View Full Version : Hair Meshing Tutorial *UPDATE APRIL 24 2006*
DJ_Mur3
31st Dec 2005, 08:25 PM
THIS IS AN ADVANCED TUTORIAL
I STRONGLY suggest that, if you are NEW AT MESHING!!! that you start with body meshing. It is MUCH easier and learning that first would be a good (good!!) idea!
CLICK HERE TO GO TO THE UNIMESH TUTORIAL AND LEARN BASICS (http://www.modthesims2.com/showthread.php?t=142305)
And then do the other 2 Unimesh Tutorials, you will need to know things from them, also
and a Beginner's Unimesh Hair Tutorial with Pictures (http://www.modthesims2.com/showthread.php?t=158048)
:alarm: :alarm: :alarm: this tutorial is now over a year old, and might contain methods that are not optimal - please use the other tutorial above for up to date info
This tutorial primiarly covers the DIFFERENCES between editing a body mesh and editing hair meshes.
-------
I'm attempting to redo this with a bit of an update. Tig, if there's anything I missed that you see, hopefully it won't be too bad, or you could fix it. :D Thanks.
How To Make a Hair Mesh
Programs Needed:
-SimPE http://sims.ambertation.de/
-Milkshape 3d http://chumbalum.swissquake.ch/
You also need the wes_h Milkshape plugins. http://www.modthesims2.com/showthread.php?t=122399
Make sure that the plugins are installed in the directory folder where Milkshape is installed on your computer.
1. Open Bodyshop. Decide which hair you would like to edit and export that as a project file.
2. Do any editing that you would like to do on the textures before reimporting it. Then import it into the game.
3. Close bodyshop.
4. Open your Sims 2 directory on your hard drive. This is not in the same place as where your neighborhood data is. This contains all the base information needed for any user to play the game. On my computer it is C:\Program Files\EA GAMES\The Sims 2
5. Go to EA GAMES --> The Sims 2 --> TSData --> Res --> Sims3D. Open Sims03. This contains all of the original game's GMDC files. These are the ones that you will be editing. I usually export a lot of them at a time, so I don't have to keep going back into that package file to find more hair meshes.
*If you had exported a hair from either Nightlife or University, then you will need to open those directories instead. The folder 3D for the expansions is the same as Sims3D for the original game.
(University: EA GAMES --> The Sims 2 University --> TSData --> Res --> 3D. and Nightlife: EA GAMES --> The Sims 2 Nightlife --> TSData --> Res --> 3D)
6. I don't really know how to tell you to find the right mesh for the hairstyle you chose, although I'm sure that there is a way. I scan through all of the names to see which one seems like it would be that particular mesh. It helps if you have one of the newest forms of SimPE because you won't have to use the name map to find the instance to find the right mesh. Make sure you export the right age group/gender for your mesh. A= Adult T = Teen C= Child P= Toddler E= Elder F= Female M= Male.
The age and gender will becombined to make the beginning of the name of the mesh. (Example: af = adult female)
There's not any hair meshes for elders, because the adult meshes fit their head, so by editing an adult mesh, then you are actualy making a mesh for adults and elders. (If you have University then the same mesh will fit the Young Adult as well )
Once you find the mesh(es) that you want, then left click on them and export them. I usually keep all of them that I export in organized folders. It is good to do so, because then you can go back and edit them again if you'd like. You can do whatever you'd like but it makes it easier to edit that mesh if you save them by their name. Example: afHairLongSimple, I would save as: aflongsimplegmdc. This way, if I choose to edit the mesh later, I will know which one it is.
7. Open Sims04 and export the GMND file that corresponds in name with the GMDC file you exported. After you do that, do the same for Sims05 (SHPE files) and Sims06 (CRES files) I usually name the files the same as the name that I called the gmdc file, but instead of gmdc at the end, it would be the right four letters for whatever file type it is.
8. Now you can edit your mesh. Use the wes_h plugins to import one of the gmdc files into Milkshape. Milkshape is fairly easy to use, so hopefully you can figure out how to edit your mesh. Since I'm not doing a sepcific example, I can't exactly tell you what to do. It's up to you do make it how you'd like. :)
When you are done editing your mesh, MAKE SURE that all the vertices are assigned to a joint. It WILL NOT work if they are not all assigned. To do this, click on the tab label "Joints" on the left side of the screen. (or where ever you have the menu thing)
Now, with the new Milkshape plugins, you can do multiple assignments for one joint. This makes it MUCH better animated and flow easier than if vertices are only assigned to one joint.
I'm still sort of figuring how to use these well myself, but if you get a balance between the joints it should flow very well in the game. For hair meshes, I find that I usually only use the "head," "neck" and "spine2" joints. The neck and head joints are fairly self-explanatory for their location, but the spine2 joint refers to the area around the shoulders. Depending on the location of the vertice, you need to come up with the right percentages for the joint assignments. Hopefully this makes sense.
The vertices on the head need to be assigned to the head joint. I always assign them 100% to the head. As you go down, the spot that the neck joint actually assigns to is a little bit above where the neck actually is, so as you move down on the mesh, lower the percentage of the head assignment, and raise it for the neck joint. By the time I get to where the neck actually is, I start adding in the spine2 joint. When it's in the general middle neck area, I tend to keep it at percentages close to 45 for the neck, 20 for the spine2 and 35 for the head, but as you go down on the mesh, the percentages would change. If you just play around with it a little, you can get what you're hoping for.
That was only for long hair meshes. If you make short meshes, you usually don't need the spine 2 joint, because hair won't need to be stuck to the shoulders. I still find it useful though. For short hair meshes you'd only really need the neck and the head joints.
Hopefully that makes sense and you can understand better how to assign joints. :P That was difficult to write.
If you click on a joint then it will appear red. DO NOT move these. It will affect how your mesh looks and it usually doesn't come out very well. Assign any vertices surrounding the joint to it. This will affect the animation and how it moves when the Sims turns their head.
For the back few vertices, I have found that I usually have to lower it by just a little bit. Where I had originally said that you need to assign the vertices to the neck joint, now, with the new UniMesh Plugins and the new Milkshape, you can assign multiple vertices to one joint. For most meshes, the vertices on the back of the neck are usually 50/50 for the neck and the head joints. This seems to work well.
If you'd like to animate, then you can check here. (http://www.modthesims2.com/showthread.php?t=151722)
I suggest you DEFINATELY wait until you can successfully make hair meshes before even attempting something like that.
