Hi there! You are currently browsing as a guest. Why not create an account? Then you get less ads, can thank creators, post feedback, keep a list of your favourites, and more!
MTS has all free content, all the time. Find out how YOU can help to keep it running. Tell me how...

S4 CAS Tools - updated to V3.8.2.0 on 3/18/2023

by CmarNYC Posted 28th Aug 2016 at 8:53 PM - Updated 18th Mar 2023 at 9:22 PM by CmarNYC : New version upload
 
541 Comments / Replies (Who?) - 439 Feedback Posts, 101 Thanks Posts
Thanks are currently OFF: Show Thanks Posts for this thread
Page 4 of 22
Field Researcher
#76 Old 26th Jan 2017 at 4:53 PM
Hello Cmar. Its me again. Something change with the patch and a new error appear when trying to autoassing a head again. =P

Consulte el final de este mensaje para obtener más detalles sobre cómo invocar a la depuración
Just-In-Time (JIT) en lugar de a este cuadro de diálogo.

************** Texto de la excepción **************
System.IndexOutOfRangeException: Índice fuera de los límites de la matriz.
en Xmods.DataLib.GEOM.get_isValid()
en Xmods.DataLib.GEOM.RenumberBase(Int32 startnum)
en Xmods.DataLib.GEOM.GEOMsFromOBJ(OBJ obj, GEOM refMesh, ProgressBar progressBar, Boolean verbose)
en XMODS.Form1.AutoGo_button_Click(Object sender, EventArgs e)
en System.Windows.Forms.Control.OnClick(EventArgs e)
en System.Windows.Forms.Button.OnClick(EventArgs e)
en System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
en System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
en System.Windows.Forms.Control.WndProc(Message& m)
en System.Windows.Forms.ButtonBase.WndProc(Message& m)
en System.Windows.Forms.Button.WndProc(Message& m)
en System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
en System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
en System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Ensamblados cargados **************
mscorlib
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.0.30319.36373 built by: FX452RTMLDR
Código base: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
S4CASTools
Versión del ensamblado: 2.0.0.0
Versión Win32: 2.0.0.0
Código base: file:///C:/Users/Fernando/Documents/S4CASTools_2_4_0_0/S4CASTools.exe
----------------------------------------
System.Windows.Forms
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.0.30319.36373 built by: FX452RTMLDR
Código base: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.0.30319.36373 built by: FX452RTMLDR
Código base: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.0.30319.36373 built by: FX452RTMLDR
Código base: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
XmodsDataLib
Versión del ensamblado: 1.0.0.0
Versión Win32: 1.0.0.0
Código base: file:///C:/Users/Fernando/Documents/S4CASTools_2_4_0_0/XmodsDataLib.DLL
----------------------------------------
s4pi.Interfaces
Versión del ensamblado: 1701.13.2153.30412
Versión Win32: 1701.13.2153.30412
Código base: file:///C:/Users/Fernando/Documents/S4CASTools_2_4_0_0/s4pi.Interfaces.DLL
----------------------------------------
DDSPanel
Versión del ensamblado: 1609.14.1346.15789
Versión Win32: 1609.14.1346.15789
Código base: file:///C:/Users/Fernando/Documents/S4CASTools_2_4_0_0/DDSPanel.DLL
----------------------------------------
System.Core
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.0.30319.36373 built by: FX452RTMLDR
Código base: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
WindowsFormsIntegration
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.0.30319.36373 built by: FX452RTMLDR
Código base: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsFormsIntegration/v4.0_4.0.0.0__31bf3856ad364e35/WindowsFormsIntegration.dll
----------------------------------------
PresentationFramework
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.0.30319.36373
Código base: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/PresentationFramework/v4.0_4.0.0.0__31bf3856ad364e35/PresentationFramework.dll
----------------------------------------
WindowsBase
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.0.30319.36373 built by: FX452RTMLDR
Código base: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
PresentationCore
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.0.30319.36373 built by: FX452RTMLDR
Código base: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/PresentationCore/v4.0_4.0.0.0__31bf3856ad364e35/PresentationCore.dll
----------------------------------------
System.Xaml
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.0.30319.36373 built by: FX452RTMLDR
Código base: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xaml/v4.0_4.0.0.0__b77a5c561934e089/System.Xaml.dll
----------------------------------------
System.Configuration
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.0.30319.36373 built by: FX452RTMLDR
Código base: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.0.30319.36373 built by: FX452RTMLDR
Código base: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Windows.Forms.resources
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.0.30319.1 built by: RTMRel
Código base: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_es_b77a5c561934e089/System.Windows.Forms.resources.dll
----------------------------------------
mscorlib.resources
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.0.30319.1 (RTMRel.030319-0100)
Código base: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_es_b77a5c561934e089/mscorlib.resources.dll
----------------------------------------
PresentationFramework.Aero
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.0.30319.36373 built by: FX452RTMLDR
Código base: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/PresentationFramework.Aero/v4.0_4.0.0.0__31bf3856ad364e35/PresentationFramework.Aero.dll
----------------------------------------
s4pi.Package
Versión del ensamblado: 1701.13.2155.30463
Versión Win32: 1701.13.2155.30463
Código base: file:///C:/Users/Fernando/Documents/S4CASTools_2_4_0_0/s4pi.Package.DLL
----------------------------------------
s4pi.Settings
Versión del ensamblado: 1701.13.2153.30412
Versión Win32: 1701.13.2153.30412
Código base: file:///C:/Users/Fernando/Documents/S4CASTools_2_4_0_0/s4pi.Settings.DLL
----------------------------------------
s4pi.ImageResource
Versión del ensamblado: 1701.13.2155.30462
Versión Win32: 1701.13.2155.30462
Código base: file:///C:/Users/Fernando/Documents/S4CASTools_2_4_0_0/s4pi.ImageResource.DLL
----------------------------------------
Accessibility
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.0.30319.36373 built by: FX452RTMLDR
Código base: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** Depuración JIT **************
Para habilitar la depuración Just In Time (JIT), el archivo de configuración de esta
aplicación o equipo (machine.config) debe tener el
valor jitDebugging establecido en la sección system.windows.forms.
La aplicación también se debe compilar con la depuración
habilitada

