![]() |
Displays my custom bedding as a default, but also all the others. I've seen it done, but I can't seem to make it work.
|
Hi all, I'm kind of stuck on a BHAV expression and I hope someone can help me sort it out. Specifically, this is the expression that increases the normally-constant motive decay (comfort,hunger,bladder,etc...) when you put on the Noodlesoother helmet. My best guess is it's using a temporary variable to relay the newly-adjusted decay rate back to the game. The operands are giving me fits because I dont quite understand them.
![]() What I want to do is change this expression so that the decay rate equals 0, or equals the old decay rate multiplied by 0. Can anyone help? All this HEX is giving me a migraine. :insane: TIA EDIT: Ok so its assigning temp 0x0000 to BCON 012C, which is 300 and I believe that 300 doesn't change. I've tried assigning it to another BCON value (both 0 and -90 decimal) but the decay still happens. It must be doing the decay increase elsewhere in the BHAV, so I gotta go find it. I'm almost positive it's using a single call to increase the decay rate for all the motives at once. I suppose I could adjust each motive individually, but that's a lot of work versus changing one number.. |
quick question if someone can help.
i am importing my obj back in its all named correctly etc but the actual 3d mesh isnt replacing the original why? i have deleted the one i cloned and exported my mesh from milkshape over the exported obj but when i reimport it all looks the same |
Are you just viewing the mesh in the SimPE preview after importing, or have you actually tried it in the game? The 3D preview in SimPE will not automatically refresh to the new mesh. You will have to click the Preview button again to get the new preview. And remember to Commit after you import the new mesh.
|
either of them doesnt show the new mesh
|
Did you save your mesh in Milkshape before exporting it? Are you making sure you're saving it over the original while exporting?
|
i use the uv mapper, put it back into milkshape then export obj over the original one that i exported in the first place
|
Hmm, well, can you zip up both the package file and the uv-mapped .obj file and post as an attachment here? I can take a look
![]() |
its not just one mesh it happens on its all of them, but yeah i will post it
|
just a thought if i save the new mesh over the original obj and then imported it back into milkshape (i know thats not what yoursupposed to do) the new mesh shape should show shouldnt it, as mine doesnt, which maybe means milkshape is my problem not simpe
|
Which version of Milkshape are you using? I remember someone reporting a similar problem a while back.
|
flid76: If you will upload your mesh package as you imported and tell me what base you used, I can take a look to see what's wrong.
|
cheers Grapholina got someone to save it over the obj for me using blender and it worked.
i am using 1.7.6 milkshape and its a paid license not a trial |
Hi again!
This time I've cloned the "Talking Table" to make a new table. Everything's ok and working fine until now, the new table is in the game with right textures and all. My only doubt is about the Object Data (OBJD), it has 3 files instead of only one: . Table - Dining - Quaint - 0,1 . Table - Dining - Quaint . Table - Dining - Quaint - 0,0 As I didn't know what it means, I got a different GUID for each of those 3 files. The first GUID is the one wich is referred to the texture and everything, but I don't have a clue about what are the others for. Can I get rid of those, deleting the 2 last ones, or maybe giving them the same GUID? Will it interfere in something in the game? (just to remind you, the table seems to be working correctly in the game by now) |
Quote: Originally posted by BloodyWine
OK, well you've been lucky.... ![]() Any object with more than one tile has more than one GUID.... one for each tile, and a master GUID. The master GUID is the one in the object data with no numbers after it ( Table - Dining - Quaint) You MUST assign new different GUID's to ALL the different Object data files...(which, luckily you did, hence you file works!) However, ....and this is important, do NOT click the 'update all MMAT's' for the ones WITH numbers ...just click the 'committ' button ONLY. . Click the 'update all MMAT's and commit' button only for the MAIN GUID, as this is the one used for the texture files (which only contain ONE GUID....the MAIN one... ![]() |
Thank you very much! Glad I accidentally made things right this time lol!
Plus it seems I accidentally clicked also on the 'update all MMAT's and commit' to the right file (Table - Dining - Quaint), I actually clicked that for all three files, but the last one I clicked was the right one... thank you very much for the information! ps: is there any problem if I change the names of that "table - dining - quaint" for another thing, like "my dining table name" (in all three, even the ones with numbers after)? What's the best to do, leave the names as they are or change it? |
I think you can change those names if you want to, but the names will not show up in the game in any way. I always leave them as they are. Make sure to keep the numbers that come after the names for clarity.
|
Quote: Originally posted by BloodyWine
You can change those to anything you like. In fact, if you do it at the same time you get your GUID's... it makes things simpler. Change the name, then click the "Get GUID" link and your object will be registered with that name. Saves time. |
Rug Mesh is very dark
1 Attachment(s)
Hi Numenor and Jwoods. I am having a problem with my rug meshes. They are not giving off any light like the original. At first I thought it was the rug (kids), so I tried cloning another rug and the same thing happened. I am providing a photo of the rugs with the Maxis original and one of the packages. Thanks in advance and if I don't answer right away it's because I am at work.
|
Hi people from this thread. Maybe it's a very dumb question (i'm a newbie),but I have a painting and I would like to add a new option to the painting and if you click on it it will max the fun of the sim.