Export your finished product.
9. Once you have all four files (GMDC, GMND, SHPE, and CRES) and your new mesh file, you are ready to make the new pacakge file containing your mesh.
Open SimPE. Make a new package. Add your four extracted files to the package. Click on the GMDC file. You will be replacing this file with yoru new mesh. First though, you will want to copy the name of it. Then, replace it. Fix the name so that it is EXACTLY how it was before you imported it.
10. Fix integrity. You can do this by going to (at the top): Tools --> Object Tools --> Fix Integrity.
This is when I give my new mesh a name. Under ModelName I always type in my name, followed by the age, and then the name of the mesh. For my adult Willow mesh, I put djafwillow. You can put in whatever you want I guess but make sure it has your name on it. I usually put it that way so that it is the same as the name of the actual mesh itself. Click Update, then Okay.
11. I save all my meshes in one format. To do it the way I do you would save your mesh as MESH_YourNameAgeNameDate.
And example of this is my Willow mesh for adults. I saved it as MESH_djafWillow122405.
You don't have to include the age, but I always do because most of my meshes are for more than one age group.
Save this in your "Downloads" folder.
12. While still in your mesh package file, export your new CRES and SHPE files. I usually save them as, AgeNameFileType. (Example: afWillowshpe or afWillowcres) It does not matter what you name these as long as you know what they are. I keep them all in one folder, so that if I choose to apply the mesh to a different hair .package, then I won't have to go back into the mesh .package to get them.
13. The fun part : Applying your mesh to the bodyshop package.
Open the package you made in bodyshop. It will be in the SavedSims Folder. Add the CRES and SHPE files you extracted from your new mesh to this package.
In the Resource Tree, click on 3D ID Referencing File.
If you don't have expansions, then there will be 6 Files. If you do have expansions, then there will be 7. These are usually in order of age group going down. The first one would be toddler, second child, third teenager, fourth adult, and fifth elder. With expansion packs the order is the same except that Young Adult comes in between Teens and Adults. I'm not sure what the last one is, but you don't edit it, so leave it alone.
Click on the age group that corresponds with the mesh that you made. As I said before, the adult mesh will work for Young Adults, Adults AND Elders, so you will have to edit those too.
Sometimes the 3d ID files are out of order, so check to make sure that the adult and elder (and Young adult) age groups have the same resource node and shape numbers before going in and editing it.
Click "Package" A PackageSlectorForm will appear. Find the resource node and shape that you added and drag them to the 3D Id editor. Delete the resource node and shpe that are already in it and are at the top. Move your CRES and SHPE to the top in replace of those. The resource node must always be at the top. Click COMMIT!
Go back and delete the files you added to the package. SAVE!
Close.
14. You're Done!! Good Job! I hope you like your new mesh! Open Bodyshop or the game and check for errors or things you want to change. Good Job!
I hope this helps! Good Luck Everyone!!
lucentgem
31st Dec 2005, 11:52 PM
Wootles! heheh. Thanks.
Elina
1st Jan 2006, 02:18 AM
You are brilliant! :D
WesHowe
1st Jan 2006, 03:05 AM
6. I don't really know how to tell you to find the right mesh for the hairstyle you chose, although I'm sure that there is a way.
When in doubt, here's how to find the exact mesh used:
In BodyShop, start a new project, and pick out the one you want to modify.
Export the project, then exit (remember what you called it).
In the My Documents\EAGames\The Sims 2\Projects there will be a directory that was made for your project. BodyShop told you this was where the files were.
In the directory are a bunch of "*.bmp" files, and one "*.package" file.
Open the .package file with SimPE and find the 3DID reference files.
Write down all the numbers on the line that starts with "Shape:"
You may find several 3DID files, some with the same shape values, some with different numbers. If you have several sets of numbers, you will need several sets of meshes to complete the project for all the age groups.
Go to "Open" in Simpe and navigate to the game directory, C:\Program Files\EA Games\The Sims 2\ (or maybe Nightlife or University) and then continue hunting for TSData\Res\Sims3D (or maybe just 3D in the expansion packs).
Open up the Sims05.package. Find the Shape file(s) listed in the 3DID there by the numbers (the instance filter is a geat help). Select one. In the plugin view of SimPE is an "items" tab, and there should be a reference to a name ending in "_tslocator_gmnd". Write this name down.
Open the Sims04.package and use the name map to find the instance number of the GMND (geometric node) you need. You probably need to write it down (most people can only reliably remember 7 digits at a time, something the phone company discovered a long time ago).
Select the GMND you want, again, the instance filter is a big help.
In Plug-in view, under the "reference" tab will be a line "GEOMETRIC DATA CONTAINER:" followed by 4 numbers. Write these down.
Open the Sims03.package, and the file matching those 4 numbers (actually, just the last 3, the first one is the type, and is always the same for GMDCs.
This is the mesh used by the game to make the hairstyle you selected.
You can now export it by right-clicking on it from the list and choosing "Extract" (for using the MilkShape plugins). Or there is another tab in the plugin view that allows you to export in a choice of files formats (in newer versions of SimPE), or at least in .obj format.
When you "Extract" the file, you need to navigate to where you want to save it to, and depending on the SimPE version, you'll get two files, one ending in .xml and the other ending in either .simpe or .5gd. The .xml file I always delete, because you have to edit it to your new edited filename if you want to import it via the .xml file. So you would end up with the old file, not your edited one.
Often the name part ahead of _tslocator_gmnd is the same as the part of the name ahead of _tslocator_gmdc", but it is not a rule... the numbers from the Geometric Node steer the game to the correct GMDC, no matter what it got named.
<* Wes *>
DJ_Mur3
1st Jan 2006, 08:15 AM
Thanks for clearing that up for me Wes
Nouk
1st Jan 2006, 07:35 PM
Don't we need the recourse node (sims06.package) as well? Or do we just need these three? (shape, geomatric node, geomatric data container)
sugar1412
7th Jan 2006, 05:43 PM
i got stuck as always! its a great tutorial,its just i cauld never find the right ones in simpe.and when i idi i cauldnt find the export button...i managed it the first time it was just with 4,5 and 6,i cauldnt find export.my eyes are sore now,ill try again tomorow. :) thankyou for such a great tutorial. :)
ariapaige211
12th Jan 2006, 05:50 AM
hi! thanks for the tutorial. one question, though. is there any quick-ish way to convert hair from one gender to the other and have it come out right? as in, to take an AF hair (specifically the shortlocs) and make it fit the AM head? i see lots of people make these, but i can't seem to figure it out. help?
thanks,
;) paige
tiggerypum
12th Jan 2006, 08:22 AM
Sorry, no quick way, almost always they went in and edited/resized the mesh - male and female heads are not the same shape (except maybe kids/toddlers).
