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yes i did commit the changes ...It just might be one of those things that just happen .. Im going to clone a different object and redo the thing i didnt like the fact the sofa has all the bhavs so i now need to find a more simple 3 tile object and i will just clone that and retry this ....Thanks anyway !!!
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Thanks
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Quote: Originally posted by IgnorantBliss
Thanks for your answer. I haven't found anygide error, but perhaps did Imisunderstood you, so I poted the bed file and it's recolor So you can take a look at it. Thanks again Nat |
The MMAT (Material Override) for the frame is still pointing to the original Maxis bed, which means you haven't updated the MMATs correctly for the new main GUID. The objectGUID line in the MMAT points to a GUID 0x2C85A905, while it should be pointing to 0x0000BBE9, which is your new main GUID. Click on the line objectGUID in MMAT and paste the correct GUID number over the old one in the Value box, then commit and save the package.
It seems to me you have made a stand-alone clone, which with beds means they won't be using all of the Maxis bedding options in the game. If you want to clone a bed that does use all that bedding, do not select the standalone clone option at the moment of cloning. |
end
Quote: Originally posted by IgnorantBliss
Thanks a lot it worked fine Nat |
Quote: Originally posted by morten8035
Somebody so know it? |
shelves
Hi,
I need help with my new shelves. I've made them using unimeh plugin, edited in milkshape. I've moved down the original shelves, but in the game, the objects i try to put on stay on the original position so they seem to fly above the new shelves. When I exported the geometric data no bones show up ans I don't know how I can link the new position of my shelves to the animation. Thanks for your help Nat |
Quote: Originally posted by IgnorantBliss
More specifically, you will need to position the cShapeRefNode that uses the SHPE of the mirror. An easy way to do this would be to have the mirror mesh at the origin when you import, then move it where you want it and write down the position so you can move it that much in the resource node. Multiple mirrors in other directions aren't much more complicated, you would just need additional cViewerRefNodeRecursive blocks added. natrobo: The sims place objects in slots. You need to move the slot down the same amount that you moved that part of the mesh so that sims can know where to put the objects. To find the name of the slots, look in text list 0x90 of your package, and find the name of the slot you want to move. Then open the resource node of your package and find the block with that same name(it will be either a transform or shape reference node) and move it with the X Y and Z input boxes. |
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Quote: Originally posted by atavera
Ok I think i've found the place where edit the slot, I've made a picture of it, but I don't know which line I have to edit. Thaks again for your help nat |
If you only need to move it, you change the translation part(others are only for rotations). Remember if you are using milkshape that Y axis in milkshape is Z in the game. So if you would like to move your shelf down, put the negative number of units down that your shelf was moved down in Z translation.
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morten8035, there is a tutorial for making cars in the tutorial section, but I'd recommend practising retaining animations with some simpler objects like dressers first. There are tutorials available also for retaining object animations with the Mesh Tool in the tutorial section.
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Food Problem!
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I've been working on this for two days, I hope someone can shed light on what I've done wrong. I had some ideas for 'halloween inspired' food so I meshed up three different varieties. the attached file is one of two that I've attempted to create. I've followed fireflies tutorial closely, or at least I thought I did. When I load the file into the game, I can choose "eyeball stew" but he makes mac & cheese (the item I cloned from). I use Milkshape 3D (with Wes's plugin), UV Mapper Pro, and SimPE .58. What step(s) did I miss or do incorrectly?
HC |
HChangeri: you need to update the GUIDs in the behaviours:
CT - Factory - Food: your guid for the food object CT - GUID - Menu: your guid for the menu object |
Quote: Originally posted by IgnorantBliss
Can I post the file here so somebody can fix it? |
You can try, but I don't think it's fair to expect others to do a large part of the job for you when we're all here to learn things ourselves primarily. The idea of the Object Workshop & Repair Center is to ask for help with specific problems after you've done your best to solve it yourself, with a project that you otherwise can handle. The idea is not to start a project that's way beyond your current skills and expect other people to do most of your job for you. That's why we repeatedly recommend starting with simple projects and gradually proceeding to more difficult ones.
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Thank you Atavera!!!!! :D:D:D:D
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Quote: Originally posted by IgnorantBliss
I have done all thing so need to be done. Only the animation is missing. But is this car i try to make drivable, downloadable and driveable a other place? |
Dresser Drawers Invisible
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I created mesh in 3ds max and exported the mesh with the smd exporter and followed the usually steps for all the objects I have cloned exported and reimported with my mesh. Everything looks to be fine and it works ok it's just when she opens the drawer the side panels and drawer is invisible. I have enclosed the package and an image. I would really appreciate any advice on this. Thanks!
