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queue bypass |
Oh, that, too .. didn’t see that when I wrote my little novel above =P
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The uploader has queue bypass privileges; looking at the upload the "checked by mod" box is not ticked, so it hasn't been approved by anyone yet. |
I was already wondering what "Has bypass" means when viewing my scorecard, but now I know.
Still 4 to go, before I can use that. Don't know if I want to do that...then I don't know if it's perfect!?! :P
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But the graffiti isn't really seamless right? I think I see small yellow lines between the graffiti...
If it was seamless, I think we want to know how he did it...but they aren't... :p
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Ah, I see it -- the offending bits are copied to the opposite edge. Solves the visual artifact, but is not a solution for stuff like murals and such.
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It was slightly more noticeable on the larger sized walls.
For the most part it's unnoticeable though. I use S4Studio. I always make sure to choose one of the solid basic walls that is just flat with no crown moulding or baseboards. The first recolor I did I also resized the crown moulding and baseboards and in S4S I used one of the maxis walls that had crown moulding and baseboards and when I put it in the game it looked all jacked up. Like there was still a crown moulding texture where it used to be. Once I switched to the plain flat one though it was fine.
ETA: Here's an example. On the left side I used a maxis baseboard/crown moulding wall as my recolor in S4S. On the right side is the exact same DDS file but with a plain flat wall as my recolor option in S4S.
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Not owning Sims4 (stopped at 2) but still interested in seams and textures issues..
As said before, seams on mural can't be solved, due to the fact that part of the right side of the wall is reproduced on the left corner of the same wall it was already the case in Sims 2.
As possible workaround would be to create a mesh the size of the mural and make a wall overlay.
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Well yeah with that mural you won't have much of a problem, since it's pretty much horizontal stripes. But anything asymmetrical, corner pieces, flying turtles etc .. won't work before the seam issue doesn't have a solution. |
Haha, flying (Blue can be water too you know, or did you mean flying through the sea? )
For the people who would like to support me some more, take a look at my: BakieGaming Patreon page
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As said before, seams on mural can't be solved, due to the fact that part of the right side of the wall is reproduced on the left corner of the same wall it was already the case in Sims 2. |
I created a few mural-type walls in Sims 2, and for me it seems as if the problem was fixed in an EP. A mural (consisting of two or more walls) in my basegame installation has a seam, but the same walls in my installation with all EPs don´t.
Nevertheless, I made some attempts in Sims 4, and it seems that the texture sizes of 256x768, 256x1024 and 256x1280 aren´t obligatory. I created textures with the sizes 1024x768, 1024x1024 and 1024x1280 that show the whole mural for four wall parts, and changed the Data0 entry of the DiffuseUVScale field in each MATD to 0,25.
Result in game was a single wall that spreads over four tiles, and there were no seams, as far as I could see.
Disadvantage ist that you can not decide where the mural should start, it depends on the wall.
And I am not sure if there might be other issues.
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A mural (consisting of two or more walls) in my basegame installation has a seam, but the same walls in my installation with all EPs don´t. |
Do you mean specifically custom murals with that, or EAxian ones too? (Asking because I had seam issues on and off in TS3 varying with patch level, but I don't remember whether that was custom walls only or Maxis too .. not sure whether TS3 is a good comparison base though, seeing as a lot of Maxis walls in that were all kinds of fucked up =P)
I created textures with the sizes 1024x768, 1024x1024 and 1024x1280 that show the whole mural for four wall parts, and changed the Data0 entry of the DiffuseUVScale field in each MATD to 0,25. Result in game was a single wall that spreads over four tiles, and there were no seams, as far as I could see. |
Ah that is a good tip, thanks! I believe this is how the maxis plaster wall works? (You know, that white one, kind of like peeling painted brick)
Maybe the trick is changing the UV scale, even on a wall with a smaller texture? Or would that stretch the texture? There's also fields for .. UV handle or somesuch I believe (don't recall the exact name now).
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I created a few mural-type walls in Sims 2, and for me it seems as if the problem was fixed in an EP. A mural (consisting of two or more walls) in my basegame installation has a seam, but the same walls in my installation with all EPs don´t. Nevertheless, I made some attempts in Sims 4, and it seems that the texture sizes of 256x768, 256x1024 and 256x1280 aren´t obligatory. I created textures with the sizes 1024x768, 1024x1024 and 1024x1280 that show the whole mural for four wall parts, and changed the Data0 entry of the DiffuseUVScale field in each MATD to 0,25. Result in game was a single wall that spreads over four tiles, and there were no seams, as far as I could see. Disadvantage ist that you can not decide where the mural should start, it depends on the wall. And I am not sure if there might be other issues. |
It sounds like it.