You'd need to do a fairly simple change with simpe to tell it to use the hair on the opposite sex, but you'd also need to rework the mesh(es) (depending on how many ages you want to support) pretty much following the tutorial above.
ariapaige211
13th Jan 2006, 03:45 AM
ah well. thanks. i'll keep trying.
Mizz Rose Bud
14th Jan 2006, 08:02 PM
I would really like to make my own hair ... and this tutorial make it sound ... well maybe not easy but possible ... even for me *LOL*
Thanks for making it :)
Rose
MadkidIan
15th Jan 2006, 12:03 AM
Hello, I have a slight problem...
whenever i've tried to follow this tutorial and i go to see if the mesh has worked in bodyshop it is always just the maxis mesh and not the one i have made... and when i check the .package where you have to change the 3IDR's the CRES and SHPE i added have been replaced by the ones they were before... like bodyshop repairs the file to the way it was?
If anyone could help me i'd appriciate it a lot!
Thanks in advance
~Ian
tiggerypum
15th Jan 2006, 12:11 AM
this part I know from body meshing (and it's worked so far for me with the hair mesh I'm working on)
Make sure you are making a new temp texture and importing it into your game.
Go find that file in your SAVED SIMS (not project) folder.
That is the file you modify with the 'newcres' and 'newshape'
make sure to hit commit after each change
hit save
go into bodyshop, start a NEW project - and your new mesh should show up (the thumbnail will be the old mesh) among the hairstyles to pick (in the custom area)
MadkidIan
15th Jan 2006, 12:14 AM
Thanks, i'll go try it out... and also thanks for the speedy reply! :D
lockanoddle
16th Jan 2006, 02:37 AM
is there any place where i can re-install sims 2 body shop, i have be for i just forgot to save the site. it keeps on freezing like a week after i use it.
ariapaige211
16th Jan 2006, 07:08 AM
okay, so i managed to make the medium locs i've been working on. :anime: thanks to you and everyone who has made a hair mesh tutorial or replied to a post in one. one more (hopefully) quick question. now that it's done, how can i attach the hair to the brown hair bin so that it comes up there instead of the custom bin? also (okay so two questions), if i attach it there, in-game CAS sims with this hair, will their kids come be born with the same hair, or will it be the default brown hair?
thanks tons.
and tiggerypum? i love your kacheek icon :D i was too focused to say so before.
MadkidIan
16th Jan 2006, 08:09 PM
Hey I know I already asked a question just yesterday but i have another, does anyone know what the hair joints relate to? My instinct is to just assign the whole hair the the 'head' and maybe a bit to the 'neck' as i would have done in the sims1 but i wonder what the 'c_hair', 'f_hair' etc. actually mean/do.
Thanks
~Ian
asukakeina
17th Jan 2006, 10:08 PM
you're tutorial is okay. I tried using it but at a few points it gets a bit confusing. for example
"4. Open your Sims 2 directory on your hard drive. This is not in the same place as where your neighborhood data is. This contains all the base information needed for any user to play the game. On my computer it is C:\Program Files\EA GAMES\The Sims 2
5. Go to EA GAMES --> The Sims 2 --> TSData --> Res --> Sims3D. Open Sims03. This contains all of the original game's GMDC files. These are the ones that you will be editing. I usually export a lot of them at a time, so I don't have to keep going back into that package file to find more hair meshes.
*If you had exported a hair from either Nightlife or University, then you will need to open those directories instead. The folder 3D for the expansions is the same as Sims3D for the original game.
(University: EA GAMES --> The Sims 2 University --> TSData --> Res --> 3D. and Nightlife: EA GAMES --> The Sims 2 Nightlife --> TSData --> Res --> 3D)"
at first that made me think I had to go on to the hard drive and open a file which will not open like that. then I relised you had to go to simpe to open it. you did a pretty good job on the tutorial but you need to be as specifice as possible. I know this may have sounded mean but I meant it to be help full
mandy13
17th Jan 2006, 11:47 PM
do i need both simpe and milkshape to create hair?
tiggerypum
18th Jan 2006, 12:01 AM
yes mandy
DJ_Mur3
18th Jan 2006, 12:43 AM
asukakeina- that's directory on my computer that you type in to find all the data that the sims game pulls form to use.
callum91
19th Jan 2006, 06:32 AM
DJMur3 this should really clear up on how to know how to mesh-well done!
MadKidIan youv said "whenever i've tried to follow this tutorial and i go to see if the mesh has worked in bodyshop it is always just the maxis mesh and not the one i have made... " i had that problem before. in the MESH file, i read you shouldnt FixIntegrity. someone explained why.
ariapaige211 : 'now that it's done, how can i attach the hair to the brown hair bin so that it comes up there instead of the custom bin?' you need DatGen for that, datgen.info i think the website is. look in tutourals and it says how to put the hairs in the right bins :)
kitkat3000203
19th Jan 2006, 08:09 PM
I dont have these 3 folders TSData --> Res --> Sims3D
tiggerypum
19th Jan 2006, 08:21 PM
Kitkat, you must or your game would not run at all. You must look in your program files area (try going to my computer, hit your hard drive, then programs, then ea games and so on)
ariapaige211
20th Jan 2006, 04:48 AM
Callum91, thanks tons. i can't seem to get the hair toner plugin to work though. i downloaded the activeX like it said to and everything. i think perhaps i give up on that. thanks a lot for the info and the website and all, though. ;)
WesHowe
20th Jan 2006, 05:07 AM
If you use the new UniMesh tool, you beed to delete all the references in the bones assignments to the "_hair" bones. Until there is a better understanding of animations, leaving them in creates bad looking hair models.
There is a quick and easy way to assign all the vertices to the head bone, but you can get a better mesh if you manuallly adjust all the vertices (but that is very time intensive if you have 800 vertices to edit).
See my message at http://www.modthesims2.com/showthread.php?p=992310#post992310 to get a detailed description of how to assign all the bones to the head quickly, as well as some other discussion on bone assignments.
Using the older plugins this wasn't usually an issue, because it wasn't able to import all the bones.
