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Mean, mean stride
retired moderator
#24901 Old 20th Sep 2020 at 3:39 PM
Quote:
Originally Posted by emeraldzephyr
How does everyone set up seasons in their hoods?
My neighbourhood Lacuna Delta is a lush terrain and I wanted it to be continually depressing weather- lots of rain, lots of snow, lots of hail and not much sunshine. So I have this mod and use Spring-winter-winter-autumn. Good job they have a vacation neighbourhood attached; it's always summer there!

I will choose a path that's clear- I will choose free will
-RUSH
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Mad Poster
#24902 Old 20th Sep 2020 at 3:42 PM
Speaking of Seasons changing... has anyone made a mod that separates the weather/climate changes from the seasonal wants/themes?

I'm planning a new set-up (that I'm actually going to play, not just build!) and I'd like Strangetown to be Summer 'weather' all the time; but Fiesta Tech is gonna need the Fall 'wants' in there at some point. You'd think by now somebody would have addressed this And, if they did, I would probably know nothing about it...


ETA -SimSample - I just went and looked through his ^ mods... They are global mods, but do they only affect one hood, or your whole game?

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Mad Poster
#24903 Old 20th Sep 2020 at 5:09 PM
Quote:
Originally Posted by Coriel_Muroz
If it's binned, then you can genetically pass on the color like any original hair

If it's in the custom colours, then I believe if you have a child of the same gender, they will get that exact same hair. So if you have a blue hairdo, the kid will also be born with blue hair. I believe custom overrides Black or Brown.


Thanks. I tested that and a kid of the same gender did get custom hair, but one of the opposite gender didn't.
Mean, mean stride
retired moderator
#24904 Old 20th Sep 2020 at 5:48 PM
Quote:
Originally Posted by CatherineTCJD
ETA -SimSample - I just went and looked through his ^ mods... They are global mods, but do they only affect one hood, or your whole game?
They are global, for all neighbourhoods. If you play several hoods in rotation, it might not be ideal. I usually have a separate Sims 2 folder for each of my hoods, as I use different CC and mods for each one, so it suits my way of play.

I will choose a path that's clear- I will choose free will
-RUSH
Simpeople and Me Archive- -11Dots Archive- My Sims World Archive
If you are looking for files from old websites the Internet Archive is your best friend.
Mad Poster
#24905 Old 20th Sep 2020 at 7:12 PM
Quote:
Originally Posted by sturlington
I used to have Strangetown be spring-summer-summer-fall because it was the desert and also I hate what the falling snow does to my computer. But I missed the winter wants. Each season has a theme, and winter is family. So I've gone back to the four-season rotation, even though a snow-covered desert doesn't seem right.

The way I play uni, spring usually hits around junior year, and then everyone starts failing out because all they can think about is lurve. I should change that.


I live in the inland desert northwestern US, and we have had snow on the hills already this 'fall'. It's okay. (We haven't had even a tenth of an inch of precipitation since June, mind you.)

I feel like Spring in Junior year is a good thing in Uni because that's when anyone who changed aspiration is finding out that their old high school sweetie just doesn't match well anymore.

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Scholar
#24906 Old Yesterday at 4:51 PM
This thread is getting close to its 1000th page!

DJ. who?
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Mad Poster
#24907 Old Yesterday at 9:07 PM
Quote:
Originally Posted by topp
This thread is getting close to its 1000th page!

Really For me it says page #499?

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Lab Assistant
#24908 Old Yesterday at 9:29 PM
I have a random question about polycounts.
I know what kind of polycounts are considered "good" or "very high" and so on for hairs (I've tried to mainly add hairs under 15k to the new DL folder I've been working on), but what about objects?
I just saw a nice statue I wanted to download, but it came with a big warning that it was 21k and a mention of another statue with 5k still being a bit high.

So are polycounts for objects measured differently? I would consider 5k a low and really good polycount for a hair (especially nowadays), but apparently it's not considered low for a statue? And 21k is outrageous for a statue? I try not to download hairs above 20k, but would make an exception if it's a hair I really like and I don't remember that causing problems if used sparingly. So would placing one 21k statue on a lot really be so much a worse than putting a 21k hair on a sim? Does it make a difference at all?
Mad Poster
#24909 Old Yesterday at 10:16 PM Last edited by simmer22 : Today at 12:05 AM.
25+++k is high for anything. Use very sparingly. If you play without shaders, CAS items don't seem to tackle anything above 30k, and will show up invisible (the limit is a bit unclear, but seems to be roughly between 25 and 30k). If you play with shaders on, the CAS items will usually work fine, though. Buy/build doesn't seem to have the same issue with disappearing items. EDIT: This area and above could possibly also be the reason for items not showing up in family loading screen.

15-25k depends on the item, but is relatively high, especially if you use large quantities of them, so use sparingly.
10-15k depends on the item, but tends to be fine (just don't go completely overboard).
5-10k is usually fine.
5k and below is in the "no worries" zone.
2k and below is in the "absolutely no worries" zone (more so if you get below 1k).

I'd say the same is true for both CAS and buy/build. It's more a quantity thing - you can have a high-poly item (or one or two with larger textures), you can have several, but at some point it gets out of control and you have 100+ items with 30+++k polys and 2048x2048 textures on the same lot, and the game crashes or starts pink-flashing out of exhaustion. Some caution is adviced. Some computers can handle it, some can't.
Needs Coffee
retired moderator
#24910 Old Yesterday at 11:29 PM
Quote:
Originally Posted by simmer22
25+++k is high for anything. Use very sparingly. If you play without shaders, CAS items don't seem to tackle anything above 30k, and will show up invisible (the limit is a bit unclear, but seems to be roughly between 25 and 30k). If you play with shaders on, the CAS items will usually work fine, though. Buy/build doesn't seem to have the same issue with disappearing items.