Por ejemplo:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

Cuando esté habilitada la depuración JIT, cualquier excepción no controlada
se enviará al depurador JIT registrado en el equipo
en lugar de controlarlo mediante el cuadro de diálogo.
Ms. Byte (Deceased)
Original Poster
#77 Old 27th Jan 2017 at 1:18 PM
Quote: Originally posted by izkusitelna
Hello. I fixed the coat with the help from _orangemittens_ in EA forum. Thank you so much for all your help <3


Good! Could you upload the fixed version? I'd still like to figure out what the problem was and prevent it in the future.

Necrodog, I'll look at your problem as soon as I'm back to my modding computer.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#78 Old 28th Jan 2017 at 10:28 PM
Quote: Originally posted by CmarNYC
Good! Could you upload the fixed version? I'd still like to figure out what the problem was and prevent it in the future.

Yes, of course. Thank you again!
Attached files:
File Type: zip  Preslava_Male_Coat_with_Shirt_297.zip (2.96 MB, 13 downloads)
Ms. Byte (Deceased)
Original Poster
#79 Old 29th Jan 2017 at 10:29 PM
Quote: Originally posted by izkusitelna
Yes, of course. Thank you again!


Thanks so much!

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
THANKS POST
#80 Old 8th Feb 2017 at 8:30 PM
Thank you for this CmarNYC. I'm looking forward to learning how to you this Tool.
Test Subject
THANKS POST
#81 Old 10th Feb 2017 at 9:46 AM
The downloads to thank you ratio is appalling, so I'm going to thank you twice. I'm new to CC creation and I'm not particularly good at it yet, but if it weren't for modders like you I wouldn't even be trying, so thank you for all the hard work you put into programs like this. :)
Ms. Byte (Deceased)
Original Poster
#82 Old 14th Feb 2017 at 3:58 PM Last edited by CmarNYC : 20th Feb 2017 at 11:11 PM.
Quote: Originally posted by Eternal Rose
I just downloaded ver.2.4.0.0 & when I go to Cloning Tool>Clone Game CAS the view at the bottom left is wrong, it is showing all Sims in the mesh parts as the opposite sex. Males are show as females & females are shown as males.


Since the gender flexibility patch a lot of CAS parts are flagged as one gender but used for the other. (I think if you look more closely you'll see they're not ALL reversed.) I can see if there's a way CAS Tools can pick the thumbnail more inteligently in a future version.

Edit: On looking at this more closely, I think most or all of the 'reversed' items are made for the opposite gender that you're probably expecting, and the thumbnails are correct. For example, there's a male miniskirt as well as a female one.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
THANKS POST
#83 Old 20th Feb 2017 at 6:22 AM
thanks for your work
Test Subject
THANKS POST
#84 Old 20th Feb 2017 at 6:24 AM Last edited by landoman55 : 20th Feb 2017 at 9:43 AM.
there seams to be an issue with the Mesh region Manager-- when working with the Spa day stuff. its just blank in the cloned mesh package. 2.4.0
Ms. Byte (Deceased)
Original Poster
#85 Old 20th Feb 2017 at 9:55 PM
Quote: Originally posted by landoman55
there seams to be an issue with the Mesh region Manager-- when working with the Spa day stuff. its just blank in the cloned mesh package. 2.4.0


This will happen if you clone an EP/SP/GP CAS item but you don't own the actual pack. Do you own Spa Day?

