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Test Subject
#126 Old 18th Mar 2022 at 2:02 AM Last edited by silvrica : 19th Mar 2022 at 12:02 AM.
Default Scroll bar in large ParticleEffect screen
Edit (don't pay attention to the screenshot I attached)
Thank you for your quick response. I downloaded the updated tool. Now there is a scroll bar.
I scaled my screen from 125% to 100%.

Many thanks!
Screenshots
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Field Researcher
Original Poster
#127 Old 19th Mar 2022 at 9:04 AM
Quote: Originally posted by silvrica
Edit (don't pay attention to the screenshot I attached)
Thank you for your quick response. I downloaded the updated tool. Now there is a scroll bar.
I scaled my screen from 125% to 100%.

Many thanks!

I added scrollbars to the MetaParticleEffect form as well and updated the tool on the main page.
Test Subject
#128 Old 17th Jun 2022 at 1:44 PM
i don't mean to necrobump, especially with this wall of text, but i keep getting errors when i try to use this program. whenever i click Main to modify my game's VFX, the program gives me an error saying:
Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: startIndex

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: startIndex
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at System.BitConverter.ToSingle(Byte[] value, Int32 startIndex)
at TS4VFXTool2.MainForm.VFX.SwapFloat(BinaryReader br) in C:\Users\kh\source\repos\TS4VFXTool2\TS4VFXTool2\MainForm.cs:line 4870
at TS4VFXTool2.MainForm.VFX.Read(BinaryReader br) in C:\Users\kh\source\repos\TS4VFXTool2\TS4VFXTool2\MainForm.cs:line 1689
at TS4VFXTool2.MainForm.LoadMainVFXDatabase() in C:\Users\kh\source\repos\TS4VFXTool2\TS4VFXTool2\MainForm.cs:line 5082
at TS4VFXTool2.MainForm.BtnMain_Click(Object sender, EventArgs e) in C:\Users\kh\source\repos\TS4VFXTool2\TS4VFXTool2\MainForm.cs:line 5585
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4515.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
TS4VFXTool2
Assembly Version: 2.0.14.0
Win32 Version: 2.0.14.0
CodeBase: file:///D:/MTS_denton47_2076402_TS4VFXTool2.0.14/TS4VFXTool2/TS4VFXTool2.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4515.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4488.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4390.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4190.0 built by: NET48REL1LAST_B
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4515.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4084.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
s4pi.Package
Assembly Version: 1707.12.1222.13285
Win32 Version: 1707.12.1222.13285
CodeBase: file:///D:/MTS_denton47_2076402_TS4VFXTool2.0.14/TS4VFXTool2/s4pi.Package.DLL
----------------------------------------
s4pi.Interfaces
Assembly Version: 1711.19.2339.33581
Win32 Version: 1711.19.2339.33581
CodeBase: file:///D:/MTS_denton47_2076402_TS4VFXTool2.0.14/TS4VFXTool2/s4pi.Interfaces.DLL
----------------------------------------
s4pi.Settings
Assembly Version: 1711.19.2339.33580
Win32 Version: 1711.19.2339.33580
CodeBase: file:///D:/MTS_denton47_2076402_TS4VFXTool2.0.14/TS4VFXTool2/s4pi.Settings.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Lab Assistant
#129 Old 18th Jun 2022 at 6:55 PM
Default Error to load the ts4 vfx tool 2.0.14
Yeah, same thing is happening to me. Can someone help?

Quote: Originally posted by beanathan
i don't mean to necrobump, especially with this wall of text, but i keep getting errors when i try to use this program. whenever i click Main to modify my game's VFX, the program gives me an error saying:
Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: startIndex