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gina238, when you make a dresser mesh, first you will have to make the opening drawer a separate part in the mesh from the rest of the dresser, and follow a tutorial like this to retain the animation with the help of the Mesh Tool.
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Let's say that I took the mesh from one object and the "hacked" interactions of another object and put them together. How would I go about taking the animations from another object entirely and swapping them with the currently used animations. I don't want to make new animations, just switch one set of Maxis animations with another. I can't seem to find the right tutorial.
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Meska, I would post the question in the Modding Discussion forum, this thread is more for fixing specific problems with existing packages
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Well no your suggestion won't quite work. Thanks though I'll try the other forum.
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object will not function as surface
This object is a bit tricky. I cloned a dresser and wanted to make it double as a surface. I followed a few tutorials and also compared the object to some maxis tables, end tables, and coffee tables. I also compared it to the Grand Trianon Bedroom Dresser Mirror. I noticed the Grand Trianon one did not need the surface bhavs and such so I basically did what I saw that one did. Unfortunately it still did not work.
I've added slots for the slot file, updated the Text STR, and made the appropriate changes in the CRES. I made sure to check that I followed steps in the tutorial on adding slots, but so far it still won't work as a surface. What am I doing wrong? I'm guessing I missed something but I can't figure out what. When I put it in the game it functions as a dresser (I don't care that the drawer doesn't actually open, the mesh had a high enough polycount to crash SimPE if I had any more faces), but will not work as a surface. EDIT ![]() |
Well, this is actually not an object but a floor - I tied to integrate a bump map into the package but I only get a black surface in game. Can someone take a look at the floor anyway? I guess I'm just blind...
Thanks a lot! Edit: removed file |
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Khaibit,
I'm unsure if anything else, but at least I think at the xml file, filename = aaaaaaaaaaaaaaaaaaaaaaaaa My base game copy just tends to be unable to read random guid and FR done by the simpe for HCP products... All, I've got asome problems with my attempts to make an invisible fence and its gate. Check the attachment, please... I know I mess up something..., but can't tell what exactly, but I do suspect that I remove too many files... ![]() ![]() |
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Hey all, how is everyone? Well here is my problem and hopefully someone can help me. I have made a wooden table with a spider cloth on top that has an alpha channel and the wood and the table are combined, so when I have the Material Definition for stdMatAlphaBlendMode to blend the object is "see-through" but the alpha is the way I want it for the cloth, just not the rest since everything is overlapping like, but when i change that to none and then change stdMatAlphaTestEnabled to 1 the alpha works but it is not as smooth as the other one was and it looks worse and I just want a nice smooth alpha. Is there a way to get this fixed? Thanks. This is for my halloween pack which is due to be released quite soon around when pets is released so I want to get this good
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simfantastic2: The blend mode blends entire mesh groups. You need to seperate the mesh into groups based on how they should blend like how hair meshes are split up into lots of groups. These groups can use the same material definition and have the same name, as long as they are seperated in the GMDC, it should blend okay.
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This is the deal - 'blend' will cause the problems you're seeing when 2 parts both blend get near each other.... so the second choice (none) is your best option if you want this to be a single group/subset object.
Your other choice is to build the tablecloth as a separate group with separate texture and make it just a smidge above the tabletop -- and then you can have your table solid (regular settings) and your tablecloth blend and I believe it'll all display correctly. edit: I'm the slower at typing, this is pretty much the same advice as above |
ok, thank you both for your help, i'll see what i can do
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Quote: Originally posted by niol
First of all: Thanks Niol! Hmm, the filename doesn't affect the file. Added English language support to another floor package and these multiple a's didn't affect the package. It must be some mistake because of the added bump map and the changes in the Material Definition. Am I too stupid or aren't User floors bump map - able at all? ![]() |
help again
natrobo, it's hard to say for sure without seeing the packages, but the most common reason for recolors not working on custom objects is that you didn't update the MMATs for the new main GUID correctly. Check what GUID the MMAT files refer to (the lines called objectGUID in the MMAT). If it still refers to the original Maxis object, it's not going to work. You can manually copy and paste your new main GUID to replace the value that's there, and commit and save. Then you need to do the same to the recolor packages, or create all new recolors.[/QUOTE]
Hi I have another question about guids. It seams I have a recurent problem with guid. In this post you said to update the main guid. How do you know witch guid is the main one. Lately I create an armoire which as 4 object data folders, I assign 4 new different new guid for each of them but I don't know which one is the main one... Can you help me please, it's a problem to post objects here for download and discover that people won't be abble to recolour some files... Thanks Nat |
Most of the time the main GUID is the one with the shortest name, no extra letters or numbers coming after it.
