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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. |
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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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