Simension wrote about those at Sims 4 Studio here awhile ago.
I tried working with clones of these wide walls and they're seamless alright but they just start their run wherever they want.
Also they change their order depending on wall height which makes them look great at one height and terrible at another.
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Do you mean specifically custom murals with that, or EAxian ones too? |
Puh... it´s so long ago. I´m not sure if it appears on EAxian walls, too; maybe I can take a look at the S2 basegame later. But I´m not sure if there are any EAxians murals in the basegame.
Ah that is a good tip, thanks! I believe this is how the maxis plaster wall works? (You know, that white one, kind of like peeling painted brick) |
I actually don´t know, but maybe it´s worth a look in the game files to figure out if there are any textures larger than the default size.
Maybe the trick is changing the UV scale, even on a wall with a smaller texture? Or would that stretch the texture? There's also fields for .. UV handle or somesuch I believe (don't recall the exact name now). |
Yes, it´s the DiffuseUVScale field, there are two parts for the two axes. Any value different from 1 would stretch or compress your texture. Value 1 means your texture is used for one tile. Value 2 shows your texture two times on one tile, value ,.5 stretches the texture over two tiles (and so on).
You can have a look at the floors, e.g. some of the wood floors have entries of 0,5 for both fields, so the texture is used for four floor tiles (2 tiles wide and 2 tiles deep).
Are you talking about EA's wide walls? |
No, I made some new custom walls to give it a try.
I tried working with clones of these wide walls and they're seamless alright but they just start their run wherever they want. |
Yes, that is what I mentioned above - you can not choose the starting point of the mural.
Also they change their order depending on wall height which makes them look great at one height and terrible at another. |
This did not happen with my test mural, it worked perfectly for all three heights.
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Hey guys. The reason for the seam is because the sampler for the base texture will wrap rather than clamp at the boundary. This means you’ll get a small amount of the other edge of the texture, which will create seams if the texture’s sides aren’t tileable. A way to avoid this is to use a material setting in the MTRL block to scale the UVs such that a single texture can be spread across multiple wall or floor tiles. The parameter name is DiffuseUVScale (which is referenced in the MRTL block via the hash of its name: 0x2d4e507e). Setting this to 0.5 will make it a 2-tile interval, 2.0 will make it a half-tile interval, etc. For an example of a resource that does this, see 01d0e75d:00000000:98cf7bf37a1cc76c – this wall pattern is called “Urbanity” in the catalog. There is a limitation on this though, the alignment of the wall texture is based on its lot position, i.e. if a texture spans multiple tiles, which part of the texture that is used for a particular tile is based on that tile’s lot position. Hope that helps. |
Source
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I don't know a thing about UVScaling. Or can someone explain how to change the DiffuseUVScale?
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Or you simply change that value in your existing package in s4pe and replace your texture/s (open package in s4pe, then edit the value in "Grid"; click on your IMGs and select "Replace").
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My mural made on one of those looks very nice at all heights too but once it is placed if you change the wall height it needs to be placed over again because the order of the panels changes. |
Yes, I understood this. All I said is that this doesn´t happen with the custom mural covering four tiles I created from scratch. The panels don´t change when I change the height of the walls.
Or can someone explain how to change the DiffuseUVScale? |
I explained it a few postings above, it´s quite simple. Just open the MATD with the Grid Button and loók for the field DiffuseUVScale. Data0 is for width (the one you need for walls), Data1 ist for depth/height, you can use it floors.
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All I said is that this doesn´t happen with the custom mural covering four tiles I created from scratch. |
Right, I hadn't thought of that (in my answer above) -- so that means it would actually not be such a great idea to use the Maxis one as a base. Thanks for pointing that out again! =)
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Or you simply change that value in your existing package in s4pe and replace your texture/s (open package in s4pe, then edit the value in "Grid"; click on your IMGs and select "Replace"). |
I was just trying to change the Data0 entry of the DiffuseUVScale field in each MATD to 0,5. For a 2-tile wallpaper, but I don't understand how to change it.
I opened s4pe, clicked on the first MATD then clicked on the grid button and got this window:
But now I don't know how to change the diffuse scale on the right.. Am I doing something wrong?
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