So vertex painting affects whether an item changes size with smaller body sliders while weights and UV_1 affects larger scale sliders like the muscle and fat ones.
UPDATE: i was contacted by someone from s4s forum and asked to update the colors so here are the new colors! I wasn't told if there are new colors for objects so those stayed the same. I also fixed the atrocious formatting this post had lmaoo
The colors are finicky as hell and if you’re off by one hex digit the mesh won’t work as intended, ranging from hair scaling weirdly with pointed ears to the entire thing possibly exploding????
Colors for the hair and accessory meshes:
For objects, vertex painting is used for lights, to show which parts of the mesh will light up when the light is on.
Here the colors are easy: black for parts that don’t glow, and white for parts that will glow.
UPDATE: i was contacted by someone from s4s forum and asked to update the colors so here are the new colors! I wasn't told if there are new colors for objects so those stayed the same. I also fixed the atrocious formatting this post had lmaoo
The colors are finicky as hell and if you’re off by one hex digit the mesh won’t work as intended, ranging from hair scaling weirdly with pointed ears to the entire thing possibly exploding????
Colors for the hair and accessory meshes:
- #007f00 - kind of a dark green, for fixed areas you don’t want to be changing with sliders
- #007f3f - teal, for areas you want to be changing with the body sliders
- #3FFF00 - neon green - robe morph found in skirts and also occasionally breast area
- #00FF00 - pure green - Skintight morph, changes size on areas close to the skin
For objects, vertex painting is used for lights, to show which parts of the mesh will light up when the light is on.
Here the colors are easy: black for parts that don’t glow, and white for parts that will glow.
Hello. At Creator's help on s4s forum, we've been seeing people vertex paint meshes with the wrong colors for some time now, could you please edit this information to the correct one: 00FF00 - skintight morph ( 00ff04 is this in-between color ), 3FFF00 - robe morph ( meant for skirt-like bottoms, can sometimes be found in the breast area ), 007F00 - hair, accessories, 007F3F - hairline, "roots" of facial hair. There are more colors in the hair and tail area. Blue and yellow are no longer used. Here's more info on this matter if you're interested https://forums.thesims.com/en_US/discussion/797774/simgurumodsquad-0xdb43e069-deformermap-resource
ReplyDeleteHi!
DeleteI was gonna update the image so it doesn't have a transparent background anyway, so I'll add the new colors.
I will test and update the colors.
I've used the old colors here recently for both clothes and hair, and they seem to work fine, but I will check out the new colors and add them here too.
I actually wasn't aware of the 3fff00 color, is it new information?
okay i looked at the thread and the latest post in it was from 2016, so I don't think your info is up to date...
oh god these colors are a modder's nightmare, they look almost identical to each other. Seems kinda not modder (and possibly employee) friendly on ea's part lol.
DeleteI've updated the colors!
DeleteThe info in the post explains what the colors do exactly (like, robe and skintight morphs), that is still relevant. That is the only example of the related info from developers that I know of. To know what codes are used right now you need to export maxis meshes (while using the latest version of the game ofc) and sample them in places where they do not mix ( arms, the very bottom of the skirt, the border of hairline, etc ).
ReplyDeleteYeah, that was a very strange decision.
Thank you
kinda weird as i've started modding at approximately the same time, but the colors I used were the old ones.
DeleteAre there any new colors for objects, or do they stay white for lit up and black for not lit up
If some holes appear on my mesh when my sim is fat, what did I do wrong?
ReplyDeletethis is a UV_1 issue most likely. Vertex painting kinda makes sure your item works with smaller local scale sliders. UV_1 is responsible for the interaction between your item and the muscle \ fat sliders. Look up eliavah's uv_1 transfer tutorial, i've been using that method for years.
Delete