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Quote: Originally posted by Khaibit
I'm sorry I was too careless not being able to catch the differences... First of all, the texture name format is improper. "floor_..." should be be instead of "floor-...", so "floor_khaibit-seriensteine3-02-10-2006" instead of "floor-khaibit-seriensteine3-02-10-2006" for all the names in the txtr, txmt, xml files Probably, my mistake in the in the tutoring part. Yeah, my desciption was misleading there. Sorry to all. That was supposed to mean that no additional "_" should be added to the texture file name. Sorry again... :P @ the txmt file's property tab, delete these 3 lines stdMatAlphaBlendMode none stdeMatAlphaRefValue 127 stdMatAlphaTestEnabled 0 Use them only when you're making transparent tiles or alike or some other modded tiles. @ the xml file, these're the further diffeences but not the cause of the blackness. brightness 0x00000005 In HCP products, these are all 0x00000000 Also, in HCP tiles, they have crapscore 0 routingcost 0 I'm gonna make a HCP tile along with your settings. For some reasons, my base game copy can never read tiles with guids and FR preset by the Simpe. So, I don't mod Simpe clones coz they never show up and work in my game copy. Bump-mapped floor tiles are working, may read here , especially post 23 and/or see the stony modular tile set here Wow, it's a nice texture... The attached is the modded HCP version of your tile. I don't normally use simpe to clone tiles, wallpapers or terrain paint as the bases for custom contents coz they tend to be kinda messy and it takes more works to fix things around. I use them to track the files names and study the file structures instead. |
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Hi,
I've followed the tutorial "Object creation with wings 3d" and that went well but then I wanted to texture it so I searched for a tutorial for texturing and I decided to follow "Object making for dummies" but at page 7 where I had to open my selfmade object there is nothing under selected object. And there's even nothing in my recource tree. And when I open my .obj file it says: " An unhandles exception has occured in your application. If you click Continue, the application will ignore tis error and attempt to continue. If you click Quit, the application wil be shut down immediatly. Exception of type System.outOfMemoryException was thrown." But my object does work in the Sims 2 (but not with my ownmade texture) So maybe you can help me with this information. ( I hope so!!!) |
TimSimser, there is something wrong with the RAR, too, as I'm not able to even extract the file.
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TimSimser, when you want to upload a package, and the upload page tells you that only ZIP and RAR are accepted, you DON'T have to manually rename the file extension from .package to .rar
![]() Anyway, I can see your new mesh into your package, but I think that you have made some mistakes while cloning the original table: your package is quite messed up. Clone again the original table, following carefully the tutorial, and then import your new mesh, just like you did the first time. IBliss, if you are still interested, save the "rar" to your desktop and change the extension to ".package" ![]() |
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Good evening every body
First of, I hope that you all are having a good day or night. I am having a bit of a problem here, which I was hoping someone might help me with? I’ve made a clone of a plant, a CEP-plant then I changed the mesh and the texture. But when I try to re-import the Obj, only half of my plant is visible. I have the CEP correctly installed (I can see the Potty Chair correctly), And I am following the “Sims 2 Start to Finish Object Creation tutorial”. I’ve uploaded a images showing some of the problem, but I have also uploaded the package. Can anyone please tell me what I am doing wrong? Sincerely, WindBlower |
that files still contains the original Maxis fern mesh, now displaying your texture. Are you sure you clicked on "commit" after importing your new mesh (and before saving)?
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Dear Simaddict99
No the file does not containt the original mesh. My mesh is renamed (to match the clones name) like it should be when re-importet from milkshape. Commit save is not a thing I usually forget. I've looked at what your saying, but this does not seem to be my problem.. how do I see the difference between a maxis package and a Milkshape (workeble) package?? Sincerely, WindBlower |
As far as I can tell, the mesh in your package is an identical copy of the original Maxis mesh, it looks the same, has the same vertex count, etc. There is no obvious way to tell a Maxis mesh from a custom one in a mesh editor, you can only do it by comparing. And recognizing your own mesh, of course.