<* Wes *>
frankie
21st Jan 2006, 01:16 AM
Damn, I tried this tutorial but I got lost in the SimPE (version 0.50a) portion with after opening the Sims03 file from Wes_h's clarification:
"Open the Sims03.package, and the file matching those 4 numbers (actually, just the last 3, the first one is the type, and is always the same for GMDCs.
This is the mesh used by the game to make the hairstyle you selected.
You can now export it by right-clicking on it from the list and choosing "Export" (for using the MilkShape plugins). Or there is another tab in the plugin view that allows you to export in a choice of files formats (in newer versions of SimPE), or at least in .obj format."
I can't find the export option, nor do I know what to even do exactly once I open the file because I don't know which of the three window sections of the program to even refer to or mess with. Is this the most detailed tutorial out there? If so, then my A.D.D./L.D. must really be kicking in right now. I get confused very easily. :(
DJ_Mur3
21st Jan 2006, 08:38 PM
No, Callum91. You have to Fix Integrity, that's what I do, and my meshes usually work. You need to replace the names so that it doesn't replace the Maxis mesh!
cinnamin316
25th Jan 2006, 03:25 AM
I got stuck also. I cant find the export button in (sims04). When i right click on it the only options there are: Add, Extract, Replace, Delete, Clone, and Clone Resource. I would really appreciate it if someone would help me on how to export in this section
Thank you in advance
-Cinnamin
tiggerypum
25th Jan 2006, 06:21 AM
extract is probably the same as export, if you're clicking on the resource.
WesHowe
25th Jan 2006, 08:41 AM
Damn, I tried this tutorial but I got lost in the SimPE (version 0.50a) portion with after opening the Sims03 file from Wes_h's clarification:
"Open the Sims03.package, and the file matching those 4 numbers (actually, just the last 3, the first one is the type, and is always the same for GMDCs.
This is the mesh used by the game to make the hairstyle you selected.
You can now export it by right-clicking on it from the list and choosing "Export" (for using the MilkShape plugins). Or there is another tab in the plugin view that allows you to export in a choice of files formats (in newer versions of SimPE), or at least in .obj format."
That should read "Extract" not "Export". My mistake. I'm sorry.
<* Wes *>
Esacya
25th Jan 2006, 09:44 PM
I get stuck fast
I CANT OPEN THE SIMS03 FILE!!!
tiggerypum
25th Jan 2006, 11:02 PM
you're not running the game or bodyshop at the same time, are you?
TwinkleCrystal
26th Jan 2006, 05:35 PM
erm... im kinda new here, and ive got a problem with ur tutorial. i went on EA Games - Sims 2, but then i couldnt find a folder called TSData. could u please help me?
tiggerypum
27th Jan 2006, 03:43 AM
There's two folders - one is in 'my documents' the other you get to from doing 'my computer' then your hard drive, program files.... etc
vicvic616
29th Jan 2006, 02:04 AM
I've just tried it out,
but it wont show up in bodyshop, it stays the same :(
I first used WesH plugin(the older one), but when i try to save it,
it said "ERR.BODYMOD.1 misordered...."
So i used WesH's newest plugin, no errors at all, but still wont show up..
angelwogchik
29th Jan 2006, 10:02 PM
uhh this tutorial is good but i cant get past step 7 because wen i open sims PE there isnt an export button to ... well export the file. a little help please
angelwogchik
29th Jan 2006, 10:16 PM
ok rite... nvm about the above prob but now i have a new one. i extract it and sae it as simpe thingy and then wen i go to mikshape i cant open it there... it doesnt let me for some reason
WesHowe
30th Jan 2006, 12:26 AM
Hey I know I already asked a question just yesterday but i have another, does anyone know what the hair joints relate to?
They are "animation targets". For body meshes, you usually only find 43 joints used. Head makes 44. The real bones are the ones that sound like something you learned in biology/anatomy class, e. g. "r_longsleeve" is an animation target; "r_mid0" is a bone (both middle fingers share one bone in Sims 2).
My instinct is to just assign the whole hair the the 'head' and maybe a bit to the 'neck' as i would have done in the sims1
Good advice. Leaving the "*_hair" targets in a hair mesh leads to trouble because it appears that Maxis uses some propietary tool to redo the bone assignment section (inside the GMDC) after the mesh is produced to insert the animation targets. I don't have a clue what it is, but it breaks the pattern used for body/clothing meshes (seemingly all other meshes with bones).
I have seen the _hair and all the other names in CRES files, that's where I got the names I used on the default skeleton for my MilkShape plugins. But from a GMDC data model perspective, they look the same as a real "bone".
Prior to the introduction of my UniMesh plugins, you were stuck with one bone assignment per vertex using the old 2.16 plugins. Generally, the _hair assignments are secondary (or third or even 4th in NL) bone assignments, so no one usually had issues because all they ever saw were the primary assignment. Now, the _hair assignments get sucked in on import (in the newest plugin) and if you export them as-is you get weird things that happen to the mesh (hair parts in front of the face, parts that won't spin with the mannequin). Changing the bone assignment to eliminate the _hair assignments, leaving the secondary assignments like "spine2" and "neck" (with proper reweighting) makes for a smoother and glitch-free hair mesh.
<* Wes *>
Neekko
2nd Feb 2006, 11:25 PM
I keep getting an "ERR: Unknown file type" message whenever I try to open the files in step #8. What could I have done wrong?
(PS: You have two step #8's :P)
WesHowe
3rd Feb 2006, 03:11 AM
I keep getting an "ERR: Unknown file type" message whenever I try to open the files in step #8. What could I have done wrong?
(PS: You have two step #8's :P)
When the plugin tried to open the file you selected, it didn't find the data arranged in the proper format for a GMDC (Geometric Data Container).
That means that you either exported the wrong part of the *.package file (the GMDC is the only part are interested in bringing into MilkShape) or you are trying to open the *.xml file instead of the *.5gd or *.simpe one (depending on how old your SimPE version is).
<* Wes *>
JuicyPaperclip
3rd Feb 2006, 05:47 AM
I know what SimPe is, but what does milkshake do?
WesHowe
3rd Feb 2006, 09:25 AM
MilkShape is a 3D model editing program, to create or modify the "mesh" (shaping data) for an object or body or clothing item (contained in the GMDC part of your .package file).
