![]() |
Quote: Originally posted by Mage
Yeah, the first GMND had no tsMaterialsMeshName, but I don't think it needs it, either. Somehow it appears to be the "main" one. I don't understand perfectly how it works, but I didn't add the missing tsMaterialsMeshName and it still seems to work ![]() No, avocados don't certainly grow here in Finland, but we do get them in the exotic fruits section at the grocery stores. The summers are too short and snowy for growing most fruit ![]()
Quote:
Here both your objects fixed ![]() ![]() ![]() |
thanks that's great!!! I never knew why that button was there, but I'll remember to check it from now on when using stand alone clones... yes I did click the update all mmat's, but you're right I didn't check the box. Thanks so much!
~k |
ok I just checked out the files - the end table and straight version of the curtain are working fine. However, the diagonal version of the curtain still isn't displaying the recolors when you click on it with the design tool. So I opened it up and check the box and updated everything, committed, and saved - and it's still not working. Did it work for you?? Any ideas??
~k |
Yes, it works for me, I just double-checked. Make sure you don't have two versions of your curtain(s) in your Downloads folder or subfolders, or an older version of the diagonal (the version I have was last edited on Jan 15th 9.07pm)
|
Ok - I guess I got it figured out. I need to remake all my recolors with the updated file mesh file and then they are showing up for the diagonal. Thanks so much for your patience and help!
~k |
Quote: Originally posted by beautiful_blue22
If you have a lot of recolors and don't want to remake them all, you can just fix the GUID reference in the Material Override of each recolor file ![]() |
haha I just got done fixing them all the long way... ah well... thanks for the info I'll keep that in mind for next time... I do have a lot, 36 in fact. Thanks again for all the help! I was wondering if you fixed it when only the one recolor showed up for the night stand, I already re-did those, but all the recolors showed up for the straight version, so I didn't really think about it... it's all done yay!
~k |
With windows I have made I can place recolors on the diagonal but the design tool won't show me options to change them in place.
|
Quote: Originally posted by Mage
Do you have the tsDesignModeEnabled correct for the diagonal version as well? How about the tsMaterialsMeshName? |
Hmm... I just checked a couple of them, a single and a double. In each the diagonal has frame and glass listed in tsDesignModeEnabled and frame and shadow under tsMaterialsMeshName. The staright in both have frame and glass in tsDesignModeEnabled and neither of them has a tsMaterialMeshName.
|
You should try adding the glass to the diagonal version's tsMaterialsMeshName, although I don't know if it'll solve the problem. The straight versions don't need a tsMaterialsMeshName, only the slave objects do. If you can't figure it out still, feel free to post them here and I'll look
![]() |
Newbie Questions
2 Attachment(s)
HI IgnorantBliss and Numenor,
I'm back.... Since,with your help, the table from JWoods tutorial worked, I wanted to branch out slightly and try another object. In the tutorial Jwoods stated that chairs were another fairly easy object for beginners. Hmm... I must be worsse off than I thought then, because this chair has a big problem. It actually works ingame, as you can see from this pic of Zydra sitting on it. Only problem is that only the seat shows up. I did check to make sure that the _default stuff that Wings #D likes to add was removed. I wasn't sure I approached the whole thing right since the chair has two meshes, but I stuggled along as best I could, figuring that I could experiment without causing permanent harm. Would one of you experienced folks take a look and see what needs fixed? Oh, the second jpg file is the mesh preview in SimPE. It shows correctly there, but not in the game. Also, this is going to sound REALLY dumb, but how do you reuse GUID's? I don't want to waste them.... Thanks loads guys. |
Quote: Originally posted by dragonarts
While we're waiting for IgnorantBliss to fix you up I just thought I'd mention that When you click on the button to "get GUID" and the dialogue box pops up you should see two tabs: "existing objects" and "new object" if you click on "existing objects" you will see a list of GUID's you have already used. Then you can highlight one and hit "use" to the lower right and that GUID will go into your new object. Conversly at the SimPE site you can go to GUID's and log in and then see a list of GUID's you have used and you can remove ones that are not longer in objects anyon is using. Once they are removed from that list they go back on the list of GUIDs that SimPE uses when asigning new ones to new objects. |
Wow! Thanks Mage, it sounds easy! (My favorite kind)
|
Quote: Originally posted by dragonarts
Here's your fixed chair. With this chair, the original mesh subset names are "main" and "wood", but yours were called "main" and "chairdining", and since "chairdining" doesn't match the other file names in the package, it turned out invisible in the game. Before you import your meshes, take a look at the subset names on the Models list and maybe write down what they are. If you still forget, you can click on the Shape in the Resource Tree, then click on the Parts tab, and you'll see all the same names listed in there as were listed in the Models window originally. I changed the "chairdining" name to "wood", and both subsets show up fine now ![]() Thanks for explaining the GUIDs, Mage. Did you get your windows working? |
My pleasure. I haven't had a chance to get to the windows yet.
|
Thanks, IgnorantBliss! Wow, do I feel silly now. I shoulda checked that. Oh well. I guess we learn as we go, don't we? Now, what shall I tackle next?... *cackle*
|
Hmm I just tried to recolor my new counter and although it seems to give me the option of recoloring both textures, when it makes the object it only has one texture.
Do you think you could look at it one more time? Thanks. |
Since both the surface and base refer to the same texture, one is probably enough. Have you tried recoloring it and see what happens? What's missing, though, is the dirty option. The dirty texture is recolorable separately, but I don't think that'll work. It may be that the dirty textures, TXMTs and MMATs have to be added manually.
|
Well I tried that. But as soon as the counter got dirty it reverted to the my original dirty texture.
|
I have to say that, right now, I have no idea how to fix that
![]() I will be at work for the next 24 hours or so and can't work on objects during that time. I can try to solve this when I get back to my own computer tomorrow, but so far I have no idea how to. I will still give it a try, at least, unless someone else solves it in the meantime. |
MAGE - Here is your packages, fixed.
The problems that I've fixed are the following: 1) As pointed out by IgnorantBliss, in two TXMT the texture reference in the "File List" tab was wrong: it didn't match the reference in the "Properties" tab; I still don't know exactly what is the purpose of the "File List" tab, and I agree with IBliss that fixing this is irrelevant for soving the reverting problem. But I've fixed it nevertheless: who knows? ![]() 2) The most important problem was in the Material Overrides: the "Family" number; in multi-state materials (clean/dirty but also lit/unlit), all the different "states" of the same subset must have the same Family number. Now, both the "countertop" MMATs have the same number, and both the "counterfinish" have the same (but different than the countertop) number. 3) Since you have created the recolour when the mesh package was still unfixed, it was necessary to fix the MMATs in the recolour, too; all the further recolours created using the fixed version of the mesh will be working without any correction. Let me clear up once more that these problems are not your fault: SimPE still has great problems in cloning the counters... |
I've been using the material definition from the armoire on some other objects to make them match; I didn't notice I had forgotten to fix the texture name.
Thank you very much for all your help on this. I'm about ready to strt all over and clone a different counter. Have a good shift at work. |
Oh! Numenor, I didn't see your post. Thank you about a million times. No that's not enough thanks. It is so good of you guys to help me like this.
Now I'm going to try and get rid of that shadow on the mesh. ![]() |
Thank you, Numenor, for fixing it. The family number was something I didn't understand. I'm so relieved that counter is finally fixed for good
![]() ![]() |
All times are GMT +1. The time now is 7:11 AM. |
Powered by: vBulletin Version 3.0.14 · Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.