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Dear IgnorantBliss
hmm.. okay and Thank you so so much and also deeply thanks to simaddict99. I will try to re-created the whole packagde. Wonder why I suddenly can't get it into simPE, because I am using the same way (proseduer) as I did with the Sun flower-obj, and this worked out fine.. Its probably something in Milkshape then, I deeply thank you both so much for your help. Ohh boy, I think it is the Obj exporter, or something like that. No matter how many times I try to export the mesh through the Obj-exporter in milkshape, it dosen't save anything at all.. Probably a plugin problem. ------------------------------------------------------- Quick Question; Have anyone had a problem exporting from milkshape? When I export as a Obj, I get two files, one called : planthangingfern-[windblowerdk-5.10.2006-4d3a]_tslocator_gmdc and : planthangingfern-[windblowerdk-5.10.mtl And I cannot re-import it into milkshape as a Obj, to chek it. and this file can apperently not be used in simPE has anyone else experinced this problem? Sincerely, WindBlower |
Almost every 3D editor, and even UVmapper (unless you tell it not to do it), when saving an OBJ file will create two files with the same name, but with different extensions:
1) filename.OBJ is the main file, that contains the vertices, the faces, the normals and the UVmap; 2) filename.MTL is the "material library": it contains information about the textures that should be applied to the mesh. SimPE just ignore the .MTL, when importing a mesh. I see from your last post that there is a problem in the filenames: perhaps Milkshape has truncated the MTL name... I suggest to reload your mesh in Milkshape, check if everything is OK, and then export it again as OBJ; but when you are asked for a filename, don't use the suggested one: instead, use a short filename of your choice, and also be sure that it has the ".obj" extension. The filename of the OBJ file isn't important: you can choose whatever name you like. If you still have problems, try exporting from Milkshape, and import the exported OBJ into UVmapper; then save again from UVmapper and import into SimPE. |
Dear Numenor
THANK YOu so so much ! I did not know that I could changed that name to something else. ![]() Great and thank you once again Wow! You were so right Numenor, I just changed the name and it worked perfectly, dobble fan plant -heh- Thank you all so much, once again! Sincerely, WindBlower |
Hello!!
I have a question about Wings 3D. I am able to successfully create meshes, however, when i create them in wings 3D program, the things are on an angle, so its really confusing and hard to work with. Is there a way i can make it rotate easily so it is not on a weird angle? It also screws up the textures a little as well because of this angle ![]() |
Tom: When you export the meshes from SimPE, do you have the order drop down menu set to 'xyz' or 'xzy'? Try exporting in whichever one you're *not* currently using. Just be sure that whichever one you export as, you use the same for import.
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Thankyou so much Echo!!! That worked perfectly :-D.
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texture problem
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Hi,
I have this recurent problem in my textures, and I dino't know how to repair this. I have create a new crib, the file works fine, but the texture in the game shows the lines of the mesh it allways append wen the mesh is based on cylinders. I use unimesh in this case. See the picture... If someone can help me remove the lines... Thanks Nat |
It's a problem of smoothing, from what I can see from your screenshot.
Milkshape has very odd smoothing functions (or I don't know how to use them correctly); try applying a smoothing to the faces before exporting with Unimesh. |
unimesh
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Quote: Originally posted by Numenor
Hi thanks I've done more work on this and discoverd that those lines only appear after the mesh is exported using unimesh plugin, it also only appear on the left point of view... That's odd. I 've redone my crib using mayaObject import-export, and the lines disappeared...For this object, no problem, but if I want to keap the animations, mayaObject won't be a solution.. Nat |
Yo're right, working in OBJ format will cause the crib to lose its animations.
Therefore, the only option is to study how the smoothing feature of Milkshape works. I know that there is even an "Autosmooth" checkbox, in the "Group" tab; but this option is hearthily ill judged by the experienced Milkshape users, because it may lead to odd or impredictable results (mesh dark, or with odd shadows all over it). As a first test, you could try activating the Autosmooth, and see what happen. If the result is worse than the current one, try the manual smoothing (if it ever exist, I don't know Milkshape well). |
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@natrobo: For animated objects you should to use the Meshtool. Milkshape isn´t able to keep smoothing options when you save a former .obj with UniMeshPlugin (at least I don´t know how to tell the programm to do this).
@all: Again, the pie menu options don´t like me. I have attached two objects (base game versions of my "far from perfect" set) who should have new pie menu options, but they just do not show up (very confusing as the pie menu shows up for other objects of the set). I hope someone will be able to help me. Thanks in advance. bienchen83 |
Bienchen, there are two errors in your packages.
1) This affects only the "babydecke": in the OBJD (Raw Data), section "TGI", field 0x0007, you can read the instance that the TTAB and the TTAs must have. The OBJD says 0x0080, but the TTAB and TTAs have both instance 0x0001. Change the instances of the TTAB and TTAs to 0x0080. 2) The second problem is more "logical", and affects both of your objects. When you are in live mode, and click on an object, the selected sim is "Me" (the subject who performs the interactions), and the clicked object is the Stack Object. If you look in all your custom BHAVs, where the Attributes are checked and set, you will always see "My Attribute...". In other words, the BHAVs are checking or setting the attributes of the sim, not of the object. Scan all your custom BHAVs, and change any occurrence of "My Attribute" to "Stack Object's Attribute". When coding a BHAV, never forget the important difference between "Me" and the "Stack Object". Just to give a more complete information, it is possible for the object to be "Me", but only in the BHAVs that are called from within the OBJf, i.e. the "Function" BHAVs (e.g. Init, Main etc.). But in an interaction BHAV, i.e. a Bhav that is called via TTAB, "Me" is always the sim that performs the action. |
I did ‘something’ in the ‘TXMT’ and ‘MMAT’ to see what it would affect.