The mesh supplies the shape for an object. The texture is the name for the "paint" that goes on the outside skin of the mesh. It is edited with Paint Shop Pro or Photoshop or about 5,432 other paint programs.
SimPE helps you get these two parts together with enough other data to create a new object or to modify an existing object's looks or shape.
<* Wes *>
klaus baudelaire
16th Feb 2006, 07:31 AM
i went threw all the files indervidually and still couldn't find the meshes used in the sims 2 piggy tails that come with the game can some 1 help me out?
DJ_Mur3
17th Feb 2006, 05:07 AM
afHairFlyPigtails..
klaus baudelaire
17th Feb 2006, 05:28 AM
kk i found the mesh and stuff but how do i edit it on milk shape like how do i change it?
p00jkins
17th Feb 2006, 06:47 AM
^ thats what im wondering, Its said that its self-explanatory - but how do you guys actually learn how to edit the mesh in milkshape itself? Or is that just about reading normal milkshape tutorials?
klaus baudelaire
17th Feb 2006, 07:19 AM
kk i found out how to edit it but now theres this black stuff were i just deleted some of the mesh from how do i get rid of it?
DJ_Mur3
17th Feb 2006, 11:13 PM
p00jkins- I'm sorry. I didn't exactly know how to tell you to edit a mesh because that's all up to you! However, basic knowledge of Milkshape is required for editing.
klaus baudelaire- the black stuff is part of the mesh, you NEED it unless you want parts of the mesh to be missing in the game. Sometimes just changing around the order of the alphas can change that, but then you'd probably have to change the order back around when saving the mesh. Otherwise, just look at it in the wireframe form and play around with it.
I'm sorry everyone. I noticed my tutorial is the lowest-rated tutorial in the section. I know it just says that it's "self-explanatory" but the point is I really, really couldn't tell you how to edit the mesh. This is done by moving around vertices and playing around with resizing sections of meshes, moving them around etc. It would depend on what your final product is supposed to look like. This you actually need to figure out. It's pretty much all personal preference and it is all learned by fooling around in Milkshape and learning things on your own. Most of thse things could not be shown in a tutorial.
Milkshape is most likely the simplest 3-d program on the internet (after fooling around with as many free programs I could find and everything else..I know it's true) and if you can't figure out how to move vertices and resize object etc.. not to be rude but unless you REALLY REALLY have the inpiration and the drive to mesh then you probably shouldn't try. I tried to make my tutorial the easiest I could but meshing is comlicated, and there is no such thing as 'easy' mesh making. It's just a fact.
Otherwise, I wish you all the best and good luck with meshing.
p00jkins
18th Feb 2006, 01:50 AM
DJ_Mur3 - I think your tutorial is great nonetheless (fact is, NONE of the tutorials out there explain the editing parts of the mesh) So your tutorial is honestly good (hey - it got me further than any other tutorial has gotten me) So thanks for the hard work :) Off to read milkshape tutorials.
klaus baudelaire
18th Feb 2006, 02:15 AM
hey im finshed my mesh and every thing but i cant do the 2nd last step opening the mesh in simpe this mesage keeps coming up plzz help
Lucy
DJ_Mur3
18th Feb 2006, 09:51 AM
It looks like you are using an older version of SimPE.. try the new one.
pink_lover9999
20th Feb 2006, 07:21 AM
Im really lost how do u open the sim03 file and what do u open it with
pink_lover9999
20th Feb 2006, 07:26 AM
dw i got it
Morbidjunkie9
22nd Feb 2006, 09:30 AM
do i have to make separate mesh packages in order to alter the mesh of all ages? or can i just put all the info in one package?
tiggerypum
22nd Feb 2006, 07:15 PM
Adrian, you really should only ask questions here that are directly about the tutorial, and should ask other questions on their own in the general forum.
Here is a tutorial about recategorizing hair into the color bins: http://www.modthesims2.com/showthread.php?t=127096
beinghope
26th Feb 2006, 02:44 PM
I think I'm not intelligent enough, I don't understand from the moment you need to open the sims03 thing and find the 3DID shape numbers and write them down, I can't find them.
Probably because I'm french... right? I'm not English.
I can understand any SQL/PHP/ and fix any computer problem from codecs to dlls, and I JUST CANNOT GET TO MAKE 3D files, I am stupid?
Would anyone want to help? I could make a lot of contributions if I ever understood, because I'm very dedicaded and motivated.
But I have spent way too many hours trying to even recolor some textures with no sucess. This is way too frustrating and this gets me really upset not managing to understand it.
nectere
28th Feb 2006, 06:58 AM
Hi!
Please bare with me, I am a stickler for exactness and I am getting lost here...I have done objects with success so I have a fair understanding of the processes, but this hair thing and the ages and genders and all the files...oy!
I get your tutorial until about step 8, then the room starts spinning etc..I have a few issues noted below:
Step 8: I assume you are talking about editing the gmdc in milkshape. I am making a package that will include all ages, each gmdc will have its own new mesh so I just follow all this for each gmdc correct?
then on Step 8 again (a second step 8) you say now that you have all four files AND your new mesh file...new mesh file? Isnt that just edited gmdcs? Or does that mean five files? I would still have the same four files correct? (actually I have more then that because I am including all ages, three in each category i.e gmdc cres etc)
Also I seemed to have an issue when I made a new package, the gmdcs imported fine but all the others imported as user defined in my new package, I did go in a change each one to the appropriate type, then fixed integrity and everything looked correct. Is this going to explode later on?
ok back to step 8...So I cant make the new package before I edit the gmdcs? Does it matter? And the names, I renamed all the files when I exported them from the original sims3d files, was I not supposed to do this since I have to change the name of my mesh back to the original name? (second step 8) If I didnt change the name of the gmdc when I fiddled with it, will it still change the name? I am sorely confused on this step.
OK moving on to step 12...I am totally lost I dont even know where to begin with the questions here. I have the expansions but I only have the 6 files, is this because I used a base game mesh? (sims2) Beginning with the paragraph Click "package" I am totally lost. Find resource node and shape that I added, from the mesh package to the bodyshop package, delete the ones that are there, (I dont have any there except the ones I just added), move the resource node to the top and then go back and delete them? I think I missed something? (I wasnt sleeping in class I swear!)
