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S4 CAS Tools - updated to V3.5.3.1 on 9/11/2021

by CmarNYC Posted 28th Aug 2016 at 8:53 PM - Updated 11th Sep 2021 at 6:19 PM by CmarNYC : New version upload
427 Comments / replies (Who?) - 19 Feedback Posts, 5 Thanks Posts
Picked Upload! This is a picked upload! It showcases some of the best talent and creativity available on MTS and in the community.
This is a full-purpose tool for creating CAS custom content for TS4. It's specifically meant to work with Milkshape 3D and to get around the limitations of using MS3D for Sims 4 meshes, but many of the functions can be done with OBJ or DAE files which can be used by almost any meshing program.

Here's a summary of the functions:

Cloning Tool - clone from game packages or custom packages

Clone Package Editor - working with custom content packages
  • General CAS part properties - properties applied to all recolors
  • Recolor Manager - properties for each recolor
  • Previewer
  • Mesh Manager - export and import meshes
  • Mesh Fixing Tools - fixes / changes applied to all meshes
  • Mesh Region Manager - view / modify regions
  • Thumbnail Manager - set up custom thumbnails
Mesh Tools - working with meshes
  • Auto Tool: Conversion/Auto Assignments - auto-assign bones, uv1, etc. from a reference mesh
  • Conversions: TS4/other - converts TS meshes to and from other formats
  • Separate Mesh Layers - creates an MS3D or OBJ mesh with layers separated into groups, mostly useful for alpha transparency hair
  • GEOM Tools:
    • Examine Mesh - see data in mesh
    • View Mesh
    • Combine GEOM meshes - combine two TS4 meshes
    • Clean Mesh - remove duplicate vertices
  • MS3D Tools - tools for Milkshape meshes
    • Examine MS3D
  • RIG Tools - look at skeleton data

In addition, if you click the Tools menu and Enable Special Tools, you'll see an additional Special Tools tab with various functions I've found useful for searching game packages.

Tutorial: Converting a TS3 dress to TS4
Tutorial: Converting a TS3 hair to TS4, with alpha transparency

This tool is in a perpetual state of beta, so check back for updates, fixes, new features, and so on.

As of V3.4, CAS Tools supports Legacy Edition compatibility. In the cloned package editor tab, general CAS part properties tab, there's now a checkbox for Legacy compatibility. What this does is save the package with the previous version of the CASP format. The only difference is that Legacy compatible packages cannot be set up to be created/knitted in-game. By default, any package that does not include create-in-game settings will be saved as Legacy compatible. You can also convert a package that doesn't show up in Legacy Edition to be compatible by opening and saving it with CAS Tools.

Questions, bug reports, problems, and suggestions for the tool itself should be posted here. Questions and problems concerning a specific project should be posted in the TS4 Create / CAS Parts forum.

If you're having problems, please upload the package, mesh, texture, etc you're working with and explain exactly what you did step by step. 'I tried to import something and it didn't work' doesn't help me to help you.

Additional Credits:
s4pe/s4pi is used by CAS Tools for package and image handling. s4pi/s4pe and CAS Tools are open source.

s4pe download: https://github.com/s4ptacle/Sims4Tools/releases

Latest working s4pi source: https://github.com/s4ptacle/Sims4Tools/tree/develop

Updates:

9/11/2021: V3.5.3.1
- Added fingernails and toenails to exclude parts.
- Added default vertex colors for fingernails and toenails.

9/10/2021: V3.5.3
- Added support for fingernails and toenails.
- Overhauled the type filters in the cloning tab.
- Fixed the annoying 'unsaved mesh changes' message when you change a part type.
- Now changes the swatch color of eyecolors when cloning new custom content. The change is very small and serves only to keep the game from confusing them with EA eyecolors.
- Updated property tags.

6/2/2021: V3.5.2
- Fix for bug causing uv1 autoassignment to crash on clothing/accessory meshes with more than the standard two uv maps. Extra maps will be removed.
- Restored the old method of assigning slotrays from a default body mesh as an option in the Mesh Fixing Tools tab. You can now choose which method to use since the new method of calculating slotray intersections, while more accurate, may not work correctly on some meshes depending on their shape.
- Updated property tags.