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Problems re-coloring – How can I Fix?
I am having a ‘silly’ problem. I’ve cloned a new object (and 1 re-color) and everything about it, is working alright. When I first played the game my object worked just fine and also the re-color. But I am trying to figure out, more about SimPE’s programming functions. So I did ‘something’ in the ‘TXMT’ and ‘MMAT’ to see what it would affect. To make a long story short, now my re-color wont work. I am almost sure that it is a ‘silly’ name problem, but I am too confused to ‘see the problem clearly’. I am Very thankful for Numenor’s Tech discussion at : http://www.modthesims2.com/showthre...&highlight=MMAT And it is in these files that I changed something. Can anybody please help me with this problem? I know that it is easier to re-created a new object and start over, but I would like to understand a little more about it. I’ve added a zip containing the two packaged files (mesh and re-color). |
Thank you, Numenor, for the detailled and valuable information.
![]() bienchen83 |
WindBlower - Whatever experiments you have tried on your recolour, you have restored almost everything as it should be.
The only problem of your recolour is the GUID in the MMAT: the MMAT should hold the GUID of the "master" OBJD (0x00292512), while it holds the GUID of the "Leat tile" (0x0029250C). In multi-tile objects, there is always a Master OBJD (that is the one with the shorter name, without "0,0" etc, usually with instance 0x41A7): the purpose of the MAster OBJD is to tell the game the price, the catalog placement and a lot of other info about the object. Then, there are one or more "slave" OBJD, one for each tile the object is composed of. Among the slave OBJD there is only one that is named "Lead Tile", and it's the only one that the sims interact with. Don't confuse the Master OBJD with the Lead Tile: the Lead Tile is just a slave, like the other slaves; the only OBJD that hold the "official" GUID, the catalog placement and the other characteristics of your object is the Master. If the names of the OBJD files are not enough to understand which one is the Master, then look in the "Raw Data" tab, "Placement" section, field 0x000B (Multi-tile sub-index): the Master has always a value of 0xFFFF. |
Dear Numenor
THANK you Once again ![]() I just replaced the re-color pack GUID ID with the 'MASTER /in this case called tiles' GUID ID, which made it work again ![]() Thank you Sincerely, WIndBlower |
Hi out there in the space
I hit a new problem, which I cannot find any help for fixing. I am looking for some Milkshape help. I've made a completely new object in milkshape, and when I import it into SimPE, everything seems fine, but inside the game it is totally darken. I've played as much as I can with the 'diffuse' and 'amibrent' under the Materials-menu (in milkshape). The ‘auto-smoother’ tool in milkshape was/is turned off. This only helped a little, but my object is still too dark. And placing a light above the object in the game, does not affect the object in any way. Has anyone else experienced this problem? Sincerely, WindBlower |
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Okay, what am I doing wrong this time? I'm trying to make a set of larger and taller trees for my sims. I just can't bear the smaller ones anymore, I'm used to trees that tower.
Anyway, I remeshed it, set everything to pull the default textures and its a flashy blue thing. I'm sure I missed something obvious, but for the life of me, I can't tell what the problem is. Here's the object - |
Dear Reyn
When I look in the Resource Tree, I cannot see your 'Texture image' anywere? Maybe these post can help you with your Flashing blue Tree. This is a good post Link 1 Sincerely, ![]() WindBlower
Quote: Originally posted by Reyn
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That's because I was linking it to the default textures for the original tree.
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Dear Reyn
Ahh.. But where is the 'material override' or the other 'TXMT' ? / Where is the file, that will tell this packagde, that it should grab the original texture? ( I hope this made any sense) ![]() Sincerely, WindBlower
Quote: Originally posted by Reyn
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If you look under the shape - parts, it is using the default texture info, instead of the specific to this object. That's were it gets assigned, as I understand it. Of course, I could be wrong, but that has worked in the past for me, on normal buy mode objects, and windows. Maybe trees are different.
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Dear Reyn
Yes I see that. Have you tried adding the Prefix ##0x1C050000! (FR) under the 'Items' where it says 'filename' . but also the 'parts' section - and checking the material definition files name? and adding the Prefix here too Sincerely, WindBlower
Quote: Originally posted by Reyn
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Well, I'll try it, but that will mean it won't pull the other textures, I _think_. Still, if it works...
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Dear Reyn
Okey, I did not know that. Sincerely, WindBlower
Quote: Originally posted by Reyn
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Well, I've got it work for now, and I'll just keep fiddling with it slowly. Thanks for the help!