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: startIndex
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at System.BitConverter.ToSingle(Byte[] value, Int32 startIndex)
at TS4VFXTool2.MainForm.VFX.SwapFloat(BinaryReader br) in C:\Users\kh\source\repos\TS4VFXTool2\TS4VFXTool2\MainForm.cs:line 4870
at TS4VFXTool2.MainForm.VFX.Read(BinaryReader br) in C:\Users\kh\source\repos\TS4VFXTool2\TS4VFXTool2\MainForm.cs:line 1689
at TS4VFXTool2.MainForm.LoadMainVFXDatabase() in C:\Users\kh\source\repos\TS4VFXTool2\TS4VFXTool2\MainForm.cs:line 5082
at TS4VFXTool2.MainForm.BtnMain_Click(Object sender, EventArgs e) in C:\Users\kh\source\repos\TS4VFXTool2\TS4VFXTool2\MainForm.cs:line 5585
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4515.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
TS4VFXTool2
Assembly Version: 2.0.14.0
Win32 Version: 2.0.14.0
CodeBase: file:///D:/MTS_denton47_2076402_TS4VFXTool2.0.14/TS4VFXTool2/TS4VFXTool2.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4515.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4488.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4390.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4190.0 built by: NET48REL1LAST_B
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4515.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4084.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
s4pi.Package
Assembly Version: 1707.12.1222.13285
Win32 Version: 1707.12.1222.13285
CodeBase: file:///D:/MTS_denton47_2076402_TS4VFXTool2.0.14/TS4VFXTool2/s4pi.Package.DLL
----------------------------------------
s4pi.Interfaces
Assembly Version: 1711.19.2339.33581
Win32 Version: 1711.19.2339.33581
CodeBase: file:///D:/MTS_denton47_2076402_TS4VFXTool2.0.14/TS4VFXTool2/s4pi.Interfaces.DLL
----------------------------------------
s4pi.Settings
Assembly Version: 1711.19.2339.33580
Win32 Version: 1711.19.2339.33580
CodeBase: file:///D:/MTS_denton47_2076402_TS4VFXTool2.0.14/TS4VFXTool2/s4pi.Settings.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Screenshots
Field Researcher
Original Poster
#130 Old 20th Jun 2022 at 6:52 PM
The VFX format was changed in the recent werewolf patch, I have uploaded a new version 2.0.15.
Lab Assistant
#131 Old 20th Jun 2022 at 7:18 PM
Quote: Originally posted by denton47
The VFX format was changed in the recent werewolf patch, I have uploaded a new version 2.0.15.
Thank you!
Lab Assistant
#132 Old 21st Jun 2022 at 4:30 AM
Thanks!!! You are amazing

Quote: Originally posted by denton47
The VFX format was changed in the recent werewolf patch, I have uploaded a new version 2.0.15.
Lab Assistant
#133 Old 7th Aug 2022 at 1:49 AM
Hi, i'm trying to convert sims 3 effects to sim4 effects. When i try to save the package with TS4 VFX tool 2.0.15 it doesn't work and gives me this error:
Could you help me @denton47 ?
thanks

************** Testo dell'eccezione **************
System.ArgumentNullException: Il valore non può essere null.
Nome parametro: source
in System.Linq.Enumerable.Count[TSource](IEnumerable`1 source)
in TS4VFXTool2.MainForm.VFX.Write(BinaryWriter w) in C:\Users\kh\source\repos\TS4VFXTool2\TS4VFXTool2\MainForm.cs:riga 3521
in TS4VFXTool2.MainForm.BtnSavePackage_Click(Object sender, EventArgs e) in C:\Users\kh\source\repos\TS4VFXTool2\TS4VFXTool2\MainForm.cs:riga 6053
in System.Windows.Forms.Control.OnClick(EventArgs e)
in System.Windows.Forms.Button.OnClick(EventArgs e)
in System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
in System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
in System.Windows.Forms.Control.WndProc(Message& m)
in System.Windows.Forms.ButtonBase.WndProc(Message& m)
in System.Windows.Forms.Button.WndProc(Message& m)
in System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
in System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
in System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

AlexCroft - Custom Content Creator
STAY TUNED!
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Field Researcher
Original Poster
#134 Old 10th Aug 2022 at 10:33 AM
Quote: Originally posted by AlexCroft
Hi, i'm trying to convert sims 3 effects to sim4 effects. When i try to save the package with TS4 VFX tool 2.0.15 it doesn't work and gives me this error:
Could you help me @denton47 ?
thanks

