I'll take a look at converting it later tonight and take screenshots of any tips and tricks of interest, and the file itself if it works nicely.
I've been wanting to make a 'Cardinal's Curio' of little misc tutorial snippets that don't necessarily need to belong to any one set of instructions, so I don't mind writing up stuff I can reuse in that
I'll take a look at converting it later tonight and take screenshots of any tips and tricks of interest, and the file itself if it works nicely.
I've been wanting to make a 'Cardinal's Curio' of little misc tutorial snippets that don't necessarily need to belong to any one set of instructions, so I don't mind writing up stuff I can reuse in that
Please let me know if you have any luck with it. My attempt still leaves me extremely frustrated, although I will probably use it anyway.
A little later than anticipated, reset my PC and it took a while to get everything sims related resituated, but here are my findings:
In Sims4Studio, selected My Projects and opened the CC package. Exported LOD0 and LOD1 from the Meshes tab, and each swatch from the Textures tab.
In Blender 3.3, imported the .blend files and exported the meshes back out as .obj
In S3OC, Cloning > Fireplaces, cloned fireplaceMantleMission and chose to untick Rename/Renumber because TSRW will renumber everything anyway + I would like to grab the EA IDs for something later.
In TSRW 2.0.8 version, Create New Project > New Import > and change the file type dropdown to .package instead of .wrk, select the clone package.
Mesh tab, export the High Level of Detail mesh as .obj
You can continue in Blender 3+ if you desire, but I'm more familiar with 2.9 so that's where I worked on the .obj.
Imported the EA fireplace, taking care to change the import options under Geometry to 'Split by Group' instead of 'Split by Object'. This should import 2 meshes- group_0 and group_1.
Imported the TS4 mesh. I shifted it back to be in the same position as the EA fireplace because it was not flush with the wall in it's original position.
group_0 is the dropshadow. I removed the wall part because it was the incorrect shape and resized the floor part to fit the much larger hearth.
Deleted the EA group_1 and renamed the hearth as group_1 instead- both under Object Properties (orange box icon) and Object Data (green triangle icon). Not sure which property TSRW reads, so I change both as the import will fail if they're incorrect.
In Object Mode, CTRL + A and selected All Transforms to make sure the resizing is applied.
Selected both objects and exported as .obj, once again making sure to select OBJ Groups and uncheck OBJ Objects- as well as check 'Selection Only'.
Repeat on the LOD1, but this one only has one group so the shadow should be removed and the mesh renamed to group_0.
Back in the TSRW project, import each mesh. If it gives a "Object reference not set" error, it's probably the mesh name. Fight with Blender over it for a while (that's what I did, until I noticed having OBJ Objects checked was borking it).
Under Shadow High Level of Detail, clicked the blue arrows button and selected the Medium detail and refresh to generate a shadow. Repeat on Medium shadow- the shape is the same for both LODs, so it's fine to use the lower one for both generations.
Quick detour to Photoshop (GIMP can do the same) to resave the .png textures as .dds. DTX5 compression and generate mipmaps- far better for the game.
Textures tab, Edit on the Overlay and imported swatch 1. I like swatches just fine, so I added them as overlays instead of going through the entire process of making them CASTable multipliers. Select Done, then Yes to the prompt to overwrite the texture. Then from the dropdown, select the second colour preset. Import the overlay again, but this time select No to the prompt. I repeated only up to the third existing swatches, but you can click on the file icon > Duplicate to add all of them if you wish.
There are some unneeded textures in there, but I left them alone. I had to start over from scratch after messing up in the TSRW texture tab, so...
Project tab, adjust the name and description as desired.
Slots tab, Container Entries dropdown. These aren't too bad to edit, but it is tedious to have to do it a second time if you're undoing a demonic glow issue from earlier. Click on a slot and you will see it appear as an XYZ coordinate. Utilize the View dropdown to change to Pan controls and back to zoom in there. You can freely drag them along an axis by the little yellow arrows. I think the tool slot is for the fire prod decor item, I didn't move that one but it should sit flush where you want those to snap to.
You can copy coordinates in the three dots menu if you want them to be perfectly aligned. I just repositioned the existing ones, but you can also duplicate them and change their flags for the size of decor they take.
Effect Entries dropdown, this one is where the fire effect goes. Sank that one down in the middle of the logs.
Saved, and personal preference I export as .package instead of .sims3pack by going to Edit > Project Contents > Export.
Time to open in S3PE. TSRW doesn't actually support a required resource for functional fireplaces, so it not appearing ingame when you tried this was the fault of that and not your own. I figured out how to fix it though, which is why I started with an EA package earlier.
Now, open the original cloned package in S3PE. Find the resource with the tag CFIR and Export > To file. In your CC package, Resource > Import > From file that CFIR. Find the _RIG resource, double click, copy the Instance. Double click on the CFIR and paste over the instance.
Now find the OBJD in your package, right click > Copy ResourceKey. Click on the CFIR again and click Grid on the bottom panel of S3PE to edit the data inside. Click on TGIBlocks, then on the three dots. Click on the first OBJD entry and click Paste RK. Save.
Click the dropdown on CommonBlock, and you may want to open the same CC package again in a new window to grab the info you want to copy over. From the CC OBJD, copy the NameGUID, DescGUID, Name, and Desc values and paste them into those regions of the CFIR. Then click Commit.
Save package and it's ready to go in the mods folder!
As you can see, even if I considered this a relatively straightforward conversion and it didn't take me all that long (about an hour or two, which is including those Blender troubles, using TSRW when I usually don't, testing ingame, discovering the CFIR trick on my own, and redoing from scratch while I wrote out these steps) it's sort of gargantuan to have in writing. Which is probably why tutorials that specific are few and far between. It can look like a bit of a major, but once you are familiar with each of those tools it kind of flies by.
Most of the same steps would apply for a decor piece, but after using an EA fireplace as reference for placement you would import into a clone of a decor object instead- usually a sculpture.
I've attached my conversion, but it still has it's share of little issues. I don't really recommend anyone but OP use it for learning purposes.
The dropshadow comes out too far, and I don't know how to do footprints/bounding boxes in TSRW so the external chimney generates floor/foundation in the wrong spot and things can clip into the sides. But you are free to take it apart, modify it, do whatever you like with it.
With moveobjects you can delete the chimney parts, and in that case it's not too bad looking- here's a screenshot of it looking absurd in Constance Shelley's living room.
A little later than anticipated, reset my PC and it took a while to get everything sims related resituated, but here are my findings:
I've attached my conversion, but it still has it's share of little issues. I don't really recommend anyone but OP use it for learning purposes.
The dropshadow comes out too far, and I don't know how to do footprints/bounding boxes in TSRW so the external chimney generates floor/foundation in the wrong spot and things can clip into the sides. But you are free to take it apart, modify it, do whatever you like with it.
With moveobjects you can delete the chimney parts, and in that case it's not too bad looking- here's a screenshot of it looking absurd in Constance Shelley's living room.
Thank you so much! I am going to try to follow your instructions and see if some knowledge can't seep into my head.
Here's a screenshot of what the option I referenced looks like, on the pop-up for importing a Wavefront Object (.obj) :
But for future reference, the great thing about Blender is that every version is standalone rather than a cumulative patch as we'd usually understand it. You can have as many installations as you need for compatibility with whatever it is you are working on.
Long term support versions can be found here: https://www.blender.org/download/lts/
Versions older than LTS are here: https://www.blender.org/download/previous-versions/