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I am sorry, that I could not be of more help.
hopefully someone more wise can share their wisdom ![]() Sincerely, WindBlower
Quote: Originally posted by Reyn
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Quote: Originally posted by niol
Thank you very much, Niol! First of all: Sorry that my response took so long, I tried to get the floor working but faild so far *banghead*. It looks correct in HCP (would be easier if bump maps were displayed there) but in game, well, take a look at the screenshots... It is bump mapped but it looks dirty and disgusting. Maybe I just overstressed the bump map texture, would be my next try to correct it (time for bed now). Thanks a lot that you took a closer look at my package - and uploaded the corrected file. Next time I keep on trying to fix the stuff on my own before I ask for help too early - at least I made it so far to fix the troubles with the packages of the set I'm working on - so I'm not completely stupid I guess :D Either if I make it to get the floor bump mapped or not I go on fiddeling on my own so help isn't needed anymore though I really appreciate that you took the time ![]() The links are useful! And yepp, it's a nice texture *g* That's why I thought it's worth to be bump mapped ![]() |
All i can think of, without looking at the file, what image format is the bump map texture? it needs to be raw8bit to work.
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Good evening
I am having a little problem with two objects of mine, which I am hoping someone might help me with? I am having a lot of problems in fixing the shadows in these two packs, and The 'auto smoother' was not turned 'on' in Milkshape, while I was working. I've added two images, illustrating my problem. And I've also added the two packaged files Sincerely, WindBlower |
Okay, back to that bloody tree. I can make it work, if I don't try and pull the other textures. And while it will keep working when I do link it to the default, it won't actually work, and when I try removing the texture files, if breaks again. So, if someone else could maybe take a peek, I'd greatly appreciate it. I'm missing something, and its causing me to beat my head into the wall, figuratively.
Thanks! |
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Reyn: The texture names in your Shape were missing the "treeWillow_" prefix so they weren't matching with the originals. I fixed that, and also added the "tsMaterialsMeshName" block to the GMND so that it can use the recolours of the original willow tree as well.
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Good morning, WindBlower :D
Ok, I took a look at your files and could find at least some mistakes... Pumkin: Geometric Node, tsNoShadow: the pumkin (foodfruitbowl_fruit) wasn't listed, fixed. Geometric Data Container: groundshadow's opacity was set to normal, set to shadow. TextureImage: the groundshadow_txtr was in DXD3 format, changed to ExtRaw8Bit. Link-chaos in the Behaviour Funktion (one True Target was missing, some confusing backwards and forwards jumping) is fixed (don't think that's a reason for your trouble, just noticed the missing true target) I added the ...tslocator_gmdc because I checked the mesh in milkshape, reversed vertex order and ...can't remember exactly but I think I unweld the pumkin so the black 3D preview became silver again. Don't forget to check if the pumkin has to be mapped again, this groundmesh (changed height as it seems to be in the ground - didn't check heights carefully) has to me mapped again anyway. As I didn't map it again I don't know if the bugfix was complete... Broomstick: The same texture format trouble, changed it to ExtRaw8Bit, too. Shape: Parts, subset "southwallshadow", corrected the Material Definition file (just shadow_alpha withouth the "southwall" in front). Checked the mesh in Milkshape, too as I noticed in game that the southwallshadow is hidden inside the wall (nice to see when placed next to windors/ glassdoors). Correckted it quickly so the map could be updated ![]() Can't remember more changes but did you already update the GUIDs? And the shadow of the broomstick - you don't have to change it if you don't want, I just noticed that it's a bit too big so maybe you could create a better fitting shadow (Boblishman's shadow tutorial is gread and totally easy, hint: switch 'Show axis/grid' off before taking the screenshot so you don't have to remove the lines later on). The mesh is nice and in my opinion a bad shadow spoils nice objects - but you can leave it as it is. Hopefully this could help you at least a bit! ![]() And my floor: jepp, the same TXTR file format mistake, ExtRaw8Bit *ggg*, and after correcting I got a black surface again - gave it up for now as I'm working on my first meshes *hmpf* Hopefully there is a tut around for building invisible lamps in objects, trying on my own and struggle with the 'spot-mesh' as I can't get it invisible so far... that's why I actually came online ![]() So I could need a list or something similar with information about the Material Definition (TXMT) where the entries/ possible or allowed values and maybe even a short definition like e.g. "stdMatDiffCoef = this!" are listed - I searched this forum and the wiki and I just found a dead link with 'Dizzy's howtos'. So far I just guess, pick values like I'm in the mood or take a look at other packages and copy values - without knowing what I do when I define the stdMatDiffCoef=0.8,0.8,0.8 or 0.5,0.5,0.5 and so on. Can someone help, please? Thank you very much! |
Hey guys, Ive got a question about making beds and options for beddings.
