecularMap: 0x00B2D882-0x00000000-0xEBB726A9F2640699
---
CorneringFactor: 0x00000102

The "cornering factor" is the thing formerly known as Unk-Somethingorother that makes the wall texture show up on 1xN vs 2xN rooms, I think you've seen that before =). (Quoted is the original value -- which you probably want to change)

FakeHousesRealAwesome
3rd Dec 2014, 9:13 PM
Figured it out! (I think.) It is not quite the instance .. it is the second half of the instance (the second .. word, that is, I think?).

Oh! Never would have noticed that. Thanks! So I changed the instance for the one I wanted to be the default swatch and thumbnail and it worked in game. Is that going to cause some other issues, just changing it? I feel like there's some more complicated, non-lazy thing I should have done (I literally just made the second half of the instance all zeros...this is my level of expertise... :rolleyes: ).

And thank you so much for the info about the corners! The automagic corners work perfectly, so no thin white seam anymore, and the swatch panel will look a lot tidier. Yay! (it's not perfectly seamless, but that's in the texture of the siding template I'm using, which is an issue I'm not inclined to tackle) No, I don't think Wall EZ does the auto corners either as far as I see, and I know S4S definitely doesn't. So I just did it in s4pe, which is just fine, if a bit tedious. And yep I did change the CorneringFactor for less stupid corners :lol:

plasticbox
3rd Dec 2014, 11:01 PM
Very cool, great that it worked out so easily =)

"s4pe, which is just fine, if a bit tedious" is what I always seem to end up doing as well :lol:


Regarding the instances -- they're supposed to be hashed from your creator tag + item name so as to make them unique (i.e. so that your stuff doesn't accidentially override Maxis content or other people's CC). On one hand, that means the game doesn't care what they are in particular (and the cwal one isnt referenced anywhere that I can think of) -- on the other hand, setting too many digits to zero kinda unnecessarily decimates your uniqueness .. there is no particular artful way I can think of, but if you do this more often, maybe just set the first two digits (of that latter half of the instance) to zero, not the entire back end =P.

FakeHousesRealAwesome
4th Dec 2014, 1:24 AM
maybe just set the first two digits (of that latter half of the instance) to zero, not the entire back end =P.

Ha, will do :P

Thanks again so much for all your help with this. It's always fun to learn new stuff :D