************** Testo dell'eccezione **************
System.ArgumentNullException: Il valore non può essere null.
Nome parametro: source
in System.Linq.Enumerable.Count[TSource](IEnumerable`1 source)
in TS4VFXTool2.MainForm.VFX.Write(BinaryWriter w) in C:\Users\kh\source\repos\TS4VFXTool2\TS4VFXTool2\MainForm.cs:riga 3521
in TS4VFXTool2.MainForm.BtnSavePackage_Click(Object sender, EventArgs e) in C:\Users\kh\source\repos\TS4VFXTool2\TS4VFXTool2\MainForm.cs:riga 6053
in System.Windows.Forms.Control.OnClick(EventArgs e)
in System.Windows.Forms.Button.OnClick(EventArgs e)
in System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
in System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
in System.Windows.Forms.Control.WndProc(Message& m)
in System.Windows.Forms.ButtonBase.WndProc(Message& m)
in System.Windows.Forms.Button.WndProc(Message& m)
in System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
in System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
in System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

I made a mistake when updating for the Werewolf patch but it is fixed now, please download new version 2.0.16.
Field Researcher
#135 Old 7th Oct 2022 at 9:25 PM
When trying to merge several related converted VFX into one VFX file (same theme and share a similar metaparticle across the board), I get a "Duplicate effect name detected (effectname)" and then it doesn't merge. Is there a way to avoid this, force it to merge without issues, or something else that can be done like making the merge tool ignore duplicates?

Creator Musings is a Sims 4 modder, poser/animator, and CC creator hangout server (though everyone is allowed) with a tutorial/resource directory, help channels, and mod/cc/sims 4 news channels!
My Discord | Twitter | Tumblr | Patreon
Test Subject
#136 Old 10th Oct 2022 at 11:03 PM
Quote: Originally posted by denton47
I don't know if this is the correct forum to post this but here we go.

This is a tool to edit the Swarm binaries and to create new custom effects from existing ones, the tool is far from finished but it could use some testing and feedback to ensure I am on the right track. The tool is not going to be for everyone and will require some basic understanding of how particle systems and shaders work in DirectX.



As you will notice there are quite a few "Unknowns" which I haven't been able to figure out yet, if you find out what they are used for then please post here so I can update the tool. I am also not sure I have mapped everything correctly, especially Wiggles, Attractors and PathPoints needs looking into.

Since effects are now grouped in the new 0x1B192049 resource, when you edit/clone an effect you will be working with all effects belonging to that resource because they reference each other.







How to edit an existing visual effect
1. Double-Click on TS4VFXTool2.exe to start the tool.
2. Click on Main to load the main game visual effect library.
3. Select the Visual Effect "island_tiki_torch_flame" and click Edit.
4. Select the ParticleEffect Block Index 0 and click Edit.
5. Enter the values 0.78, 0.15, 0.78 in the ColorCurve table for a purple color, click Return.
6. Select the ParticleEffect Block Index 1 and click Edit.
7. Enter the same values 0.78, 0.15, 0.78 in the ColorCurve table, click Return.
8. Click Return and then Save Package, you now have a package with a modded visual effect that can be placed directly in your mods folder.

The visual effect mods you create are highly depended on the game version they were created from and EA do tend to change not just the content, but also the binary format quite often, so be prepared for having to redo your modding often as long as the game is in active development.

How to create a new custom effect by cloning an existing effect
This is basically the same procedure as above except you have to give the effects new names, you will also be able to rename effects and delete effects/parts you don't need.

1. Double-Click on TS4VFXTool2.exe to start the tool.
2. Click on Main to load the main game visual effect library.
3. Select the Visual Effect "island_tiki_torch_flame" and click Clone.
4. Since all names must be changed to avoid conflict with the EA effects you will be prompted for a name to prefix all effects, enter "my_".
5. Select "my_ep07_island_tiki_torch_crossed" and click Delete, select "my_ep07_island_tiki_torch_flower" and click Delete as we don't need them.
6. Select the Visual Effect "my_island_tiki_torch_flame" and click Edit.
7. Repeat steps 4-8 from "How to edit an existing visual effect" to change the color.

In order for the game to recognize the new effect names they need to be merged with the EA effect names in the new 0x1B19204A resource.

8. Click Merge, a dialog will open where you can select one or more packages containing new visual effects to be merged.
9. Select the "my_island_tiki_torch_flame.package" you created above and click Open.
10. Chose a name for the combined package and click Save.
11. The tool will merge all the selected effect packages and build the necessary 0x1B19204A resource and save everything to the combined package.