I followed the energy pc tutorial on the simPE website. But now I think the problem is that the painting didn't have such options before..or maybe i did things wrong. because to add a menu,i copied the pie string menus & functions from the energy pc. I added the bhavs with my motive=fun,one was the test one. is that okay? and I made a new option "max fun" in the pie menu strings. I just followed the tutorial. anyway it doesn't work AT ALL,because in my game there is no other option than look at the painting. I hope you want to answer my questions because I have two more: b. can you add the animation for "jumping from happiness" (if there is such an animation in the game,just an example although I would like to know if this is an existing animation) to an object? if thats possible,how? c. What is temp0 and global procedure and how can you put the object id in the temp0 (or something,somebody told me this)??? d. Can you add an animation that other sims are shocked by the sim who uses the object? |
Quote: Originally posted by petallotus
I'm not sure yet what the problem is, but it appears to have something to do with indoor lighting. Outdoors the rug looks fine to me! This is just "educated guessing", but it appears that the Maxis rug, when placed on the floor, somehow "snaps" to place, while your rug doesn't, and it seems to sit slightly higher than the original. The original looks dark, too, before you actually place it on the floor. |
Cederlina - I try to put it in sweet words, because the last thing I want is to sound rude: you have all my respect for you willing to learn new things. But the questions you ask show that your knowledge about BHAV modding is too low to create an object with the feature you describe. For instance, the Temp0 is exactly what the name means: a temporary data storage, that exists only in the single BHAV that creates it; therefore, I can't answer to the question "how to put the ObjectID into the Temp0", because I don't know what BHAV we are talking about.
On the other hand, I may have an answer for your first question: how come the new Pie Menu isn't shown into your object. You might have noticed that the decorative objects, when cloned, often don't contain any TTAB/TTAs files. this is because these objects don't have "private" pie manus: all of them use the "semiglobal" Pie menu (which is shared between all the decorative objects). You can import the TTAB and TTAs into your clone, by using the "Import Semiglobals" function in SimPE; then you have to change the GroupID of the imported files to 0xFFFFFFFF (you can do that opening the "Resource" tab, on the bottom part of the SimPE window). After that, you can add a new the Pie Menu options and link it to your newly created "Max Fun" BHAV. If you have problems following this explanations, or just the problem is different than what I've understood, please post here your package, and I'll take a look. |
Quote: Originally posted by Bonedog
Sorry for the delay... I hope that you are still interested in the answer ![]() The line shown in your picture assigns to the Temp0 the value already stored in the BCON 1001, line 0x00 (not the contrary, as you say); looking at the instance number (0x1001), I understand that it's a private BCON, located in your package. You can just avoid editing the BHAV: just assign to the BCON 1001 (line 0) a value lower than 0x12C. |
Quote: Originally posted by Numenor
Hi! Thank you very much! there is,though one thing that's kind of bothering me and you may correct me if I'm wrong: you've tried to put it in sweet words and yes,you succeeded. But...remember,once you have also been a newbie.I know I have very little knowledge of modding and all,but that's exactly why I'm here. I think it's already rude that you even considered to put it in other words. Anyway, I'm still very glad you helped me because I don't even know where to start with tutorials. And the people who told me that things were very experienced and I was not,so I did not really understand what they meant and I did not dare to ask it. Anyway. I will use your advice. Thanks again for helping me!! :valentine . |
Cederlina, I always think in sweet words, if you know what I mean, but sometimes I just can't express my thoughts correctly; that's why I've introduced my answer with that statement...
I do remember very well that I've been a newbie myself; but I've always chosen a different approach (still today I do the same): I examine objects, BHAVs, instructions, threads, trying to understand what they do and what they can teach me; and when I understand something, it gives me an idea on how to create something new. I never do the opposite, deciding what mod I want to create and then trying and get the needed knowledge. If you browse MTS2, looking for the questions I've asked around, you'll see that I rarely asked difficult questions to experienced modders, and almost never I had the luck to find kind people like JWoods, IgnorantBliss, Grapholina, Boblishman and all the other people (including myself) that created and mantain a thread like this. That's why I've decided to share almost anything I know, and to help people creating their objects: because I didn't have that chance. That said, be sure that you are always more than welcome to ask your questions; but I wouldn't be of any help if I didn't warn you when - in my personal and questionable opinion - the goals that you are trying to reach seem too high for your knowledge level. |
Quote: Originally posted by cederlina
I think you're lucky you got an answer at all considering you posted in the wrong thread. If you think Numenor's rude, you should try asking me for help on my forums in the wrong thread; that would soon change your mind! |
Thanks IgnorantBliss for your response. I am going to try to it again and see if I come up with some better results. But once again thanks for your help.