Ok and one last question. I want to use meshes that arent in the bodyshop program (for all ages), I am using bald, for all ages. Now my understanding is that the game doesnt ever let kids be bald, although you will see bald toddlers, teens, adults etc, you can't apparently have bald kids in game. I want to use those meshes anyway, they are there in the 3d files CU_Bald. Can I still use them or do I have to use the hair that is referenced? Because I am going to be getting rid of the hair down to the bald mesh anyway...
Also, my textures/meshes arent going to be hair at all, actually I am making something completely different for the head. But I want to use hair (bald) as the base not accessories although at this point I am thinking it might be easier to use accesories, because my project isnt really hair persay but I was trying to make it so it was all in one package per gender and genetic.
So its a two fold question, can I use the bald base for kids even though bodyshop spat out a package that didnt include bald for kids or toddlers? Also when making object meshes you have to go through a mapping process to get the texture right on your new mesh, I havent seen this discussed in any hair tutorials, is this not done or is it assume that one should already know that?
and the obligatory, please help me... :monkey:
Morbidjunkie9
1st Mar 2006, 07:40 AM
I have imported my mesh and every thing apears to be ok until i move my sim in bodyshop. The alpha that is under the main one apears to float around the sims head ?
DJ_Mur3
5th Mar 2006, 10:57 PM
erm.. well if you are using the new milkshape/plugins then you have to delete the joints that end with _hair..it's in the manual. It will look weird otherwise. Maybe that helps.
nectere- I suggest that you only do one age group first.. if anything start with body meshes.. it's easier.
MellieC
6th Mar 2006, 03:53 PM
It was smooth sailing for me up until this.
5. Go to EA GAMES --> The Sims 2 --> TSData --> Res --> Sims3D. Open Sims03...
With what program? I can't open it. I tried to open it with PE and Milkshop but it didn't work.
I am brand spanking new at creating anything for Sims2 so please bear with me.
tiggerypum
12th Mar 2006, 12:03 AM
MellieC - you need to use SimPE for that step. But if you had edited a body mesh before trying hair, you would know that part already. I strongly suggest you try one of the body mesh editing tutorials first, just to learn the basics of mesh editing, before trying hair.
klaus baudelaire
17th Mar 2006, 08:26 AM
hey how do you add spheres to the mesh or extend it?
sk8er_grrl
18th Mar 2006, 07:13 PM
i cant download simpe
tiggerypum
18th Mar 2006, 10:51 PM
klaus baudelaire, as your question is not directly about *this tutorials* instructions, you would do better to post a general milkshape question in the main area in a new topic. I'd love to see more milkshape tips. I usually add points to the mesh by using the divide functions (look at the milkshape tips in the FAQ area to know which of those tools are best to use) You could also try searching the web for milkshape tutorials, as the question seems to be a general one about how to use milkshape rather than sim modding specific.
sk8er_grll - if you can't get simpe after going to the website (I checked, the link works) then you should ask for help THERE in for how to get it. Or you need to go try again and keep reading until you find it. Thousands of people manage to get simpe - if you want to edit meshes, you must be able to work through stuff like this (and also post much more specific posts about what you've tried and what the problem is).
joeySimzee
19th Mar 2006, 12:19 AM
erm i cant seem to find the plugin you said this meshing requires...you gave me the link, i went there, and i don't see anywhere i can download it - the thread is locked and i don't know what to do...am i too late?? :(
SoapBubbles
26th Mar 2006, 02:09 AM
Wow...I can't seem to find the gmnd file for the adult female ponytail (not the high one)...:(
I have a shpe, cres and gmdc, just not a gmnd... :sadpanda:
joeySimzee
26th Mar 2006, 08:21 AM
erm i cant seem to find the plugin you said this meshing requires...you gave me the link, i went there, and i don't see anywhere i can download it - the thread is locked and i don't know what to do...am i too late?? :( no one replied me last time.....anyone gimme a hand thx!!:D
tiggerypum
26th Mar 2006, 08:57 AM
The plugin has been replaced by Unimesh. So you'll need to edit with unimesh instead of the earlier plugin. A unimesh specific tutorial is being developed, but hasn't been released yet.
http://www.modthesims2.com/showthread.php?t=122399
If you haven't edited a body mesh yet, there are some complete tutorials for that - including a very basic unimesh one, which I recommend first. Both hair tutorials that are on site right now are designed for people who have body mesh editing experience.
DJ_Mur3
27th Mar 2006, 02:40 AM
Thanks tiggerypum. I'll fix my main post now.
MellieC
27th Mar 2006, 02:57 PM
Thanks tigger, will do.
klaus baudelaire
29th Mar 2006, 08:39 AM
how do i make the hair spikes out and more realistic like in this picture? is there a special tool i use? please help me
tiggerypum
29th Mar 2006, 10:38 AM
without downloading and pulling apart the mesh, I am going to assume she created a good mesh shape and then used the alpha to help make more individual hair strands. If you look at some of the maxis meshes you'll see that same technique - so it's a matter of the shape of the mesh *and* the texture on it to make things look that way.
natef005
29th Mar 2006, 02:27 PM
Hi! Thanks a lot for your tutorial! :) Sorry for being stupid but could you explain to me how to use the wes_h plugins to import one of the gmdc files into Milkshape? I still can't get how to do it, maybe I didn't install them right? I installed the plugins into the Milkshape folder in Program files. Please can you help?
tiggerypum
29th Mar 2006, 08:51 PM
I assume you're now using Wes' Unimesh plugin. If you are, go do the body tutorial that is specific for Wes' Unimesh Plugin. Then you'll know the procedure you'll need to use.
DJ_Mur3
30th Mar 2006, 12:12 AM
klaus baudelaire- realistic hairs usually come from highly detailed meshes, which usually comes from an outside mesh, not edited off of a Maxis one, or great texturing, texturing and meshing are completely different,. you could be an amazing mesher, but if your textures suck then it wont be exactly what you want. not to be rude, or say that you are like that, but its just the way it is..