Please note that the mapping table 0x1B19204A is a single resource meaning you can only have one installed, if you install two packages with this resource they will override each other, use the Merge function to create one package.

How to migrate a visual effect from TS3 to TS4
We will migrate the constant bubble effect from the Late Night Effects Machine, the tools can only migrate the visual effect, referenced images, sounds and models must be migrated manually using other tools. I have migrated image and sound resources for the effect and put them in ep3effectsmachinebubblesconstant_ref.package (attached to this post).

1. Start the TS3 VFX Tool and click on TS3.
2. Select Visual Effect "ep3effectsmachinebubblesconstant" and click Clone to make a copy and isolate the effect.
3. Keep the effect name and click OK in the popup.
4. Click Return as we are not making any changes to the effect.
5. Click Export and keep the filename ep3effectsmachinebubblesconstant.json, click Save.

The visual effect is now in a serialized format that can be imported into the TS4 VFX Tool.

6. Start the TS4 VFX Tool and click Import, select the ep3effectsmachinebubblesconstant.json file from step 5 and click Open.
7. Click Save and keep the name ep3effectsmachinebubblesconstant.package.

The effect is now ready for TS4 but must be merged with the games effect list and also include the referenced resources.

8. Click Merge and select both ep3effectsmachinebubblesconstant.package and ep3effectsmachinebubblesconstant_ref.package (Ctrl-Click), click Open.
9. Choose a name for your VFX mod and click Save.

Copy the package from step 9 to your mods folder and use Andrews Effect Player in game to play the effect "ep3effectsmachinebubblesconstant".


Bugs

To-Do List
  • Persistent customs colors.
  • Add an image viewer.
  • Use checkboxes or similar for the flags fields.
Updates
  • Version 2.0.1
    • It is now possible to create new effects (by cloning existing ones).
    • Added color picker to the color curve table.
    • Most instance and flags fields now use hexadecimal numbers.
    • Added more extensive checking and diagnostics for non-standard Sims 4 installations.
  • Version 2.0.2
    • Added Metaparticle Effects
    • Added button to reload current resource
    • Fixed filename bug in Save Package
  • Version 2.0.3
    • Added Decal Effects
    • Added Sequence Effects
    • Added Sound Effects
    • Added Shake Effects
    • Added Game Effects
    • Added Ribbon Effects
    • Added Sprite Effects
  • Version 2.0.4
    • Added function to Add a new reference to an existing visual effect type.
    • Added function to Copy an existing visual effect type creating a new instance of the visual effect.
    • Added function to Delete reference to an existing visual effect type (will deleted the instance if no more references exists).
    • Reorganized Particle Effect form to only include properties and tables currently used by EA effects.
    • Added an Extra form for unused properties and tables in case anyone wants to experiment.
    • Fixed Hex validation not working in new forms.
  • Version 2.0.5
    • Fixed saving a previously opened custom effect would add an incorrect file extension.
    • Fixed Edit BlockType VisualEffect not working.
    • Fixed Color picker not returning correct values.
    • Fixed Rename visual effect selecting the wrong index.
    • All effect names are now forced to lowercase.
  • Version 2.0.6
    • Updated VisualEffects to version 13.
    • Updated ParticleEffects to version 24.
  • Version 2.0.7
    • Updated SoundEffects to version 8.
    • Added Distribute Effects (no editing yet).
    • Fixed a mapping error in MetaParticleEffects.
  • Version 2.0.8
    • Updated ParticleEffects to version 26.
  • Version 2.0.9
    • Fixed ParticleEffects version bug.
  • Version 2.0.10
    • Fixed MetaParticleEffects bug.
  • Version 2.0.11
    • Added options to serialize/deserialize effects to export/import between different versions including Sims 3 and Sims Medieval.
    • Added function to calculate new rotation.
    • Fixed a lot of bugs and mapping errors.
  • Version 2.0.12
    • Made the tool more backward compatible and able to upgrade to the latest version.
  • Version 2.0.13
    • The Merge function will now copy all resource types from the source packages.
  • Version 2.0.14
    • Added scrollbars to ParticleEffect and MetaParticleEffect forms.
  • Version 2.0.15
    • ParticleEffect updated to version 27.
    • VisualEffect updated to version 14.
  • Version 2.0.16
    • Fixed Import initialization error.