|
OK,
I found this ingame and i made it work ingame but it still acts weird. Theres two options. There fashon show where two sims move 1 male 1 female and theres Casual 1 which i don't know what it does and theres "Be a fashon Zombie" in Simpe but not in the actual game. Plus theres no Catelog Description. |
Quote: Originally posted by JucIEJ1991
so.....what exactly do you want us to do? ... :confused: |
Oh soz,
See if you can get the 'Be a Fashon Zombe" working and maybe a Catelog descripton and give me the A.OK to upload it |
Numenor
Thank you very much for your explaination. To me it sounded like you were doubting between posting a rude reply to humiliate me or posting this. That's why I was kind of angry because of that sentence at first. But it isn't true,so I'm sorry for what I've said. I really appreciate it that you've helped me. Inge Jones Oh,I am sorry,I did not knew I posted this in the wrong thread...I thought my questions had to do with object creating because this is also a workshop about it. |
Quote: Originally posted by cederlina
I know it was a genuine mistake on your part. The idea of this thread as I understand it is for people who have already spent some time making an object, and who have at least some experience already, but for some strange reason just can't seem to get one bit of it right. Then they upload the object here for other people to see if they can spot what is wrong with it. I just jumped in because Numenor is a really kind man who would never deliberately be rude to anyone, whereas I can really be a cow at times :D |
Quote: Originally posted by JucIEJ1991
So....let me get this right......you 'found' this object in the game (so, it's not YOUR object, it's a Maxis object) and you want US to make it work....and then YOU can post it as YOUR creation?....hmmm that sounds like a good deal to me.....NOT! :naughty: This thread is for people who have MADE a package themselves....and for some reason cannot find a 'mistake' in it.... |
Inge Jones/Boblishman: Oh,I get it...sorry I didn't noticed. :err:
|
Hi everyone...
I created a painting some weeks ago (on january in fact) and everything worked fine but yesterday I wanted to modify the 3D shape of the painting to decrease its thickness. So I modified my object in Milkshape, made the mesh file with the mesh tool, then I imported it in the old package, changed the filename, committed, fixed integrity and saved. But, in the game, I could place my object but once it was placed I couldn't remove it ! In fact when the mouse is over the painting, there isn't the hand to take it (to move it somewhere else or delete it you see) ! So I made my object again, from A to Z, exactly on the same way I made the 1st painting on january so it should have worked fine but it still doesn't... Does anyone know what I should do ? |
Ben, first of all, you don't need the Mesh Tool to import a painting. Just export the .obj from Milkshape and import it directly into SimPE.
Your problem sounds like it may have something to do with the clickable area of the object. When you import your mesh to SimPE through the Import button in Geometric Data Container, there is an option whether you want to use the mesh in bounding mesh or not. When you choose to, the clickable area will be determined by the shape of your mesh. |
Bob i ment no harm i was going to upload it and give credits to everyone that helped and i was also going to give credits to Maxis. I thought we were allowed to upload things we found that Maxis just left in there. Look if you don't help i don't care but i just wanted it working for all to enjoy
|
Thanks IB I followed your piece of advice and everything works fine now...
![]() What cases is the mesh tool needed in ? For animated objects I suppose ? |
Correct, for some objects to retain animations. However, some objects like doors that have the animated parts in separate GMDCs don't usually need the Mesh Tool, either. But when you have the parts in the same GMDC, like with armoires or toilet seats, you usually need it.
|
1 Attachment(s)
This isn't really a "broken" problem so much as a need to tweek the
effects showing up on my object. I figured I'd post here and ask rather than start a new thread.... hope thats within the point of this thread. I made a overhead cabinet with range hood for the kitchen. I wanted working lights so I cloned the "Wall Flowers Sconce" wall light because I wanted 2 separate "recolor" parts. I used the "base" mesh part for the cabinet, and the "shade outside" for the rangehood (I snapped together the "shade inside" because I didn't need the part) Now I have all these crazy effects going on. Is there a way to go into my package in SimPE and remove these effects? I don't want any glow, reflection or "metallic" look on any part but the "bulbs" (which are working fine by the way) It needs to match the cabinets next to it that I made from a painting. I didn't include the package because I'd like to make the changes myself. I retain things better that way... ![]() Thanks in advance! |
Shannasims, it's a lot easier to help if you include the package file into your post. It doesn't mean we'll make all the changes for you, but it's easier for us to help when we can take a look at the object without having to make guesses based on pictures. At least it's easier for me personally, since I'm not an expert on everything, and I often have to try out different things before I find the solution
![]() The only suggestion I can make from the pictures is to take a look at the material definitions for the on and off stages, if they have different values for things like stdMatDiffCoef or something else. Try editing those and see if it makes a difference. |
Ignorant Bliss do you ever sleep?