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Field Researcher
#86 Old 5th Mar 2017 at 7:03 PM
Hi Cmar. How are you? I hope you doing well with fixing the heads error. it will be available in a new version of the tools? =)
Ms. Byte (Deceased)
Original Poster
#87 Old 7th Mar 2017 at 9:08 PM
Quote: Originally posted by necrodog
Hi Cmar. How are you? I hope you doing well with fixing the heads error. it will be available in a new version of the tools? =)


So sorry, I completely forgot!

I'm not getting this error when converting an obj head mesh. Are you using the latest version of CAS Tools? If so, please upload the mesh you're converting, the reference mesh you're using (if any), and a screen grab so I can see what settings you're using.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Field Researcher
#88 Old 8th Mar 2017 at 1:42 AM
Hi. Well this time I save a male head as MS3D, autoassign from a head GEOM and it by-pass the error, but when importing it into a package and testing. The head looks weird. I call the quasimodo glitch



Here are the setting i use



When trying to autoassign from and obj the previous error message persists. i dont know what i did wrong.

Here is my files in rar for a check up.
necrodog_ymAcc_EarHoops.package is the finalized package I put the autoassigned geom there . Its a male head that appear in the earring category. The thumbnail is an ear without earrings
MS3D_necrodog_ymHead-origi_lod0_0 The MS3D to convert
S4_necrodog_ymHead-origi_lod0_0 The referenced geom
necrodog_ymHead-origi.package Where I extracted the head
geom-cabeza-desp-cmar The Geom generated by the autoassign
necrodog_ymHead-origi_lod0_0 The head obj file

Thanks in advance .

Oh yes i try changing the part type for hat, hairs etc, each one and the deformation of the head persists.
Attached files:
File Type: rar  necrodog-problem-head.rar (411.0 KB, 10 downloads)
Ms. Byte (Deceased)
Original Poster
#89 Old 9th Mar 2017 at 1:43 PM
Hi, Necrodog. This is preliminary, but IMO the problem is caused by the nature of the head mesh, which has three UV sets instead of the usual two, and has vertex ID numbers which standard CAS parts don't. In looking at your conversion using an EA head mesh as reference, the third UV set is all zeros and the vertices have been renumbered. This means any morphs depending on the third UV set and the vertex numbering are going to be missing or distorted. (The distortion in your screen grab looks very much like a misnumbered geom morph.) CAS Tools just isn't designed to work with these features of head meshes.

I ran the conversion again using the standard reference (which has the third UV and vertex numbers removed), and it worked fine and gave me an undistorted head, but most of the facial morphs aren't working. (Animations work fine, though.) The error you got converting an obj mesh is a bug which I will fix, but it's showing up because of the extra UV set.

I can update CAS Tools to work with the third UV set, but the vertex ID numbering isn't so simple. If the ID numbers are used for geom-based face morphs, they have to be identical with the EA head mesh's numbering. I should be able to work around that by retaining or auto-numbering them but have to experiment. All that will take some time, of course.
Screenshots

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Field Researcher
#90 Old 9th Mar 2017 at 7:07 PM
Hi Cmark. Thanks for the results. I hope you can find a solution for the ID numbering, thats important because if you achieve that, we can now create ear morphing earrings too. Some of the facial morphs are determined by the thrid UV in that the ears mophs because with another tool (studio). I can create head not distorted but its missing some facial morphs too along ear morphing because the developer of that tool has the same problems of the third uv map on heads. Take your time. I will look forward
Ms. Byte (Deceased)
Original Poster
#91 Old 11th Mar 2017 at 4:29 PM
Quote: Originally posted by necrodog
Hi Cmark. Thanks for the results. I hope you can find a solution for the ID numbering, thats important because if you achieve that, we can now create ear morphing earrings too. Some of the facial morphs are determined by the thrid UV in that the ears mophs because with another tool (studio). I can create head not distorted but its missing some facial morphs too along ear morphing because the developer of that tool has the same problems of the third uv map on heads. Take your time. I will look forward


Hi! I've attached a beta version with support for conversion of head meshes. Using this I was able to make a quick and dirty modified head with enlarged ears (since you mentioned them) as a demo. All the face morphs seem to be working including the ear morphs.

