Replacing Shaders on CASTable objects
Hello!
My goal now is to use the intended "RabbitHoleHighDetail" shader (
https://simswiki.info/wiki.php?titl...tHoleHighDetail )
on a custom shell building.
For now I am using TSRW, and using
S3PE as a diagnostic tool to check out the exported package in detail.
I am cloning the StatueJetMemorial object, since it is CASTable and seems pretty inert (no interactions).
I chose cloning a CASTable object over cloning a community building that already uses RabbitHoleHighDetail because seemingly there is no way in TSRW to make something CASTable that isn't already?
I used
S3PE to clone the object and imported into TSRW.
Only changing the Textures and Mesh results in a correctly rendering Object.
However, I'd like to change the object to use the RabbitHoleHighDetail shader, so that I can make use of it's features as seen in other rabbit holes (such as fading out when the camera is near to it).
Changing the Shader in TSRW (and allowing it to autofill "commonly used" material parameters) results in it looking correct in TSRW preview, but I get flashing red shader in game (presumably shader / material error )
I'm also having this issue in trying to make use of Additive shader on other groups.
So here are some more specific questions i have
About shaders:
- am i correct in my assumption that shaders can use only accepted parameters, and those listed under each shader in that sims wiki link are correct?
- does a shader need ALL of the accepted parameters to work? (my guess is no, because many maxis packages seem to use a variety of parameters)
- could the material "Name" have anything to do with this issue? (I have been leaving it as is)
Workflow:
- I've been making small changes to the material configuration, re-exporting as Sims3Pack in TSRW, uninstalling previous attempt from Sims 3 launcher (wait 15 seconds), installing new package (wait 15 seconds). then launch and check out my object in game.
Is there some way i can speed up this process for quicker iteration?
here is the MATD chunk entry for the object in question:
--- ChunkEntries[10] ---
--- 0x01D0E75D-0x00000000-0x3114B29666AFDA77 - MATD ---
Version: 0x00000103
MaterialNameHash: 0x3114B296
Shader: 0x8D346BBC (RabbitHoleHighDetail)
IsVideoSurface: False
IsPaintingSurface: False
--- MTNF: Mtnf ---
MTNFUnknown1: 0x00000000
--- ShaderDataList: SData (0x10) ---
[00]: Field: 0x9554D40F (SpecStyle); Data: 2.0000
[01]: Field: 0x05D22FD3 (Transparency); Data: 1.0000
[02]: Field: 0xB63546AC (SpecularUVSelector); Data0: 0.0000; Data1: 0.0000; Data2: 0.0000
[03]: Field: 0xAD528A60 (SpecularMap); Data: 0x00000000 (0x03 (Delayed))
[04]: Field: 0xF12E27C3 (SpecularUVScale); Data0: 1.0000; Data1: 1.0000
[05]: Field: 0xE77A2B60 (AlphaMaskThreshold); Data: 0.0000
[06]: Field: 0x6CC0FD85 (DiffuseMap); Data: 0x00000001 (0x03 (Delayed))
[07]: Field: 0x3C45E334 (NormalMapScale); Data: 1.0000
[08]: Field: 0x2D4E507E (DiffuseUVScale); Data0: 1.0000; Data1: 1.0000
[09]: Field: 0x449A3A67 (AverageColor); Data: 0x00FFFFFF
[0A]: Field: 0x2CE11842 (Specular); Data0: 1.0000; Data1: 1.0000; Data2: 1.0000
[0B]: Field: 0xF755F7FF (Shininess); Data: 20.0000
[0C]: Field: 0x637DAA05 (Diffuse); Data0: 1.0000; Data1: 1.0000; Data2: 1.0000; Data3: 1.0000
[0D]: Field: 0xBA2D1AB9 (NormalUVScale); Data0: 1.0000; Data1: 1.0000
[0E]: Field: 0x91EEBAFF (DiffuseUVSelector); Data0: 0.0000; Data1: 0.0000; Data2: 0.0000
[0F]: Field: 0xFB66A8CB (FresnelOffset); Data: 0.5000
---
---
----
---
Thanks!