![]() (Actually I guess I don't either... LOL!) Ok I'm attaching the package... I went to look at the material definitions and I don't even know where to being to change things around. Its a bit overwhelming. :gonemad: I'm just an artist/designer... I really have ZERO idea of the inner workings of 3D. So far I've been getting by on pure luck (and all your help). HAHA! |
It'll be several hours until I can take a look at the package since I'm at work now, but I'll look at it later today
![]() |
OK, it was the Material Definition (TXMT) that was the problem. To fix it, do this:
1. Open the unlit TXMT for the shadeoutside subset. Pay attention to the two circled values in the screenshot: ![]() 2. Open the lit TXMT for the shadeoutside and take a look at the same lines, which are different: ![]() 3. Since I assume you want the lit stage to look the same as the unlit stage, copy and paste the values of each of those lines in the unlit TXMT to the respective ones in the lit one (by clicking on each line to make it active and editing the value in the box on the right, and clicking Commit after each change). This should fix the appearance problem when the hood is turned on. However, I have another suggestion that has nothing to do with this one: Since both the "white" and "beige" textures are the same, you can make the package smaller and less burdening on game resources by pointing all of the TXMTs that are now pointing to the "beige" one to the "white" texture and delete the beige texture completely. (Note: Only do this if you specifically want both of the subsets to use the same texture. Often it's better to have separate textures for separate subsets.) To do this, open each TXMT in the package one by one, to find the ones that refer to the beige texture. You can see the referred texture by looking at the circled line (stdMatBaseTextureName): ![]() Click on the line and edit the "beige" part of the name to "white", then Commit. After you change the reference in the Properties tab, click on the File List tab (circled in the previous image), and also change the texture reference you find there (circled in the picture below) and Commit: ![]() After you've done this with all of the TXMTs that pointed to the beige one, delete the beige texture by right clicking on the texture file name in the box to the right of the Resource Tree when you have a texture image selected. Then save. Finally, Fix Integrity (and save). |
Thanks! One question about the texture resources.... if I make the change and I do recolors will I be able to get the 2 recolor options? I plan to make several colors and want to be able to "mix and match" the 2 parts. Sorry if I sound totally dumb...
![]() |
Yes, you can still mix and match. If you recolor both parts at the same time, only one texture image will be created, which both the parts use. If you recolor only one part at a time, each package will have its own texture image
![]() |
Cool! Thanks for all your help!
|
Quote: Originally posted by IgnorantBliss
Sorry to correct you, but, on many other objects if you recolour both parts at the same time, the recolour package will contain BOTH texture files...and each one WILL operated seperately on each part of the mesh...... however....personally, I would avoid doing this (unless it is your intention to create a 'personalised' package) .....because, by deleting one of the mesh's subset's recolour you will also delete the mesh's other subset recolour (because the package will be deleted, which contains both subset recolours).... ...therefore it is 'advisable' to recolour each subset seperately (by unticking one of the subsets on the Object Workshop texture selection window, during the recolour process....) to avoid this 'potential problem' |
I agree with Boblishman on that, in general. Though in the particular case of Shannanisim's object, that has both subsets mapped on the same texture, it may be advisable to create recolour packages for both subsets at once.
Shannanisims, however, should be prepared to give support to all those users (there are many!) that, unknowingly, will delete the recolour for one subset and will soon discover that they have deleted both at the same time... |
I agree that in general it's a better idea to recolor both subsets separately. With Shannanisim's object specifically, though, creating a recolor package for both subsets at the same time did pull only one texture after I'd pointed all the subsets to that one texture. This is no different from any other object where you recolor two parts at the same time. Whether they use the same texture or not, when the two textures are in the same package, both will be deleted if you delete either one of the recolors inside the game. That's why I usually prefer making all subsets separate recolors. But, specifically I don't think it should matter whether it's the same texture or not, in both cases both recolors will stop working when included in one package and you delete one of them.
|
In my opinion, it *is* relevant if the two subsets point to the same texture or not: as far as I can see, creating a recolour package for both subsets (instead than one at time) has only one positive drawback: if both subsets share the same texture, you can recolour both of them without doubling the package size (since only one texture is included in the package); in such cases, creating separated recolour packages would lead to a waste of resource (and to a longer loading time).
Apart from this case (both subsets using the same texture), I actually can't see any valid reason to create complex recolour packages: there would be only negative effects anr risks, with no benefit at all. And mind that who is saying so, is the same person (me :P) who decided to release the Grand Trianon Floor Mirror (the "repository" object of the whole set) with all the basic recolours included in it - which is even worse than creating complex recolour packages!. I've regretted many times to have decided that way: countless times users deleted by mistake the Floor Mirror, while deleting a recolour that they didn't like... I promised myself never to do that any more ![]() |
I understand. I'm only saying that in this case there should be no harm in pointing both subsets to the same texture. You can still make separate recolor packages for both subsets. If you make a recolor package including both (generally not adviceable) it doesn't matter if it's one or two textures in it, in both cases both subsets will be deleted if you delete one in game. Pointing them to one texture in the original object makes at least the original mesh package smaller in size, especially if the texture size is big.
|
Ok......well I've been thinking more about this issue and would make the following comments...