Ive made a new mesh for a bed, only edited and imported the "frame" subset, and dint mess with the beddings subsets at all. Tried it in the game, but when I used the design tool the only option for the bedding is the one I made for it along with the mesh. I was wondering if it is possible to have the bed have the options for the other beddings that's usually on the other maxis beds as well? Apologies, answer found Guess I was a bit frustrated and paranoid at the time, I didn't check the whole forum properly. But just to make sure, to have the bed have the link to maxis's bedding textures: choose beds to clone from other than the colonial ironwood bed (which i did), uncheck the stand-alone option and don't touch the beddings meshes? Haha, Ill promise to browse around a bit before I ask anything next time Another quick question, still about the bed, when making a new mesh for a bed, there are about 7 subsets in the object data resource tree, apart from the master file, is it necesary to get GUID fro all of them? |
Dear Khaibit
![]() THANK YOU SO SO MUCH!! I could Just Kiss you (just a metaphor) -heh- ![]() ![]() ![]() There was not some mistakes, but rather a lot, which some of it I did not know, and others that I am confused by -heh- I just have some questions, so I know how you fixed it: Pumpkin In the 'Geometric Node' - How did you add the 'tsNoShadow' from the fruit bowl? (Is there a thread where I can learn more about this linkage?) When you wrote: Geometric Data Container: groundshadow's opacity was set to normal, set to shadow. – Do you mean that when importing the Obj into SimPE, I forgot to put it to shadow, there? (Should I check the ‘use in bounding mesh – by Pinhead), because I don’t know anything about the other functions in the ‘import-panel’, so I haven’t checked that off before. -Ohh the ‘ExtRaw8Bit’ is found in the texture-file, I was looking for that last night, I did not know that it was in relation to the DXD. WOW you have just thought me so much, through just this one Post, I appreciate your help so much! This is a total correcting class for me – heh- (a lot changes in a year or so –heh-) I did not touch the ‘Behaviour Funktion’, so how is that getting errors, when I just clone? Is there something done, when a clone is made? How did you fix the ‘Behaviour Funktion’ – is there a place where I can read so much about this, that I can come to understand how to fix this problem if it happens again? (Instance : 1001 seems to be the one that was fixed?) I’ll come back to you, because I’ve only studied half the errors so fare, and now I am hungry –heh- I will probably have some more questions. But Dear Khaibit, I appreciate your help so much, and I learned so much from this post alone, that I am a little stunned ![]() Sincerely, WindBlower |
Dear blake_boy,
when you cloned a double bed it has 6 tiles in game (3 per side) and the 7th is the master object data file with the master GUID which manages the catalog sort, object funktions etc. (take a look at the Resource Node, the slots and joints) - it's compareable to a map that tells you where you can find your living room and what things are stored inside, where to find your kitchen and so on and all these necessary entries in this map complete your whole house as they all are located in your house, they all have the same address/GUID. A room from the house of your neighbour would spoil your map of your house so why should you keep original GUIDs with yours together? - of course YOU know all these things but a bed wouldn't so it needs something where it can read thes required informations (if beds could read - hopefully this comparison makes sense to you). So 7 subsets are 'right' and when updating the GUIDs only for half of your object while keeping the original GUID in other parts... well, I can be wrong but I guess your object might cause some troubles ![]() Helpful or "stupid nonsense"? Hopefully this could help you ![]() Edit/New Thread/Edit/New Thread/Edit/New Thread/Edit/New Thread/Edit... *foolishunbearablehappymoodtopushmyselftogoonrebuildingapackageformalyknownastableandcreatesomethingcompletelynew* Dear WindBlower, nice that I could help you ![]() And I try to answer your questions as well as I can: Pumkin: Yepp, there is a tutorial written by IgnorantBliss: Adding a subset to an object you can learn quite a lot about the package structure with, see esp. step 5. In the tut you check the tsDesignModeEnabled but in the tsNoShadow (just another blocklist) is every subset listed, shadows with value 1 (=no shadow for a shadow ![]() Groundshadow importing: Yepp, that's what I did. I think the pop up is at least quite self explaining except this ‘use in bounding mesh – by Pinhead' - I know it is set when the subset is visible/solid/needed but I don't know what it's exactly about so maybe you can help me in this point?! Opacity: I don't know ether when it has to be set 'invisible' - didn't see this so far but subsets like glass and ordinary other ones like a bedframe have to be set to Opaque (standard), shadows to Shadow and a bit below, Action is important, too: When you don't add a new subset not included in the cloned mesh so far you should set the action for every subset to "Replace" so the subset is overwritten with your new mesh. When adding another subset to my modified table package later on I found out that just 'Replace' and 'Add' isn't enough when the package contains subsets that aren't needed any longer. In this case it's better to mark 'Remove all Groups before Import' - if your exported _tslocator_gmdc includes shadows and all the other subsets you still need. As I didn't do it first SimPe added some vertex to my subsets and I had to tidy the subsets up *doh!