Forum Discussion
11 years ago
@ Srikandi715 is correct. In order to add a color-wheel (or CASt) to TS4 they would have to completely re-write the way that textures are applied to objects - then they would have to remake every single texture of every single object, outfit, wall, floor, skin, hair-style, eye and cosmetic in the game (did I miss anything?). The SimGurus have already said that it would be 'too much work', so you can forget about getting a color wheel for TS4. And no Modder would dare delve that deeply into the guts of the game - they might as well just program a whole new game from the beginning because of the effort it would take (and the number of bugs it would throw off).
I went into great detail about this subject on this thread, if you want more information:
http://forums.thesims.com/en_US/discussion/755199/cast-and-ts4#latest
Now someone could create a program that worked *outside* of TS4 that allowed players to alter the colors of things in TS4, but it would be a tool similar to the ones released for TS2. Recoloring things would also require a working knowledge of a paint program (such a Gimp) and the recolored objects would be imported back into the game as Custom Content - exactly like they were in TS2. I made recolors for TS2 and it required the ability to handle multiple layers and the ability to 'paint' with the mouse - it wasn't easy and I didn't find it to be much fun, either.
This is why I prefer TS3. I have never had a problem with CASt, other than having to wait a few seconds for all the textures to load (only a problem with fabrics and themed categories, on my system) which isn't lag, it is load time (caused by lazy coding on EAxis' part). Making everything have an extra texture layer does slow the game down a tiny, little bit - but on today's machines it was merely the addition of a few microseconds. I doubt if anyone would be able to notice the difference between single-texture object and multi-texture object while actually playing the game.
As for why EAxis decided to go back to the single-layer texture system - it was probably because having all those custom textures would have slowed down an MMO.
Sorry to be a downer, but we will not see anything like CASt (or a color-wheel) until TS5 is released - if then.
I went into great detail about this subject on this thread, if you want more information:
http://forums.thesims.com/en_US/discussion/755199/cast-and-ts4#latest
Now someone could create a program that worked *outside* of TS4 that allowed players to alter the colors of things in TS4, but it would be a tool similar to the ones released for TS2. Recoloring things would also require a working knowledge of a paint program (such a Gimp) and the recolored objects would be imported back into the game as Custom Content - exactly like they were in TS2. I made recolors for TS2 and it required the ability to handle multiple layers and the ability to 'paint' with the mouse - it wasn't easy and I didn't find it to be much fun, either.
This is why I prefer TS3. I have never had a problem with CASt, other than having to wait a few seconds for all the textures to load (only a problem with fabrics and themed categories, on my system) which isn't lag, it is load time (caused by lazy coding on EAxis' part). Making everything have an extra texture layer does slow the game down a tiny, little bit - but on today's machines it was merely the addition of a few microseconds. I doubt if anyone would be able to notice the difference between single-texture object and multi-texture object while actually playing the game.
As for why EAxis decided to go back to the single-layer texture system - it was probably because having all those custom textures would have slowed down an MMO.
Sorry to be a downer, but we will not see anything like CASt (or a color-wheel) until TS5 is released - if then.
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