1) shannanisims's original post says "so I cloned the "Wall Flowers Sconce" wall light because I wanted 2 separate "recolor" parts" This was actually achieved, but then, (in my humble opinion) the 'benifits' of this were 'lost' when both subsets were mapped to a single texture file. 2) The original wall sconce has a texture file size of 128 x 256. Whilst this is fine for the sconce, it's not really large enough to produce a 'quality' texture in game for a 'large object' like a wall cabinet (let alone a wall cabinet AND cooker hood) 3) My personal advice would have been to use a comparable Maxis object with a simliar 'physical' size in the game (like a counter) when choosing a texture file size for the new wall cabinet (after all, isn't Maxis supposed to be the 'experts' in optimal file file sizes?), and as such, a texture file of 512 x512 would be more appropriate, and give a much higher quality (and shouldn't 'quality' be a consideration for any creator?) texture 'in game'. I would then have chosen a texture file of 256 x256 for the cooker hood. This way, recolours of the cooker hood would have smaller sized package files than the cabinet (because it's a smaller sized texture file). This would be a way to maximise the usage of the recolour file's texture informaton. 4) Whilst I am all in favour of keeping file sizes to a minimum, (I believe) that this should not be at the 'expense' of the object, either in terms of texture quality or 'playablility'. As already discussed, the combining of both subsets onto one texture file (which you actually wish to recolour seperately) will produce a situation where the user may delete one subset recolour and 'inadvertantly' delete the other subset recolour 'by accident' (as they are actually the same file, in the same package). 4) Recolours made from a 'combined' subset texture file would still contain a single texture file, but half of that file is unnecessary for the (unused)subset ...so in effect, you have 'double' the texture that you actually need. 5) Whilst it is true that seperate recolour files for each subset would 'double' the number of files in a persons download folder, surely it is better to allow the user to retain or delete WHICH subset recolours they have in their downloads folder? ... i.e. they can either NOT download (or install) recolours they do not want ...or remove those they feel unnecessary....but retain the 'quality' ones that they do need/want?...and for those texture files to be used to their best effect? I guess what I'm saying is that, as a creator, whilst you need to consider file sizes, it's important that the new objects you make are 'quality' objects....and use the package's texture files to their full potential... .................................but this is just my opinion.... ![]() |
I agree, completely separate textures for both subsets (instead of duplicates which both only use a part of the texture) and completely separate recolor packages would be the ideal situation.
|
Quote: Originally posted by boblishman
Actually, this is not true (or I haven't understood what you or Shannanisims are saying... :D): if an object has two subsets, and the GMND lists both of them as recolourable, they *are* separately recolourable, regardless the fact that they point to the same texture or use separate textures; you can always create a recolour for one subset only... Obviously, if you *choose* to recolour both subsets at the same time, in the resulting package there will be only one texture; but after all you *have decided* to join both subsets in the same package: you can't complain if you can't recolour them separately! :D
Quote:
Good point! ![]() |
Quote: Originally posted by Numenor
I think you may have misunderstood ....(or maybe I did! ![]() |
Hi, Hi.
I created a tub mesh, and have been working with it for about 8 days now, but I give up. I need help in the worst way. The tub is a different shape from the game tubs, so I needed to rotate it just a tad. The soapy water and such of the original base mesh wasn't wide enough to fit my tub, so I stretch it some, and repositioned it. I remapped everything when I was done. The tub works fine except for one tiny little thing. There's no water in the tub! I can't figure this one out and was wondering if some kind soul would give me at least a hint as to where the heck my water went? Why won't the tub fill with water? Help, please. |
Bad beasts, those tubs...
![]() I never dealt with tubs, but I guess that the best thing is to create the tub in an horizontal position, and then turn it NOT rotating the mesh in the 3D program, but rotating the entire model by editing the rotation parameters in the CRES. This way, the whole object, animations, entry points and and animation joints would be rotated at once. Just a thought.... As I said, I've never created or edited a tub. Let's say that my suggestion may be useful if the tub works in the normal horizontal position and just needs to be rotated. But if the animations on the water do not work in any position, than something more serious is going on... |
Oh, thank you, kind sir. The water works in the normal position except that of course, if doesn't fit the shape of the tub. I can make the water show no matter how I turn the tub. The problem occurs only when you edit the soapywater mesh. Then everything sort of breaks down and goes kaputt, if you know what I mean. I've been doing so well without help, and now... now I have two major problems. This darned tub and then my bedding on the bedframe mesh I made.