1/19/2021: V3.5
Updated with full support for the LRLE texture format. Import PNG or DDS as usual and check the 'Save as LRLE' box to convert and save it as LRLE. Only diffuse/material textures can be saved as LRLE.
Added support for makeup sliders.
Notes:
  • PNG or uncompressed DDS with or without mipmaps can be imported and converted to LRLE.
  • PNG or compressed DDS with mipmaps should still be used for non-LRLE (RLE2) textures.
  • Sliders only work with makeup at this time.
  • While you can import textures as LRLE for any type of item, they may be significantly bigger than RLE2 textures and may not render well on clothing.
  • Use of LRLE for items other than makeup is experimental.

12/8/2020: V3.4.2
This is an interim update for the new CASP version introduced in the 12/7 patch. There's a chunk of new data in the new version, and I'll try to figure out what it does and update again. Note: Cloning one of the new child facepaints will NOT work.
Updated property tags.

9/2/2020: V3.4.1
Bugfix - cloned CC packages should no longer contain extra copies of bumpmaps and emission maps.

8/26/2020: V3.4
Added ability to edit new knitting/create-in-game settings.
Added Legacy Edition support. Please see the section above on Legacy compatibility for details.
Updated property tags.

7/24/20: V3.3
Added a workaround for makeup/eyecolors/eyebrows affected by the Eco Lifestyle patch. Some items may still not have an accessible texture.
Added support for new version of the CASP resource.
DAE meshes should now save much faster.
Updated property tags.

3/9/20: V3.2.1
Fixed incorrect list of flags to disable CAS Parts for Mermaids and Witches/Spellcasters.

12/17/19: V3.2
Added ability to export and import meshes in Collada DAE format which can be imported to/exported from Blender. DAE meshes can be imported directly into a package just like TS4 geoms. Please be aware DAE takes a LONG time to save. DAE is not yet supported in the separate layers function.
Will now optionally copy thumbnails when cloning a custom package.
Update of property tags to support Witches.

7/24/19: V3.0.0.1
Bugfix for program not starting on systems using some languages.
Added manual override of vertex ID in auto-conversion.

7/17/19: V3.0.0.0
Update to support mermaid tails.
Auto-assignment enhanced to support skirts with built-in reference meshes.
Mesh fixers tab redone to make it easier to fix all meshes in a package.
Corrections to rigs exported with MS3D meshes.
Import/export of TS3 meshes is removed, to be replaced with Collada .dae in a future release.
Update of property tags.
This is an interim release! There are a lot of changes under the hood which means there are probably bugs I haven't caught, and I'm hoping to get Collada support working soon, hopefully allowing users to work with meshes in Blender and more easily import from-scratch meshes.

12/21/18: V2.9.0.0
Easier import/export from/to .PNG
Updated CASP property tags and packs list for Get Famous and patches.
Minor and cosmetic changes.

6/26/18: V2.8.0.0
Added ability to import/export textures from/to .PNG
Fixed bug causing an unrecognized property tag to prevent saving changes to a CASP.
Fixed incorrect values of Exclude Modifiers option in CASP general properties.
Updated list of CASP property tags for Seasons patch.
Minor and cosmetic changes.

11/14/17: V2.7.2.0
Added a fix for transparency (SimGlass) hair which may look either very darkened or have a hard, bright shine. (Note for creators - this is caused by linking a bumpmap that doesn't exist or not linking a bumpmap in the shader at all respectively. I guess the new version rendering is less forgiving.) This fix is also in the Clone Package Editor / Mesh Properties and Fixers tab. It does the same thing as blanking the bumpmap but is done in one click. Should only be used on hairs with these problems. I've heard there may be problems with color in other hairs but without a sample package and a picture of what the hair is supposed to look like I can't test.
Fixed the vertex color correction in the same tab to maybe actually work. Updated vertex color standards.

11/13/17: V2.7.1.0
Fixed bug in Autoconversion Tool that was making mesh faces separate in some morphs
Fixed bug causing current version reference meshes in autoconversion to be incorrectly rejected as not TS4
Added a fix for distortion of dress and skirt meshes in morphs, most visible in the fat morph. (Note for CC creators, the maximum red value for vertex color seems to now be 63. According to my tests values over that are causing distortion.) This fix, along with the arm position fix, is in the Clone Package Editor / Mesh Properties and Fixers tab.

11/10/17: V2.7.0.1
Fixed failure to read textures from Cats & Dogs (and probably other packs).

