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- Scalp as an accessory?
Replies: 7 (Who?), Viewed: 11552 times.
#1
26th Oct 2013 at 9:02 PM
Posts: 32
Scalp as an accessory?
I would like to create a scalp as an accessory to fill in the gaps between hairs and some hairlines i created. I know it can be done because I found this in my blush section. No idea where it came from and it works great its just non-recolorable. Any help?
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#2
27th Oct 2013 at 12:02 AM
Posts: 4,419
Thanks: 2483 in 21 Posts
On hair files you already have the option to texture the scalp?
Why add a 2nd scalp?
Why add a 2nd scalp?
#3
27th Oct 2013 at 1:50 AM
Posts: 32
Im not making a hair, I've made hairlines already but there is a gap between them and regular hairs. I found this in CAS and it fills the gap, I just don't know where it came from
#4
27th Oct 2013 at 11:21 AM
Posts: 4,419
Thanks: 2483 in 21 Posts
You basicly have to clone a accesoire were you replace the mesh with the scalp.
In order to make the scalp move along with the head itself(when using the sliders) you must not update its vertex data when importing the mesh.
I tried it myself and included the file.
The textures are linked to a toddler hair(didn't want to include textures)
Since hair does use a diffrent texture setup this file looks pretty strange ingame but once you updated mask and multiplier all will be fine.
Has 4 castable channels.
I scaled the scalp a tiny bit bigger to avoid glitches.
The file is set as glasses, you can pick another appearance as long as it stays categorized as accesoire!
You can NOT recat it as a facemask, mole, blush or any other face overlay!!!
To make things perfect you also have to enable it for transparancy, otherwise the whole scalp keeps his solid shape.
by enabling transparancy you can cut away parts of the scalp you dont want to be visible by blacking out the areas on the alpha channel of the multiplier.
To enable it for transparancy you need to follow this tutorial: http://www.modthesims.info/showthread.php?t=447671
You can do this directly in tsrw under project contents with S3PE and the plugin for s3PE.
Unfortunate tsrw will throw you a error after reopening a WRK file with these settings(or clone a file that has them) so you have to do this at the very end(reason i didn't enable it)
In order to make the scalp move along with the head itself(when using the sliders) you must not update its vertex data when importing the mesh.
I tried it myself and included the file.
The textures are linked to a toddler hair(didn't want to include textures)
Since hair does use a diffrent texture setup this file looks pretty strange ingame but once you updated mask and multiplier all will be fine.
Has 4 castable channels.
I scaled the scalp a tiny bit bigger to avoid glitches.
The file is set as glasses, you can pick another appearance as long as it stays categorized as accesoire!
You can NOT recat it as a facemask, mole, blush or any other face overlay!!!
To make things perfect you also have to enable it for transparancy, otherwise the whole scalp keeps his solid shape.
by enabling transparancy you can cut away parts of the scalp you dont want to be visible by blacking out the areas on the alpha channel of the multiplier.
To enable it for transparancy you need to follow this tutorial: http://www.modthesims.info/showthread.php?t=447671
You can do this directly in tsrw under project contents with S3PE and the plugin for s3PE.
Unfortunate tsrw will throw you a error after reopening a WRK file with these settings(or clone a file that has them) so you have to do this at the very end(reason i didn't enable it)
Attached files:
scalp.7z (39.3 KB, 1436 downloads) - View custom content | ||||||||||||||
Date Time Attr Size Compressed Name ------------------- ----- ------------ ------------ ------------------------ 2013-10-27 06:05:31 ....A 58222 40090 scalp.sims3pack ------------------- ----- ------------ ------------ ------------------------ 58222 40090 1 files, 0 folders
Sims3Pack contains:
Array
Packaged file type: Game Version: 0.0.0.0 |
#5
1st Nov 2013 at 7:30 PM
Posts: 32
Thanks so much, is it alright if I upload it to my tumblr where I posted the original hairlines? I would give you full credit of course
Test Subject
#7
22nd Mar 2017 at 8:22 AM
Posts: 9
Quote: Originally posted by BloomsBase
You basicly have to clone a accesoire were you replace the mesh with the scalp. In order to make the scalp move along with the head itself(when using the sliders) you must not update its vertex data when importing the mesh. I tried it myself and included the file. The textures are linked to a toddler hair(didn't want to include textures) Since hair does use a diffrent texture setup this file looks pretty strange ingame but once you updated mask and multiplier all will be fine. Has 4 castable channels. I scaled the scalp a tiny bit bigger to avoid glitches. The file is set as glasses, you can pick another appearance as long as it stays categorized as accesoire! You can NOT recat it as a facemask, mole, blush or any other face overlay!!! To make things perfect you also have to enable it for transparancy, otherwise the whole scalp keeps his solid shape. by enabling transparancy you can cut away parts of the scalp you dont want to be visible by blacking out the areas on the alpha channel of the multiplier. To enable it for transparancy you need to follow this tutorial: http://www.modthesims.info/showthread.php?t=447671 You can do this directly in tsrw under project contents with S3PE and the plugin for s3PE. Unfortunate tsrw will throw you a error after reopening a WRK file with these settings(or clone a file that has them) so you have to do this at the very end(reason i didn't enable it) |
can you help me with this?? this is what shows up in my game??? the scalp should be blonde... but it looks like grey and black
#8
23rd Mar 2017 at 2:01 PM
Posts: 3,860
Thanks: 8537 in 67 Posts
First of all, I wouldn't post a post in a dead thread.
Second, Like bloom mentioned in his post, did you used a alpha channel? If so, just for the multiplier or both the multiplier and specular map? I'm also wondering if you made the scalp transparent and if you created it in TSRW or CTU or just replaced the textures from Bloombase's original file. ^-^
Second, Like bloom mentioned in his post, did you used a alpha channel? If so, just for the multiplier or both the multiplier and specular map? I'm also wondering if you made the scalp transparent and if you created it in TSRW or CTU or just replaced the textures from Bloombase's original file. ^-^
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