One thing, Numenor... I'm not sure what you mean by editing the rotation params in the CRES. Not sure where to do that, since I've never dealt with those. Hint? |
Could someone read post #298 and see if they can answer my question? I know I'm easy to ignore so I'm semi-begging. Thank you
btw, Have I posted this in the wrong thread since this is my first object to mesh? Inge told poor cederlina she was in the wrong thread with a similar problem as mine. The only other thing I've done was a pair of jeans which I know is very different and much easier than this. If I've put it in the wrong thread, can someone tell me where I can go instead? Or would you just rather I disappear altogether then. I can do that too. But before I disappear and leave all you kind geniuses alone, will one of you answer my question PALEEZE? :confused: Numenor, are you there? |
je vous demande de faire une voiture peugeot 407 sw en telechargements aidez moi svp
merci |
Quote: Originally posted by cjanefly764
cjanefly: You're not being ignored; honest. I ask a lot of questions that do not get answered either, and possibly it is because nobody knows how to help me. In your case, if your object was "broken" per se, then this would be the right place to post, but since it has to do with animations, something that is still very new, then the Animation thread is where you should post. |
simspro,
this isn't the request section (find that in the homepage: requests) and it will help you a great deal if you type in english ![]() Puis-je vous recommander le programme de traduction 'babelfish'? C'est ici: http://world.altavista.com/tr |
cjanefly764 - Don't worry, you are not in the wrong thread: after all, you *have* a package that doesn't work and ask us to fix it. Unfortunately, I can't do that.
The swing set is an extremely complex object. Not only it has a complex animation (the ropes are flexible, and each section moves with its particular motion), but it is a "multi-model" object: i.e. its mesh changes regarding how many swings you put in the set (like the counters, that change shape when placed next to other counters). You say that this is your first object: I think that you have been a little unlucky, because this is an object that I myself would think twice, before deciding to edit it ![]() |
cjanefly764 - I agree with Numenor entirely....however...if you are determined to make this, why dont you try and contact Targa who successfully managed to make a 'new' swing (The Old Tree Swing)....you've nothing to loose at this stage.
Although I am USELESS when it comes to animated things, I am aware that you need to make sure you retain all the 'animation information' contained in the meshes....and that can only be done using special 'plug-ins' for Milkshape. Check out Wes_H Unimesh plugins for importing and exporting the GMDC's directly into Milkshape... (be warned though, it does get VERY complicated....and my brain has exploded several times trying to understand all of it!!)... Check with Targa as to HOW the meshes were exported and imported from SimPe into Milkshape..... this MAY provide you with some answers (but don't hold me to that!!) |
Grapholina - I've examined a tub, and that's what I've understood.
First off, both the mesh of the tub itself and the water are connected to joints (the water is animated, because it raises and lowers down; the tub is mainly static, but has the animated knobs). I didn't looked at your package (because you didn't post it, lol! ![]() The joint #7, and the connected meshes, lie by default under the tub; when the tub is used, the joint #7 is moved upwards, making the soapywater become visible. At the same time, the "watersurface_fx" graphic effect (also connected to the same joint) is started, so that the bubbling bubbles are shown on the water surface. Please double check that the soapywater and the unknown mesh are still associated to the joint #7 (waterlevel_rot). As for an explanation of the CRES, if you haven't done it yet, read this InfoCenter article. Here, I can only breafly point out that if you open your CRES, plugin view, Hyerarchy tab, you can see the CRES tree; locate the topmost joint (the line that contains [joint 0] in its name) and click on it. the details of the selected block will be shown: there is a box, on the right, called "rotation", that you can use to rotate the whole mesh, all the the joints, slots and anything at once. Just put the angle of rotation in the "Angle" tab (in decimal degrees: 0-360), and type "1" into the Z field (which means: rotate around the Z axis, that in the game is the vertical one). NOTE: when you edit anything in the CRES, and then test the object in game, you have to sell and re-buy the object (otherwise the game will not display the changes). |
cjanefly764:
Actually, there are other options to the Milkshape and wes h plugin method. There is the Milkshape + txt method, which is explained in post #7 of this post. Post #2 in the same thread explains the the wes h plugin method. Then there is the Mesh Tool method for retaining animations also. JWoods has written a couple of mini-tutorials for some objects specifically. Personally, I'm familiar with the Mesh Tool method, which is fairly simple, and also the wes h plugin method which is handy when it works, but I had problems making it work with a toilet seat. However, I don't know how these different methods would work for your swing in particular. |
Grapholina (again
![]() If I've understood correctly, you'd like your custom bed to take, as default bedding, a custom one, while retaining the ability to use all the other Maxis beddings. I'm sorry, but it can't be done. The default bedding is the one defined into the Material Override that has a defaultMaterial field set to "True". Maxis already created such Material Override, and there can't be two, in the game. If you create a custom bedding and set the MMAT to True, as a result *all* the beds in the game will use your custom bedding as default: it would be a "global hack"... The only thing you can do is to change the thumbnail for your custom bed, so to make it display your new bedding; but when picked from the catalog, the bed will have the Maxis default, nevertheless, until the user picks the right recolour. If you want to do that, open the Shape (the "untagged0" one), select the "bedding" line and paste in the Material Definition field the exact name of the Material Definition of your custom bedding (include the ##0x1c050000! at the beginning, and exclude the _txmt extension at the end). |
Quote: Originally posted by Numenor
Yup. While I was waiting for a reply, I went and checked all the CRES against the Maxis tub, and everything seems to be in order. I came back to report. :salute:
Quote:
I *think* everything matched, but I will go back to check joint #7. I was careful to place my soapy water and my unknown exactly where Maxis' were placed. I will check again.
