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Original Poster
#1 Old 20th Apr 2025 at 4:44 PM
Default Why doesn't the object's texture appear in the recolor list?
Can anyone familiar with SimPE help me figure out what's going wrong? I just can't understand what to do.

I downloaded a set of paintings (let's call them Set A). The problem is that the portraits in these paintings reference another set by the same creator (Set B).

I decided to make Set A self-contained. I extracted the TXTR, MMAT, and TXTM resources from Set B and imported them into Set A. That worked — I no longer need Set B.

But now there's an issue with the master mesh. When I create a recolor for it, it shows up in the list of recolors, but the original image (the one from the master mesh) doesn't appear in the list at all.

So, if you select a recolor from the list, there's no way to go back to the base image.

One workaround is to create a recolor that duplicates the original image, but I'd really like to understand what's wrong with the file itself.

At the same time, the other paintings in the set can be recolored and displayed just fine.

File link: https://www.dropbox.com/scl/fi/0rth...t=dyiivmzh&dl=0
Mad Poster
#2 Old 20th Apr 2025 at 5:15 PM Last edited by simmer22 : 20th Apr 2025 at 10:54 PM.
Looks like the MMAT needs some editing.

If you just imported the MMAT and haven't done any changes yet:
- Set the objectGUID to the one used in the main OBJD (you can also copy it from the other MMAT)
- Change "Family" (tools -> hash generator -> click "GUID" -> copy/paste number from "Hash Value" into the "Value" area in the MMAT)
- modelName - Copy/paste this from the CRES resource
(^ Commit between any changes where you have to jump between resources, and when done with those steps)
- click the "Resource" tab, change "Instance" to "0x00005001" - DON'T click commit, just go back to the Plugin view tab. (You can do this step via "Fix Integrity" too, but if you've already done "Fix TGI" on the resources after importing them, you don't need to do "Fix Integrity").

GMND
- Delete the "tsMaterialsMeshName" line in the "Edit Blocks" tab (for context, it's the "0x4" line)
- Make sure the "0x0" line is selected. In the "Content" tab, then "cObjectGraphNode" tab , remove the "4: 0x0..." line. Click "Commit".
(This removes the referencing line for the master mesh, don't remove it for repo'd items!)

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(Let me know if something still isn't working, and I'll look more into it. HL also has a tutorial here that could come in handy for fixing problems, or if you need pictures: https://hugelunatic.com/making-objects-recolorable/ )
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The easiest way -
If item A and item B are very similar (same placement, same everything, except the mesh), but you don't want to keep the slaved mesh - the easiest is to just switch the meshes in the orignal master mesh. It will use any recolors you've got for it, and you don't have to do anything else with the file (you'll probably not want to share it, though).
Test Subject
Original Poster
#3 Old 20th Apr 2025 at 6:46 PM
simmer22, thank you very much for your detailed response!

I followed the steps you described, but now the newly created object recolor doesn't appear in the game.

Test Subject
Original Poster
#4 Old 20th Apr 2025 at 8:22 PM
I’ve repainted an object that also has a frame texture. The frame texture is recolored correctly, but the texture of the painting itself (the portrait) doesn’t change.

Here’s the link to the original painting set: https://www.thesimsresource.com/dow...mes/id/1068766/
Mad Poster
#5 Old 20th Apr 2025 at 10:42 PM Last edited by simmer22 : 20th Apr 2025 at 11:07 PM.
The item has two subsets - the frame and the picture - (not sure about the other frame, but assuming it also does?), so it almost looks like none of them are showing correctly, since they should have both subsets showing, not just one. I'm thinking it could be an issue with the repoing, since they were originally repo'd to the other set.

If you need to fix the slaved/repo'd items - replace the SHPE strings with the ones in the new master mesh, and use the string from the CRES (without "_cres") for the "tsMaterialsMeshName" strings in the GMND, and they should be good to go. Subset names and such should already match if they already were repo'd within the same sets, otherwise those references would need fixing, too.

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Did you make the recolor before or after the changes? If before - do the changes below to the new recolor file. If after, there's probably still something that needs changing (can you upload the edted mesh + recolor files?).

If you want recolors made before the changes to show up, make sure the MMAT matches the new one.
- Set the objectGUID to the one used in the main OBJD (0x0073B90F in your case)
- modelName - Copy/paste this from the CRES resource in the main file
- click the "Resource" tab, change "Instance" to "0x00006001" - DON'T click commit, just go back to the Plugin view tab. (recolor files usually get 6000+6001 as default instances if there are two MMATs). Make sure it's the MMAT for the same subset. If it's already set to 6001, you don't need to do anything with this step.

Also, just noticed that the names aren't matching in the TXMT File list (should in most cases list the texture from the "stdMatBaseTextureName" value in the TXTR) - copy/paste the names from the "stdMatBaseTextureName" in each of the TXMTs to their belonging File List strings.

I do seem to get both subsets up when recoloring, after making the same changes I've listed (and also after editing the File Lists), so give it a try and see if that helps.
Test Subject
Original Poster
#6 Old 21st Apr 2025 at 3:08 PM
simmer22, oh, sorry — I tried doing it again and it worked! English isn't my first language, so I must have messed something up. But now everything’s working correctly! Thank you so much for your help!
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