Reference
http://simswiki.info/wiki.php?title=Sims_3:0xEA5118B0

I highly recommend reading this part:
http://www.andrewwillmott.com/talks...cedural-content

TS3 VFX Tool
https://modthesims.info/showthread.php?t=664394


Hi Denton! I was curious if you could make a tutorial on how to be able to take these effects were exporting the package files from and make them work on CC we've created. I know S3 is 100% different then S4, and I'm wanting to change the tuning effect of a candle to keep the on/off switch, but to a different flame that's already in the game called "grillfirecommunity" based off the machine I downloaded with your S3 VFX Tool. I recently changed the tuning/effect from S4 from a tutorial in Sims4Studio, labeled "Applying Effects to Objects". I'm wanting to achieve this same result for Sims 3. Hope you can help!
Field Researcher
Original Poster
#137 Old 12th Oct 2022 at 3:03 PM
Quote: Originally posted by MizoreYukii
When trying to merge several related converted VFX into one VFX file (same theme and share a similar metaparticle across the board), I get a "Duplicate effect name detected (effectname)" and then it doesn't merge. Is there a way to avoid this, force it to merge without issues, or something else that can be done like making the merge tool ignore duplicates?

I have changed the duplicate check to be a question like this,



only the first occurrence will be saved to the package.
Screenshots
Field Researcher
Original Poster
#138 Old 12th Oct 2022 at 3:04 PM
Quote: Originally posted by x_solovely
Hi Denton! I was curious if you could make a tutorial on how to be able to take these effects were exporting the package files from and make them work on CC we've created. I know S3 is 100% different then S4, and I'm wanting to change the tuning effect of a candle to keep the on/off switch, but to a different flame that's already in the game called "grillfirecommunity" based off the machine I downloaded with your S3 VFX Tool. I recently changed the tuning/effect from S4 from a tutorial in Sims4Studio, labeled "Applying Effects to Objects". I'm wanting to achieve this same result for Sims 3. Hope you can help!

I don't know how to add visual effects to Sims 3 objects using XML tuning I'm afraid, I only know how to add effects using C# coding, the object requires a rig with a slot where you can bind the visual effect to, the code will look something like this,


using Sims3.SimIFace;
..
..
VisualEffect mVisualEffect = VisualEffect.Create("grillfirecommunity");

mVisualEffect.ParentTo(this, Slot.FXJoint_0);
mVisualEffect.Start();
..
..
mVisualEffect.Stop();
mVisualEffect.Dispose();


There may be a simpler way to achieve this without coding, you should ask around on the Sims 3 modding forums.
Test Subject
#139 Old 16th Oct 2022 at 3:58 PM
Hello @denton47! First of all thank you so much for creating this tool.
I'm trying to edit this effect: s40_food_baking_steam_small
It's a "loop effect", and I wanted to edit it to last for just a few seconds. Is it possible?
Field Researcher
Original Poster
#140 Old 17th Oct 2022 at 7:02 PM
Quote: Originally posted by dsimsim
Hello @denton47! First of all thank you so much for creating this tool.
I'm trying to edit this effect: s40_food_baking_steam_small
It's a "loop effect", and I wanted to edit it to last for just a few seconds. Is it possible?

You need to set Cycles to 1 in the EmitRateCurve section, if it is set to 0 it will loop forever (or until a stop effect command is issued), the effect will then last 1s (Time) but the steam will still remain 2-4s (ParticleLifetime), you can experiment with those two values to get the effect you want.

Screenshots
Test Subject
#141 Old 18th Oct 2022 at 7:44 PM
Quote: Originally posted by denton47
You need to set Cycles to 1 in the EmitRateCurve section, if it is set to 0 it will loop forever (or until a stop effect command is issued), the effect will then last 1s (Time) but the steam will still remain 2-4s (ParticleLifetime), you can experiment with those two values to get the effect you want.



Thank you so much for your reply! I'm going to try that
Test Subject
#142 Old 13th Dec 2022 at 6:00 PM
Quote: Originally posted by denton47
You need to set Cycles to 1 in the EmitRateCurve section, if it is set to 0 it will loop forever (or until a stop effect command is issued), the effect will then last 1s (Time) but the steam will still remain 2-4s (ParticleLifetime), you can experiment with those two values to get the effect you want.