:P maybe i should be a more of an optimist
Xunixeon
31st Mar 2006, 04:05 AM
I've already started meshing so let me tell you, it sux when you work at the mesh and usually your first mesh fails to give people the anethesic style they're looking for even though it may be a good try. However, the more advanced you get, usually the meshes you create later become more better for people to get. Right now, my mesh would suck in it's newly born state when I could test it out unless I would make some changes to it. But if you want to wait for it, then it would come as soon as I figure it out. So don't feel so messed up when you try your hand at creating new meshes.
klaus baudelaire
31st Mar 2006, 06:10 AM
but how could you edit a already made mesh ;S
klaus baudelaire
31st Mar 2006, 06:15 AM
oh no ;[ is there any other mesh editor's avalibal ;[ milk shape trail has run out for me
bitch22
1st Apr 2006, 07:12 AM
Ok, well I went to open the Sims03.package thing and it's a file my computer doesn't recognize. I tried to open it and it doesn't open, so I tried to find it on the web like my computer told me to but that doesn't work. How do I open this folder? I'm so lost and confused I have a headache trying to figure this stuff out......... :sadpanda:
tiggerypum
1st Apr 2006, 07:27 AM
Well B*22, apparently you did not stop by the FAQ/Infocenter and read, like the 'I'm new how to do I start?". Try a clothing tutorial first, this is an advanced tutorial. If you'd already done a clothing mesh, you'd have the tools to find the mesh parts.
bitch22
1st Apr 2006, 07:38 AM
Quick question, the files that are created when you export a hair type from bodyshop, do those images look like the files extracted from the Sim03.package thing?
HystericalParoxysm
1st Apr 2006, 07:51 AM
No. No, they don't. Not even close. Parts exported in Body Shop are .bmp files, flat image files that give a texture to a mesh or parts of it. Parts exported from sims03.package are 3d models.
*PLEASE* read the tutorials before you start asking questions. And see this thread.
bitch22
1st Apr 2006, 08:06 AM
I've read over a dozen tutorials on this site and nothing seems to be making sense to me. IDK maybe it's because I'm sick and have a headache, but all the info doesn't seem to be instructed clearly enough.
HystericalParoxysm
1st Apr 2006, 08:08 AM
I don't know how more clear you can get than the body meshing tutorial that shows and tells you EXACTLY what to click on and do every step of the way.
If you're asking whether bitmaps are the same thing as meshes, then you HAVEN'T read the tutorials.
Delphy
1st Apr 2006, 08:10 AM
My advice if you have a headache and try to mesh - DONT. Come back in 3 days when you are serious about this. :)
tiggerypum
1st Apr 2006, 08:10 AM
You don't need to READ the tutorials, you need to DO a beginning body meshing tutorial. There are two, take your pick.
bitch22
1st Apr 2006, 08:13 AM
I know they can't be the same, they're completely different files, I was asking to see if I could do this backway thing I did when creating a game for a computer class, long story, (the question obviously didn't come out the way I meant for it) so sorry.
tiggerypum
1st Apr 2006, 08:47 AM
Look, there's no shortcut to modifying hair meshes (as in changing the actual shape). The basic body meshing tutorials are over 50 steps each, and yes, it's not light reading. You want to know more, read the stuff in the faq/infocenter, and then actually do a basic tutorial. After that you will be better equipped to ask questions we can answer. :)
RLSell1992
2nd Apr 2006, 07:10 AM
NOT a good tutorial
RLSell1992
2nd Apr 2006, 07:11 AM
i was lost sorry maybe this tutorial doesnt help me
tiggerypum
2nd Apr 2006, 08:08 AM
RLSell, this is not a beginning tutorial, both the hair tutorials we currently have on site assume you know how to edit a body mesh. Start there, follow those tutorials step by step, and you will likely gain enough experience to follow this one.
yin04
2nd Apr 2006, 11:35 PM
well realy usfull and intresing but i already have lots ofprograms for making objects ect so i think ill not do thiis yet otherwise ill start putting on rong programs lol :)
DJ_Mur3
7th Apr 2006, 07:10 AM
RSell, you shouldn't say things like that. basically, if you don't understand something, it doesn't mean that everyone else doesn't.
Merz
9th Apr 2006, 01:08 AM
im so confused *ahhhh* lol im sry.. im really new at this..
ok first of all, I installed everything that I needed, its just at where im supposed to open the Sims03 file... idk which program I'm supposed to use to run it. after this point im just lost. lol. I'd really appreciate some help!
~Merz*
tiggerypum
9th Apr 2006, 02:37 AM
Don't start with Hair. If you had modified a body first - go take a look in the infocenter for ... info/guidance/etc - you would know what to do.
elinmalman
9th Apr 2006, 05:27 PM
i didnīt understand how to do! canīt you show with pictures??please???
tiggerypum
9th Apr 2006, 08:48 PM
Start with a body meshing tutorial. Those have pictures.
plypret
9th Apr 2006, 11:00 PM
when i tried to click on sims03 it wouldn't work adobe said it wasn't the right file so how do i open it
tiggerypum
9th Apr 2006, 11:04 PM
See my post right above yours. Learn the basics first.
elinmalman
10th Apr 2006, 02:48 PM
Start with a body meshing tutorial. Those have pictures.
yes, iīve alredy tried it. but itīs like i have an whole diffrent simPE. a lot of icons are missing. i mean; some icons that are in the picture in the tutorial is missing in my simPE.
tiggerypum
10th Apr 2006, 08:58 PM
It was made with the newest simpe. Do you have that? If so ask a separate question in the forum (new thread) with screenshots of your simpe and maybe people can help you find what's missing.
flye
6th May 2006, 08:26 AM
Hello everybody :D!
I'ld like know how can we do a new realistic texture for a new hair mesh? Because now, i just edit the maxis texture and it's not realy good...
tiggerypum
6th May 2006, 09:11 AM
You might want to ask that over in the bodyshop-skinning forum, as it's really a texturing issue. And start a *new* thread, don't ask in a tutorial thread. Basically, you need to get skills with your graphics program, and probably experiment a lot.
I went to google as usual. search for:
how to make a hair texture photoshop (or the name of your program)
zbrush: http://206.145.80.239/zbc/showthread.php?t=26398
psp 9: http://simplyelau.it/forum/viewtopic.php?t=2300&start=0&sid=799ab0e21d71380ebdd034534ef6156c
photoshop: http://www.foundmyself.com/phpBB2/viewtopic.php?t=182
This site definitely had several hair tutorials for photoshop, on their site I selected photoshop and searched for 'hair' http://www.tutorialized.com/
flye
6th May 2006, 09:20 AM
ok thanks!
But how can i do a new map? With a new alpha for after do my texture? :(
How can i do an alpha realistik for my new mesh like peggy sims:
http://thumbs2.modthesims2.com/images17/MTS2_265476_klaus_baudelaire_untitled.JPG
tiggerypum
6th May 2006, 01:29 PM
1) uvmapping parts is indeed part of meshing, and there are a couple different tutorials about that and more articles about uvmapping in the info center. And links in milkshape tips about building meshes.