* And "Remove unref.Joints after Import": set it only when you want to rebuild the joints/animation otherwise keep it unchecked to prevent creating a nice deco object ![]() Jepp, ‘ExtRaw8Bit’ is a file format, maybe you want to take a look at Understanding the TXTR and the Midmaps by JWoods as it's a nice useful info, even about the DDS options. Ahh, linking... Boblishman's Creating an accurate Shadow for your Object - Tutorial I already meantioned (don't forget to turn off the axis/grid) BTW, while I was looking for the links I found the for me useful 'Lights and LGHT Files' (by Numenor) explanation - whoo, too much stuff to just start building a light into a showcase by try, error and 'makes sence' *ggg* You didn't edit the Behavior Funktions? Oh my, who did it, the Maxoids? *ggg* However, it's working (usually there are no changes when cloning a package - did you maybe clone it from another clone?) and as you are interested in editing them, may I suggest that your broomstick is set to be visible when the walls are down? It's easy to do so, so take a look at The Modding Info Center and read "Modding InfoCenter - Changing the object Placement" easy to follow, useful info (the necessaary value is listed there ![]() ![]() You can go on with "SimAntics and BHAV" if you want and take a look at the other tuts there, some of them are 'must reads'. "(Instance : 1001 seems to be the one that was fixed?)" - Err, as I deleted the file already I don't know but I guess... As I couldn't find a step by step explanation (don't know if it's necessary but here we go) how to chance the BHAV entries here's a short how to: 1. choose the subset (in most cases the Init) 2. choose the last entry (0:, 1:, 2: ). Now the 'Instruction Settings' and below the "Sort: Move/ Add/ Delete" buttons are needed so first of all press "Add" to create a new line (so far a clone) 3. Chance the OpCode if necessary (should be Primitives, 0x0002 when changing the height etc.) 4. Taget check: true target should point to the next BHAV (you can mix them and multi- targeting to one line is allowed, too as long as it makes sense and ends with ONE True Target) - and False Target - Error makes often sense. 5. Right of the 16 Operands-boxes there is a little symbol with a hammer and a (Schraubenschlüssel - ???, another tool) so click it and set the values in the pop up Instruction Wizard, press Okay when ready 6. Redo these steps as long as you want to add more lines, remember to keep the true targets pointing correctly. Press Commit and save your file of course. (At least I answered your question how I fixed the BHAV *ggg* - ehh no, not really yet so I pressed the Move-up-arrow several times and corrected the True Target Values ![]() You can go on if you have more Qs, for sure (Can you send me a PM when the 2 packages are ready for download?) - but I'm a bit confused that you, WindBlower, said that you learned so much from my post because I just started to work with SimPe again about 1.5 weeks ago - after I tried almost 2 years ago to create a set which was just impossible because of too many changes in the package structure (similar to Numenors adjustable wallshelf and completely different though). Now I realised just because I was curious that these changes are possible (slot-editing, and I have to learn how to change animations ASAP...) So I started to read some tuts, some stuff from the Modding Info Center and last not least I immediately started with changing the subsets etc. of my repository show case because I can learn a lot better when I have to transfare the steps (= *thinking mode enabled*) even when they don't really fit my 'problem' so I really understand the one or other thing I'm doing with SimPe... so far kinda easy... slots are next on the list *gulp* The point is: I'm one of those math-dummies, I don't know any programming languages (just heard of them :D) and I myself could never find something 'new' (like the meaning of some slot- entries or find an 'unknown value' out) so I'm really confused that my stuff makes some progress and didn't crush my game yet and I can be helpful though - now I'm a bit stunned. Anyway, you are welcome ![]() |
Quote: Originally posted by atavera
Thank you so much! I'll work from this to make sure I get the other trees right as well. Pulling original textures is always nice when you can manage it, for things like this. ![]() |
Dear Khaibit
Concerning the Material Definition (TXMT) list which you referred to in your first post to me, I found this great thread by Numenor ![]() Still working on the Broomstick and Pumpkin head, Almost done fixing the broomstick, the pumpkin head feels a little more difficult because the color seem so dark, compared to the textures look. Sincerely, WindBlower |
Haha, thanks Khaibit, I kinda getcha
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Since this feature now has it's own forum, I'm closing this thread now. Any outstanding requests please post a seperate thread.
Thanks ![]() |
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