In order to keep the correct vertex ID numbering you'll have to export the EA head mesh to .ms3d again using this version of CAS Tools (to keep the original vertex IDs), modify the mesh in Milkshape, then convert it to TS4 simgeom using the autoconversion. Do NOT check the autoassign for vertex ID. Select 'Head' as the part type.

If you're converting an .obj mesh that's very close to the EA head shape, you should check the autoassign for vertex ID and it will find ID numbers from the nearest vertex in the reference mesh. If the mesh is not close to the shape of the EA head, this won't work very well. For example, I tried with an obj mesh with enlarged ears and the ear morphs only worked on the bottom part of the ear because the top was getting the vertex IDs of the side of the head since that was closer.

So, unfortunately .ms3d and Milkshape is the only way to do significant head mesh modification since .obj has no way to preserve the vertex ID numbers. I don't think Blender has vertex IDs either but I could be wrong.

I had to make some changes elsewhere in how CAS Tools exports and imports .ms3d and I'm still testing, so other parts of the program may not work correctly.

Hope this gives you a good start at least!
Screenshots
Attached files:
File Type: zip  S4CASTools_2_5_0_0.zip (4.36 MB, 26 downloads)

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Field Researcher
#92 Old 11th Mar 2017 at 6:33 PM
Ok Cmar. Going to test the new feature with this wolfie head. Its perfect because it has some part not close to the original head (the snout) and the other part similar. Going to feedback you later with the results thanks.
Screenshots
Ms. Byte (Deceased)
Original Poster
#93 Old 11th Mar 2017 at 7:37 PM
Yes, that's a good test. I assume that's an original mesh? If the morphs for the snout don't work well you could try modifying an EA head in Milkshape to be roughly the same shape, convert it to TS4 geom, and use that as the reference with auto vertex ID assignment.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Field Researcher
#94 Old 11th Mar 2017 at 10:53 PM
Ok thank for the suggestion going to give a try and post the result. Oh yes and the snout is a creation of mine. It one of the head WIPs I have.
Field Researcher
#95 Old 13th Apr 2017 at 12:32 AM
Hello @CmarNYC I made two things with this version of the castool. One was a brain/nobrain head and another an Igor frankenstein head. I posted time ago for report problems and nobody post someone. So i think this alpha version works fine for heads. Somethings to say is that i use the method of the obj file and then autoassign as you aks before, but i got a problem. When creating the igor head i try to use the milkshape suggestion, but when impoeting the modidifed head. it has the areas of morphing dispersed so for example if you chosse and area of the neck, the ears or another part of the face morphs. I put the problem milkshape file for dissetion here:

http://www.mediafire.com/file/nx6r6tfloncyhdq/igor.ms3d


Finally i decided to use the obj suggestion for making the igor head and works like the brain head. correctly. i think castools need to read more correct the modified milkshape files. its the only issue i have to report.

Here are the final heads if you want to take a look. thank you for creating this beautiful tool. =)

http://necrodogmtsands4s.tumblr.com...ce-hello-i-have

http://necrodogmtsands4s.tumblr.com...der-hi-i-finish
Ms. Byte (Deceased)
Original Poster
#96 Old 15th Apr 2017 at 12:46 AM
Thanks for the report! I'm away from my modding computer at this time but will look at your uploads next week.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Field Researcher
#97 Old 15th Apr 2017 at 2:28 AM
Youre welcome Cmar. thanks for creating this beta. its very helpfull =)
Test Subject
#98 Old 29th Apr 2017 at 10:53 PM
Problem with default thumbnails replacement
Hi!
I have a problem with "Thumbnail Manager" tab.

When a caspart has not a custom thumbnail, the game creates a default one (if you select the package and the specific caspart)
Once created, I'm not able to delete/replace theese default thumbnails.
In program UI, it seems that replacement is correctly done, but when I load the game, default thumbnails are still visible in place of custom one!
The only solution I found is to delete the default thumbnails using other programs... but it is so frustrating...
Watching the code, I suppose the problem is that theese default thumbs are not recognized as THUMB ResourceType (maybe they are not event a Resource at all...), but I'm not able to find a solution.
Could you help me, please?

Thank you and sorry for my poor English,
Patty
Ms. Byte (Deceased)
Original Poster
#99 Old 29th Apr 2017 at 11:52 PM
The best way is to delete the thumbnails cache: Documents/Electronic Arts/The Sims 4/localthumbscache.package

You can safely delete this file and the game will create a new one next time you play.

The problem is not with the custom thumbnails, it's that the game loads thumbnails from localthumbscache first and ignores the ones in your package.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
THANKS POST
#100 Old 30th Apr 2017 at 1:20 PM
Solved!
Thank you very much
Page 4 of 22