11/10/17: V2.7.0.0
Updated for the new version of the GEOM (mesh) resource in the 11/8/17 patch.
Will fix arm positioning in CC that now has the arms too close to or inside the body. Open the package in CAS Tools and save as a new, fixed package.
Arm position fix updated.
Additional option in mesh autoconversion to improve results with Milkshape head meshes by retaining the original vertex numbering.
Additional option in mesh autoconversion to force manually entered UV1 coordinates.
Tag list updated.
PLEASE NOTE: This is an interim release to deal with the November patch, but I haven't tested everything. Please report problems. When reporting a problem please be as detailed as possible and if relevant upload the package, mesh, image, etc you're getting an error with. This version is a fix only and should not be used for making cat and dog CAS Parts.
I'm going to see if I can do a small standalone tool to batch convert CC clothing to fix the arms.

1/14/17: V2.4.0.0
Updated for the new version of the CASP resource in the 1/12/17 patch.
Support for toddlers added.
Support for new occult body part types added.
All meshes converted to ms3d should now have the correct skeleton.
Tag list updated.

12/3/16: V2.3.0.0
Updated for the new version of the CASP resource in the 12/1/16 patch. EA hates me.

9/25/16: V2.2.0.0
Fixed bug causing hex value error when auto-converting TS3 meshes with no reference mesh.
Fixed bug causing auto-conversion of .ms3d meshes with no skeleton to error out.
Exported DDS textures will now retain mipmaps.
Ability to view body morphs added to the CAS previewer.
Tags: #CAS, #Tools, #TS4, #custom, #content, #meshing

Operating System: Windows
Utility Type: CC Editors Meshing Tools
Plugin Type: Not Applicable

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 4
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
S4CASTools_3_5_3_1.zip | Extract folder and run S4CASTools.exe

Size: 11.43 MB · Downloads: 11,343 · 11th Sep 2021
11.43 MB 11,343 11th Sep 2021
CASToolsSourceV3.5.3.1.zip | Source files, not needed to use the tool

Size: 13.34 MB · Downloads: 1,797 · 11th Sep 2021
13.34 MB 1,797 11th Sep 2021
XmodsDataLibSource_9-11-2021.zip | Source files, not needed to use the tool

Size: 198.2 KB · Downloads: 1,684 · 11th Sep 2021
198.2 KB 1,684 11th Sep 2021
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:
1. Download: Click the File tab to see the download link. Click the link to save the .rar or .zip file(s) to your computer.
2. Extract: Use WinRAR (Windows) to extract the file(s) from the .rar or .zip file(s).
3. Cut and paste the file(s) into your Mods folder
  • Windows XP: Documents and Settings\(Current User Account)\My Documents\Electronic Arts\The Sims 4\Mods\
  • Windows Vista/7/8/8.1: Users\(Current User Account)\Documents\Electronic Arts\The Sims 4\Mods\
Need more information?
  • Anyone can use both .rar and .zip files easily! On Windows, use WinRAR.
  • If you don't have a Mods folder, just make one.
 
427 Comments / Replies (Who?) - 319 Feedback Posts, 91 Thanks Posts
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Page 4 of 18
Test Subject
THANKS POST
#76 Old 24th Jan 2017 at 8:55 PM
Hello. I fixed the coat with the help from _orangemittens_ in EA forum. Thank you so much for all your help <3
Field Researcher
#77 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
Original Poster
#78 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
#79 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!
Download - please read all instructions before downloading any files!
File Type: zip Preslava_Male_Coat_with_Shirt_297.zip (2.96 MB, 12 downloads)
Ms. Byte
Original Poster
#80 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
#81 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
#82 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. :)
Test Subject
DELETED POST
14th Feb 2017 at 1:49 PM
This message has been deleted by Eternal Rose. Reason: My account was hacked elsewhere, please remove, I'm deleting account!
Ms. Byte
Original Poster
#83 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
#84 Old 20th Feb 2017 at 6:22 AM
thanks for your work
Test Subject
THANKS POST
#85 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
Original Poster
#86 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
#87 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
Original Poster
#88 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
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Field Researcher
#89 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.
Download - please read all instructions before downloading any files!
File Type: rar necrodog-problem-head.rar (411.0 KB, 10 downloads)
Ms. Byte
Original Poster
#90 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

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Field Researcher
#91 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
Original Poster
#92 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
Download - please read all instructions before downloading any files!
File Type: zip S4CASTools_2_5_0_0.zip (4.36 MB, 24 downloads)

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Field Researcher
#93 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
Original Poster
#94 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.

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Online Sims - general mods for Sims 3
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Field Researcher
#95 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
#96 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
Original Poster
#97 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.

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Field Researcher
#98 Old 15th Apr 2017 at 2:28 AM
Youre welcome Cmar. thanks for creating this beta. its very helpfull =)
Test Subject
#99 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
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