Quote:
After messing with it this afternoon, I think I pretty much understand the CRES hyerarchy, but I will go read it because after all, you can't get too much information, right?
Quote:
That, I did not know. Maybe it was working, but since I didn't rebuy the object, it wasn't showing me the new stuff. Duh! I feel stupid now. I'll try it again tomorrow and then I'll report back with either a positive or negative result. I don't usually give up easily, but I must admit that this one is harder than it looked. :smash: Thank you for all your help, I really would be quite lost without you. |
Quote: Originally posted by Numenor
Oh, this is quite helpful! I knew I had seen this somewhere before, and maybe it wasn't what I thought it to be, but rather what you are telling me about the thumbnail showing and not the actual bedding. Darn. Too bad. But... isn't there a tutorial out there that was something along the lines if you created a bed mesh and bedding, then wanted the bed to *also* borrow Maxis bedding you could follow the tutorial? Or was I dreaming/wishing? |
je vous demande de créer une voiture pour les sims 2 nuits de folie peugeot 407 sw
:wave: je vous demande de créer une voiture en telechargements pour les sims
2 nuits de folie:peugeot 407 sw pour ma soeur c'est trés urgent aidez moi svp merci a+ tout le monde |
Quote: Originally posted by simspro518
If I understand correctly, you're making a request for a car. Please, post it here and use English, with the help of a translator site like Lethe's link ![]() |
Simspro,
c'est le deuxième fois que vous demandez cette voiture ici. S'il vous plait, suivez les règles du forum et écrivez en anglais et dans les pages designés pour demandes. Il y a beaucoup de programmes de traductions pour vous aider a écrire en anglais (voyez ma réponse au-dessus). Pour allez au pages designés pour demandes, suivez le 'link' que IgnorantBliss a vous donnée. translation Simspro, this is the second time you've requested that car here. Please follow forum rules and write in english, in the designated request threads. There's plenty of translation programs to help you write english (see my previous post). To go to the request forum, follow IB's link. |
Simpro,
Je suis français alors si tu as trop de mal à traduire telle ou telle chose envoie-moi un message privé et je verrai ce que je peux faire. Sinon essaye ce site http://www.reverso.com ou celui donné par Lethe http://world.altavista.com/tr. Maintenant faut que tu ne parles plus qu'anglais si tu veux pas qu'on supprime tes messages. Poste tes requêtes ICI. translation Simpro, I'm French so I can help you to translate what you want to. Just PM me and I'll see if I can give you a hand. Otherwise try to visit that site http://www.reverso.com of the one Lethe gave you http://world.altavista.com/tr. Now you have to write in English if you don't want moderators to delete your posts. Post your requests HERE. |
Hi everyone
Not sure if this is the proper place to ask this question, if not, maybe someone could direct me to the right area. I'm wondering how an origianl mesh can be made to be placed on diagonal walls. I'm making some one story versions of my windows (per requests), and they work on straight walls, but when you put them on diagonal walls, they revert back to the original mesh. I know there is a way to do it as I have seen and downloaded many custom windows that do work on both types of walls. It looks like to me that there are two seperate package files but they show up in the catalog as one window (or door). Just wondering how this is done? Thanks for the help! |
I have written a tutorial for making windows, check out the tutorial section (or a link in my profile). Yes, the diagonal version is a separate object that is linked to the main one
![]() |
I thank you all for responding to me. IgnorantBliss, I was using the mesh tool to hopefully retain animations in my swing mesh + that great tutorial Grapholina has on the armoire. But I will try Wes H's plugins and also the text method of exporting and importing the gmdc's. But first I think I'll drop everything and study for my NCLEX coming up next month. I really need a job. Thank you all for your help and I'll be back!
|
I have been working on creating a counter..... trial and error... but Im now a little wiser. I´m starting all over and i´m going to use Numenors counter templates. My question is: do I have to chek the "pull animations" tab when I clone them? I really want to keep the animations.
