#4
1st Feb 2021 at 12:02 PM
Last edited by d4RE : 1st Feb 2021 at
1:33 PM.
Reason: quick update
Posts: 448
Thanks: 4264 in 42 Posts
15 Achievements
Quote: Originally posted by Deastrumquodvicis
I'm cloning the Stylish Wall Sconce, and I ran the Fix Integrity tool. As to the rest, you may have to give me an explain-like-I'm-five to that, because my brain's not working well today. (Thanks in advance for your help, by the way.) I went ahead and attached the packages--the floor/outdoor lamp that works and the wall lamp that doesn't, just so you or other helpers could help me try to figure out why the darn thing works on one but not the other.
|
Unfortunately, I'm better at understanding than explaining.
Luckily, though, we are at MTS, which is full of folks who are good at explaining. I will refer you to Echo:
https://modthesims.info/showthread.php?t=307603
Click the link to the Wiki page for the tutorial, and browse the thread for clarifications. This is a very good guide to help you understand how all the parts of a package (GMNC, GMND, SHPE, TXMT, etc.) work together.
I think any confusion you may have is rooted in my questions are for troubleshooting the clone you made *before* beginning recoloring, and you're looking at the problem from the recoloring viewpoint. The thread you referenced above involves making a new clone, with different
SimPE settings to the one you're working with now (practically starting over). There's two ways to do it. Abandon your current clone and recolor the new one, or turn the new one into a recolor package by deleting everything but the MMAT, TXMT, and TXTR (after adding your new txtrs).
The point of redoing the cloning process is to add lit resources to your package so your recolors point to them rather than defaulting to the lit resources from the game package. There's the added bonus that the lit resources will be named with the CC prefix and your CRES name; so you don't have to individually edit them like you would with imported resources.
I'll have a look at these and see what we can do to make it work.
ETA: Two things caught my attention:
1. The "dinerwallsign_shade_blackfabric_lit" TXMT is pointing to TXTR "##0x1C050000!dinersign-shade-blues-lit", which is
not in this package but
is in the other working package. Simple fix: Edit this TXMT to point to the blackfabric-lit TXTR (change both the file list and stdMatBaseTextureName references).
2. In your TXTRs, the blackfabric-unlit has a lightened texture, and the blackfabric-lit has a dark texture. You probably meant that to be reversed.
Play around with the scenegraph tool as described in the tutorial. It's an excellent troubleshooting tool for quickly finding broken links like this.
___________________________
We have been stuck too long with "New Mesh" as the apex of creation.
_ WesHowe