I've tried and made many changes with these numbers but nothing seemed to change. It either will stop functioning completely or not change at all. Any tips?
Field Researcher
Original Poster
#143 Old 17th Dec 2022 at 7:13 AM
Quote: Originally posted by dsimsim
I've tried and made many changes with these numbers but nothing seemed to change. It either will stop functioning completely or not change at all. Any tips?

I edited the effect and set Cycles to 1 and tested it using Andrew's Effect Player and I am not having any problems getting it to work, however the effect is hard to see and you need to zoom in and look closely. If you want more denser steam you should increase the values in the AlphaCurve table.
Attached files:
File Type: zip  s40_food_baking_steam_small.zip (632 Bytes, 2 downloads)
Test Subject
#144 Old 21st Dec 2022 at 10:31 PM
Quote: Originally posted by denton47
I edited the effect and set Cycles to 1 and tested it using Andrew's Effect Player and I am not having any problems getting it to work, however the effect is hard to see and you need to zoom in and look closely. If you want more denser steam you should increase the values in the AlphaCurve table.



Thank you so much! I'll compare both files and see what I did wrong


And sorry to bother you again, but can I add a custom sound to a custom effect?
I know how to replace sounds of the game using TS4 Sound Tool, but can I create a new sound?

I took the fireplace effect (s40_obj_fireplace_fire) to make a test, since it has the visual effect plus the fire sound.

I created a custom sound file on TS4 Sound Tool to try to use with it.
Is the "IID" that has to be replaced. What is it?

I mean, I don't know if it's possible to do that.

Sorry for so making so many questions. And thanks for the tools and for your help
Screenshots
Attached files:
File Type: zip  Custom effect and sound files.zip (1.28 MB, 4 downloads)
Field Researcher
Original Poster
#145 Old 30th Dec 2022 at 7:28 AM
Quote: Originally posted by dsimsim
Thank you so much! I'll compare both files and see what I did wrong


And sorry to bother you again, but can I add a custom sound to a custom effect?
I know how to replace sounds of the game using TS4 Sound Tool, but can I create a new sound?

I took the fireplace effect (s40_obj_fireplace_fire) to make a test, since it has the visual effect plus the fire sound.

I created a custom sound file on TS4 Sound Tool to try to use with it.
Is the "IID" that has to be replaced. What is it?

I mean, I don't know if it's possible to do that.

Sorry for so making so many questions. And thanks for the tools and for your help

The sound effect for s40_obj_fireplace_fire is 1C48B582EA18DCBC as shown in your screenshot, in the TS4 Sound Tool use the Lookup function on the Effect tab, clone it and name it My_Fireplace_Sound, replace the sounds and copy the hash (C2D6508A205B2DFF), paste the hash into the IID field in the VFX Sound Effect screen.
Test Subject
#146 Old 6th Feb 2023 at 3:24 AM Last edited by SkyGuy15 : 13th Feb 2023 at 11:44 PM.
Hi there! So a year ago, I used your tool to make a fix mod for servos not showing the scared emotion properly.
https://modthesims.info/d/664163/sc...os-updated.html
Basically, servos' expressions are VFX which are based on their current mood, but Maxis forgot to give them a proper expression VFX for the update adding the scared mood. There's a placeholder which uses the sad expression for the UI but nothing in live mode, but I was able to figure out how to fix the problem thanks to S4S and your tool.

There's still some things I wanted to know and I was wondering if you could help:
-The effect is named "ep08_humanoid_robot_brain_sad", and I wanted to give my edited effect a different one named ep08_humanoid_robot_brain_scared, but the effect wouldn't work if I gave it that name and for some reason it only works if I use the default "my_..." name for a cloned effect. Is this a bug or am I missing something?
-I was somehow able to remove the teardrop visuals from this effect by tinkering around a bit, I basically removed the tear effects and saved the visual effects Count number at 2 instead of 4 (despite the program automatically switching back to 4 if I changed any other settings), but is there a more elegant way to do this?
-The biggest thing I still haven't figured out it how to change the colors of the effect properly. The effect for servo heads is basically an image that goes onto the screen face to show the eyes, a colored glow for the back of the head and some white twinkly things that move across the back as well. For my fix I want to change the effect from the blue color of the sad mood to the purple color of the scared mood so that it the colors of the head match the correct mood. I've tried experimenting with the ColorCurves setting but that doesn't seem to do much other than break the effect. Is it currently possible to change the color for both the eyes image and the glow/particles in the back? Would like any help with that if possible.
Field Researcher
Original Poster
#147 Old 7th Feb 2023 at 6:23 PM
Quote: Originally posted by SkyGuy15
Hi there! So a year ago, I used your tool to make a fix mod for servos not showing the scared emotion properly.
https://modthesims.info/d/664163/sc...os-updated.html
Basically, servos' expressions are VFX which are based on their current mood, but Maxis forgot to give them a proper expression VFX for the update adding the scared mood. There's a placeholder which uses the sad expression for the UI but nothing in live mode, but I was able to figure out how to fix the problem thanks to S4S and your tool.