15-25k depends on the item, but is relatively high, especially if you use large quantities of them, so use sparingly. 10-15k depends on the item, but tends to be fine (just don't go completely overboard).
5-10k is usually fine.
5k and below is in the "no worries" zone.
2k and below is in the "absolutely no worries" zone (more so if you get below 1k).

I'd say the same is true for both CAS and buy/build. It's more a quantity thing - you can have a high-poly item (or one or two with larger textures), you can have several, but at some point it gets out of control and you have 100+ items with 30+++k polys and 2048x2048 textures on the same lot, and the game crashes or starts pink-flashing out of exhaustion. Some caution is adviced. Some computers can handle it, some can't.


I was tempted by a 22K hair yesterday but decided not to get it, it's too easy to add on a hair + some jewellery and end up with a 40K walking pixel.

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Field Researcher
#24911 Old Yesterday at 11:46 PM
Quote:
Originally Posted by simmer22
25+++k is high for anything. Use very sparingly. If you play without shaders, CAS items don't seem to tackle anything above 30k, and will show up invisible (the limit is a bit unclear, but seems to be roughly between 25 and 30k). If you play with shaders on, the CAS items will usually work fine, though. Buy/build doesn't seem to have the same issue with disappearing items.

Hmm. That might explain and I've often wondered why one particular long male hair I have doesn't show up for the family when hovering in the hood view and doesn't show up on the loading screen when loading the family. The men wearing that long-hair show as bald but once I get into their lot, everything is fine. Is there an easy way to check the poly count of that hair? Probably a very newbie question but I've never concerned myself with poly counts since nothing I have so far makes the game/machine even stutter (except when someone new comes onto the lot when running 3x speed).

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Mad Poster
#24912 Old Today at 12:11 AM
You can usually check polycount with SimPE in the GMDC. The Vertex count usually bugs out, but the poly count should work.

A high poly count could absolutely be the reason why something isn't showing up properly in the loading screens. It usually is those high-poly items. It is a bit strange that we've not really seen it much until 4t2 (and to some degree 3t2) conversions were a thing, though. For whatever reason, these tend to cause more problems than other high-poly meshes.

It's weird, because I've tried to find any other differences between the files (recolor and mesh files) and the only thing that seems to be true for most of them is that they tend to be in the 25+++k area, they tend to (but aren't always) 4t2 meshes, they're pretty much always CAS meshes (can't remember if I've found problem object meshes, but I don't think so), and people who get the problems with disappearing meshes tend to not have shaders turned on.

I'm not sure if there were high-poly meshes from TS2 creators back in the days that were in the 30+k category, or if they had the same problems with shaders, but it would be interesting to know.
Top Secret Researcher
#24913 Old Today at 1:06 AM
The "high poly" meshes back in the day weren't nearly as high. 10,000 and 15,000 were considered high, judging by old threads. Nowadays, a decent computer should handle that fine, depending on the overall size of the Download folder.

I'm not a creator, but from what I've read, 3t2 and 4t2 meshes--especially hairs--tend to be higher poly because of the differences in how the hair was made and how it gets ported to TS2. Apparently TS4 hairs tend to have multiple layers, while TS2 hairs typically don't have much multiple layers, if any. Mind you, I'm talking about hairs by TS4 creators mostly--those can be pretty detailed. I find Eaxis conversions are usually simplier and lower poly. Anyway, it makes sense if objects in the later games were made with more detail, for modern computers better able to handle it. Porting those things to an older game, with different spec caps, would cause problems here and there, especially if creators don't take care to adapt items to TS2.

Other high poly items to watch out for would be car conversions. Some of them can be pretty high and, depending on what else is on the lot, can have trouble showing up.

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Mad Poster
#24914 Old Today at 1:56 AM
I know about the layer issue (which is pretty much the only actual difference between the hairs), but there has been instanes of the same thing happening to converted clothes, too, where you don't have the same layer issue.

There's details, and there's unnecessary use of polys. A lot of high-poly items for TS4 I've seen have been high-poly because of the latter... There's pretty much always room for reducing polys when you're up in the 20-30k area, especially when making a hair. I have yet to see a hair that needed 30k or more for any Sims game. Clothes and objects - usually you can make do with less than 30k, preferably a lot less. Often the details are really just a bunch of folds and such, which you can easily do with texture instead. Lowish-poly clothing meshes often have a tendency to animate better than high-poly meshes, too. Plenty of TS4 creators make great low-ish poly content that could fit in with both MM and more realistic gameplay, so there's no reason anyone should absolutely have to make it high-poly. Maybe it's problem in where they find tutorials. If you start out with low/med-poly tutorials that take you through step by step, that's how you'll learn to do meshing and UVmapping properly, and how you learn to add polys where they need to be - but if you start out with tutorials showing you spectacular tricks for how to mesh fast and easy, you'll learn "bad" habits that's going to give you kind of good-looking (if you don't look too closely, anyway) high-poly meshes, but with bad UVmaps and texturing, and with annoying artefacts like bad smoothing. It kinda works for TS4, but those meshes are a nightmare to work with, and TS2 hates them...

I poke around in files a lot. Can't help it. I'm curious
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