I´m looking in to both the meshtool method and Wes h´s plugins. Line |
No, do not check the Pull Animations box when cloning. That option is only used when editing animations, not when retaining them, as I understand you're doing. When you retain existing animations, you won't need the ANIM files
![]() |
I need help. Most of the time when i clone a object, when i test it in the game, it is not recolorable. So when i make recolors for it, they wont show up. Is there something i am doing wrong when i first clone the object, or something i need to change in the package? Thanks
|
Quote: Originally posted by simfantastic2
Are you making sure you click the Update MMATs button and commit with the main master GUID? When you open the Material Overrides, does the value for the "guid" match the master GUID? And do you have the CEP correctly installed? When you open the Geometric Node(s), is there a line called "tsDesignModeEnabled" in the pull-down Blocklist? |
Hi, thanks for replying. I did update the MMATs and commited, but in the material overide it does not match the main GUID. So i should just copy the master/main one and paste in into the matterial overide? Thanks. (Yes i have CEP installed correctly, and there is a tsDesignModeEnabled in the pulldown box)
|
Yes, you can also change the MMAT's GUID reference manually. Just click on the line, copy and paste the correct GUID to the value box, commit and save
![]() |
Oh, i never knew that before!
![]() ![]() |
I'm glad to have helped
![]() |
Quote: Originally posted by IgnorantBliss
Thanks Ignorantbliss :salute: |
help with recolouring paintings
1 Attachment(s)
Hello, I took a first attempt at recolouring as I had some nice paintings I wanted to make available for my sims as well. I used the SimPE recolouring wizard and although I followed the steps in the proper order, or at least I think I did, the resulting picture looks quite faded in the game as it seems to have lost both colours and detail. I used Paintshop to edit the images. Could someone please have a look at the attached files and let me know where I went wrong? Thank you so much.
|
1 Attachment(s)
Crocobaura - You have made no mistakes. The recolouring Wizard uses all the default settings (being it a wizard, doesn't allow you to modify anything...)
And by default, the image compression routine applies a mild smoothing to the image, when it creates the smaller mipmaps (i.e. the simplified images that are displayed when you zoom out). If you want a better result, you should create a recolour package using Object Workshop, following this tutorial. When you get to the point where you have to "Build DXT", you should select, from the drop-down list shown in picture, the "SharpenSoft" entry (then click Build, commit and save, as explained in the tutorial). If you are still unsatisfied, you can try the "SharpenMedium" or the "SharpenStrong". |
Diag door won't open - Sim walks through it
This is my first door and all was well until the diagonal. Although it places and looks right, the door doesn't operate and the Sim walks through it as if it weren't there. I've done the packages twice, checked it through Numenors linking tutorial several times, and yet..I just KNOW I am missing some crucial bit of info that I haven't picked up somewhere.
If you would be so kind as to look at it ![]() Oh..and ignore the texture..I haven't done it yet..so it is using the orginal |
Darylmarkloc - In the last GMDC of the diagonal, there is a mesh (group) with a bad name: it is called "SimPEglobal", while it should be called "surfaces".
|
Hmmm..I missed that one..thank you..but it still doesn't affect the door
|
Well that is just sick..I was retesting the door on the straight wall, trying to see what was different and the Sim walked into the door way and paused and the door closed so it went right through him..he was half in and half out, cut in half by the door. Is this pointing to a misapplied Material variable?
|
Darylmarkloc, have you by chance cloned the door with an EP installed and then changed the "0x8c" to "0x8b" bit in the Object Data files?
If so, read here EDIT: Another thing, that isn't related to your problem... When cloning, you should keep all the options in their default state (unless you *want* to achive a specific result); i see that your package contains all the alternative textures from the original door, so I guess that you have delesected the "Default colour only" option. Was it intentional? |
Actually, no it wasn't intentional..I did clone another object that I did want the recolours for and then went on without restarting SimPE to make the clones for my door, forgetting to uncheck that option. I have remade the door with a standard clone and the default single colour but it is still doing exactly the same thing..if the Sim is moving to the right, he walks through the door..if he is walking to the left, the door opens and if he pauses in the doorway, the door cuts him in half as it shuts..this is the the third time. I have rechecked the meshes, rechecked the linking, double checked my GUIDs are correct. It's driving me nuts. I changed nothing but the values as indicated in the linking tutorial. I just wonder if somewhere I missed a vital step.
|
I see you cloned the Colonial double door. I have personally never cloned this door, but I remember someone else reporting a similar problem with the diagonal version. Trying another double door as a base might be worth a try!
|
I just read the article..and looked in my package..now I did not change that to 0x8b, but that is the value I find there. I assume because the object is in the base game..it isn't an add on that came with an EP.
|
IB - you got where I was heading. I have been coming to the conclusion there is something about that particular door.
![]() Umm..if I clone another double width door..and repalace my mesh..what happens to the animations that expect two doors to open, not one as in mine? |
Ahh, yes, I forgot that, while it's a 2-tile wide door, it only has one door opening. And it's the only one of its kind. Hmm. And I suppose making the frame narrower to fit one tile would ruin your idea of what the door is supposed to look like.
|
All times are GMT +1. The time now is 4:59 AM. |
Powered by: vBulletin Version 3.0.14 · Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.