There's still some things I wanted to know and I was wondering if you could help:
-The effect is named "ep08_humanoid_robot_brain_sad", and I wanted to give my edited effect a different one named ep08_humanoid_robot_brain_scared, but the effect wouldn't work if I gave it that name and for some reason it only works if I use the default "my_..." name for a cloned effect. Is this a bug or am I missing something?
-I was somehow able to remove the teardrop visuals from this effect by tinkering around a bit, I basically removed the tear effects and saved the visual effects Count number at 2 instead of 4 (despite the program automatically switching back to 4 if I changed any other settings), but is there a more elegant way to do this?
-The biggest thing I still haven't figured out it how to change the colors of the effect properly. The effect for servo heads is basically an image that goes onto the screen face to show the eyes, a colored glow for the back of the head and some white twinkly things that move across the back as well. For my fix I want to change the effect from the blue color of the sad mood to the purple color of the scared mood. I've tried experimenting with the ColorCurves setting but that doesn't seem to do much other than break the effect. Is it currently possible to change the color for both the eyes image and the glow/particles in the back? Would like any help with that if possible.

-If you make a new effect you have to merge it with the games effect list, otherwise the game won't recognize it, unlike TS3 where you can just create more SWB resources, in TS4 there is "master" list grouping effects together. The main issue here is every time the games effect list is updated you need to merge again, also if you install multiple mods with custom effects they need to be merged, otherwise they will override each other.

-ColorCurve is the main way to color particles but note that MetaparticleEffect also has a ColorCurve that can override ParticleEffect, the game itself can also override the colors as it is a parameter when creating the effect.

-I will take a closer look at deleting referenced visual effects.
Field Researcher
Original Poster
#148 Old 11th Feb 2023 at 7:15 AM
Quote: Originally posted by SkyGuy15
-I was somehow able to remove the teardrop visuals from this effect by tinkering around a bit, I basically removed the tear effects and saved the visual effects Count number at 2 instead of 4 (despite the program automatically switching back to 4 if I changed any other settings), but is there a more elegant way to do this?

First you need to deleted the three block references in ep08_humanoid_robot_brain_sad and Save, then you open the package and deleted the two unused effects humanoid_robot_face_sad_tear_left and humanoid_robot_face_sad_tear_left and Save again.
Test Subject
#149 Old 26th Mar 2023 at 8:37 PM
I was wondering if it would be possible to add an effect on another already existing one, so that the 2 effects would be shown at the same time, but I don't know very well how to do it, I tried to follow the instructions but I think they don't explain exactly that, so something I'm doing wrong or I don't know if it is possible, thanks for the help and for this amazing job :D
Field Researcher
Original Poster
#150 Old 29th Mar 2023 at 6:23 PM
Quote: Originally posted by Darkolaito
I was wondering if it would be possible to add an effect on another already existing one, so that the 2 effects would be shown at the same time, but I don't know very well how to do it, I tried to follow the instructions but I think they don't explain exactly that, so something I'm doing wrong or I don't know if it is possible, thanks for the help and for this amazing job :D

You can start multiple effect in parallel by calling them in the first screen that opens when you click Edit, however you can only reference effects in the same effect group which does limit this quite a bit.

I think the most simple solution is to just edit the animation events and add the effects you want, for washing hands in a sink these are the animations,

a2o_sink_washHands_start_x
a2o_sink_washHands_washHands_x
a2o_sink_washHands_stop_x
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