2) changing alphas and textures is basic, done with bodyshop, and is covered in the bodyshop-skinning area where I told you to go before.
http://http://www.modthesims2.com/forumdisplay.php?f=20
Peggy and several others are absolute artists with their hair and coloring skills. I am sure they have put in a lot of hours experimenting and mastering the techniques they use. You will need to do the same, if that's your goal.
:anime: Lots of this stuff is hard and/or takes a lot of time invested to get really good at it. If it was *easy* then everyone on site would be churning out masterpieces.
And do not post in this thread again - tutorial threads are for questions about the actual content of the tutorial, this one covers the technical details for how to build a working mesh file with your custom hair mesh in it. It assumes you have mastered recoloring and meshing techniques.
flye
6th May 2006, 02:10 PM
Thank you very much to discourage me, it's realy admirable from you
tiggerypum
6th May 2006, 03:05 PM
1) I gave you all the pointers you need, actually, I've got quite beyond in terms of that. I also told you it's not going to be quick and simple to make 'Peggy' hair. We have plenty of people saying "give me a tutorial so I can do that" and there isn't one that will take you to that level.
I have answered all your questions. It's up to you to read and learn. We have 2 spots for related tutorials and the infocenter full of all kinds of helpful info. But I cannot turn you into 'Peggy', you need to do that yourself.
2) I TOLD YOU NOT TO POST IN THIS THREAD ANYMORE unless it was a question about the tutorial. If you cannot follow the basic forum rules, that is going to be a problem. Any further comments or questions, go start a new thread in the main bodyshop-meshing or bodyshop-skinning area.
flye
13th May 2006, 02:54 PM
Ok!
I did my hair mesh and i want you see it!!
http://img123.imageshack.us/img123/1913/news8ha.jpg
Bye and thks!
figueroa90
18th Jun 2006, 06:36 PM
MY HAIR LOOKS LIKE THIS
http://img222.imageshack.us/img222/7943/hairmeshhelp9ug.jpg
CAN ANYONE HELLP ME PLEASE???
tiggerypum
18th Jun 2006, 06:58 PM
Yes
http://www.modthesims2.com/article.php?t=131417
figueroa90
19th Jun 2006, 01:05 AM
Thanks...
Ronja
24th Jul 2006, 04:07 PM
I'm created hair mesh, but I didn't view a color texture, why?
tiggerypum
24th Jul 2006, 09:40 PM
No idea Ronja... maybe you should take a look at this tutorial instead:
http://www.modthesims2.com/showthread.php?t=158048
prodiege
30th Jan 2007, 05:49 PM
Even though there was no pictures, it didn't matter because the tutorial was Excellent :up: . I was able to create a hair mesh and get it to work in the game. Though it looked funny in some places, i didn't mind because i knew that something was working. :)
bluearms
13th Apr 2007, 08:36 PM
The tutorial says the 3D ID referencing file (3IDR) is ordered with age, but it is not always. Someone may replied with the method with checking group-instance ID. I found more easy method. 3IDR usually has also Material Definitions. The material definition is contained within the same recolor package. Select one of material definitions and check the last number (that is instance number).
Select material definition from the resource tree. Sort by instance and check the name of the material. Plugin window is not changed yet if you do not click the right window items. So you can check the instance number from plugin window with the resource list.
Usually hair material definition name generated from bodyshop contains af tf etc.
You can now know for which age this 3IDR is.
tiggerypum
14th Apr 2007, 05:07 AM
bluearms - this is a tutorial from a year ago, and is not supported anymore. Proper info is in both Dr Pixels' tutorial (which is stickied at the top of this forum) and in the infocenter.
Astaroth600
11th Jul 2007, 01:53 AM
Yeah umm, DJmur3, you know your hair meshing tutorial? Yeah umm i manged to export the 3d file that can be opened in MilkShape but I cant expot the shpe gmnd etc...
PLEEAAAAAZZEE HELP ME!!!!
Astaroth600
11th Jul 2007, 01:56 AM
BTW, when I finally manage to mesh air and bodies,(DJMUR3 pl0x HELP MEEEEEEEEEEEEEEEEEE!!!) Im gonna start working on sims from the TV manga, .HACK//roots.
AlloSim
13th Oct 2007, 01:13 PM
[QUOTE=DJ_Mur3][b]
Click "Package"
:help: Sorry to disturb you, but WHICH package button? The package tab doesn't work and the From Package button is just a report. I know you're a very nice person, so PLEASE don't get mad at me. :cry:
Jessicakirby
7th Nov 2007, 05:09 PM
This is slightly confusing for me :(
xx
tiggerypum
8th Nov 2007, 04:55 AM
Jessica, if this text based tutorial (which is old) is confusing, go use the better ones! They're all linked from the beginning of this tutorial.
moderthanu
17th Dec 2007, 05:59 PM
um, hi i dont know how to mesh because i downloaded a moding thing and it doesnt seem to say anything about how to do the moding please help!!!!! :)
moderthanu
17th Dec 2007, 06:00 PM
sorry, that modding thing was on thesims2.com
QTValeria
19th Feb 2008, 11:27 AM
Could you guys make a tutorial on how to make hair meshes with blender? I'm stuck on that one!
xurui7131893
8th May 2008, 05:40 PM
Although i have played the Sims 2 long long time,but still a very new...w player to creat objects. I will work hard to learn these tutorials.i just afraid couldnt thanks enough!
bienchen83
23rd Jun 2008, 04:17 AM
Iīm not a hair mesher but I still have a question on hair meshing, which I thought could fit in here:
I have downloaded a lot of hair meshes which do show holes (most times at the back) when the Sim is moving. Is there a way to fix this?
tiggerypum
25th Jun 2008, 10:45 PM
bienchen83 - yes, but you'd need to learn a lot about meshing bodyshop/boned items. You'd start with the 3 unimesh body tutorials. Then you'd probably have enough knowledge to go in and fix the bone assignments on the hair (when something goes 'off' only when a sim moves, it's almost always some bone assignments that are bad)
bienchen83
29th Jun 2008, 10:08 AM
I already mada a mesh for which I had to assign bones.
So I could probably take a mesh which doesnīt produce holes at the neck, look at itīs bone assignments and assígn the same to the corrupt file? And this will have to be done for all ages then. So this will be a bunch of work.
Thanks for your reply, tiggerypum.
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