HystericalParoxysm
10th Jul 2006, 11:05 AM
Want to be able to wear a piercing and contacts at the same time? Need to change the layer a certain type of makeup shows up on? By just changing a couple settings, you can!
Difficulty:
Moderate: Requires the use of SimPE to change some values, and generating random hex strings. This tutorial's difficulty level assumes this is not your first (or tenth) time using SimPE.
Requirements:
SimPE to modify the values in a recolour file. This tutorial is using version 0.58, the current version as of this writing.
A finished recolour file to modify. Make sure you BACK UP your file by saving a copy somewhere save in case you mess up something so you don't lose the whole file.
A Note:
While you can modify the work of others for your personal use however you want, you may not distribute any files you modify in this way if the textures in them are made by others. If you would like to make someone else's work multi-wearable and distribute the multi-wearable files, you must obtain permission from the original creator.
Making Makeup Multi-Wearable:
Makeup recolours can be made multi-wearable by changing their "bin" setting - the idea is just to give each recolour you want to be able to wear separately a different bin setting.
Important Info Discovered Oct. 2006: (Thanks, SimplyStella!) Eyeliner (and possibly other makeup types) don't seem to work multi-wearable - changing the bin setting to multi-wearability as described below makes the item simply disappear from Body Shop. Blush definitely -does- work, not 100% sure about other types. If you try them and they don't work, please post to let me know.
1. Locate the Bin Setting: Start by opening your recolour file in SimPE. In the resource tree, select the Texture Overlay XML. Select the first one under Type in the list of resources. Make sure you're in Plugin View. If it doesn't show at the bottom like mine, you can bring it up from the Window menu. We're going to be changing the bin setting on the line "bin(dtUInteger)="
My file, which is a blush, is currently using 0x00000008 - which is the same setting for other blushes, so a sim can only wear one. However, if we change this to something else, a sim can wear all normal blush, AND this one too.
http://www.demusedsims.com/images/FacialLayeringTutorial/faciallayering01-s.jpg
2. Generate a Random Hex String: It really is just a matter of changing it to something, just about anything else.
However, whatever that anything else is, it has to be in hex. So let's get a "something else" hex string to put in there.
Bring up the Number Converter from the Window menu. It may not be in the same place as mine - SimPE tool windows are odd like that. Anyway. The number converter has four lines. We're only concerned with the top two. In the second line, type in some numbers. It can be anything, pretty much. Your favourite number, the year you were born, your birthdate, your street address number, whatever, just numeric. The number converter will take what you input in the second line and convert it to hex in the top line. You can see how my "1885" has been converted to "75D".
Select and copy the last 8 digits in hex, so in my example, I would copy "0000075D". Then close the Number Converter so we can see all of the Plugin View again.
http://www.demusedsims.com/images/FacialLayeringTutorial/faciallayering02-s.jpg
3. Change the Bin Setting: Back in Plugin View, make sure the bin line is selected, and then over on the right, select all the digits after "0x" and paste your copied digits into the existing number... So my example went from 0x00000008 to 0x0000075D ... notice that they both start with 0x and then have exactly 8 digits. This is important.
Double-check to make sure you have exactly 8. Then copy the whole string, 0x and all (0x0000075D), and click the Commit button.
http://www.demusedsims.com/images/FacialLayeringTutorial/faciallayering03-s.jpg
4. Now select the next Texture Overlay XML entry in the list, select the bin line, and select the whole existing string and paste your whole number in over it so its value now reads "0x0000075D" (whatever your new number is). Click Commit again.
5. Repeat this for all the rest of the bin settings in the Texture Overlay XMLs in the file. Make sure you hit "Commit" after changing each one.
6. Save the file when you're done.
If you would like to make another recolour multi-wearable with that one, you'd do the same thing, but, for instance, where I used "1885" as my number I generated from, I would then use "1886" to have a new unique number. Make a new number for each one you want multi-wearable. If you don't want two multi-wearable together, but otherwise multi-wearable, give them the same number (for two things that show up in the same area of the face).
Changing Makeup Layering
1. Locate the Layer Setting: I'm not showing this in screenshots because, well, it's RIGHT above the bin setting in the Texture Overlay XML file in plugin view. Look at my other screenshots and you'll see it there, "layer (dtString)=".
2. Find the Right Layer Setting: These are the default settings for the makeup layers that I determined from my testing...
Lipstick - 0x00000000 (0)
Blush - 0x00000014 (20)
Eye Shadow - 0x0000001E (30)
Eyeliner - 0x00000028 (40)
Full Face Makeup - 0x00000032 (50)
Stubble - 0x0000003C (60)
Beard - 0x00000046 (70)
Eyebrows - 0x00000050 (80)
The number in parentheses is the hex string in normal, decimal numbers. Vampire overlay is somewhere between full face makeup and stubble.
If you would like your makeup to layer somewhere in between or on top, you can get the correct hex string the same way as above... use the Number Converter. For my piercings, I want them to be on top of everything, so I'm going to use 100. I used the number converter and got 0x00000064.
3. Change the Layer Setting: As above with the bin setting, change the layer to your new number. Make sure you hit "Commit" after each one.
4. Repeat for the rest of the Texture Overlay XML resources in the file.
5. Save the file when you're done.
http://www.demusedsims.com/images/FacialLayeringTutorial/faciallayering04-s.jpg
My example uses piercings as blush, as I want to have a swatch for them, but this will work with any facial overlay. Sims save and package fine from Body Shop wearing them. I haven't experienced any problems using this at all, but please note that this technique is experimental! It seems to work wonderfully through my testing - please let me know if you run into any issues along the way with it.
Difficulty:
Moderate: Requires the use of SimPE to change some values, and generating random hex strings. This tutorial's difficulty level assumes this is not your first (or tenth) time using SimPE.
Requirements:
SimPE to modify the values in a recolour file. This tutorial is using version 0.58, the current version as of this writing.
A finished recolour file to modify. Make sure you BACK UP your file by saving a copy somewhere save in case you mess up something so you don't lose the whole file.
A Note:
While you can modify the work of others for your personal use however you want, you may not distribute any files you modify in this way if the textures in them are made by others. If you would like to make someone else's work multi-wearable and distribute the multi-wearable files, you must obtain permission from the original creator.
Making Makeup Multi-Wearable:
Makeup recolours can be made multi-wearable by changing their "bin" setting - the idea is just to give each recolour you want to be able to wear separately a different bin setting.
Important Info Discovered Oct. 2006: (Thanks, SimplyStella!) Eyeliner (and possibly other makeup types) don't seem to work multi-wearable - changing the bin setting to multi-wearability as described below makes the item simply disappear from Body Shop. Blush definitely -does- work, not 100% sure about other types. If you try them and they don't work, please post to let me know.
1. Locate the Bin Setting: Start by opening your recolour file in SimPE. In the resource tree, select the Texture Overlay XML. Select the first one under Type in the list of resources. Make sure you're in Plugin View. If it doesn't show at the bottom like mine, you can bring it up from the Window menu. We're going to be changing the bin setting on the line "bin(dtUInteger)="
My file, which is a blush, is currently using 0x00000008 - which is the same setting for other blushes, so a sim can only wear one. However, if we change this to something else, a sim can wear all normal blush, AND this one too.
http://www.demusedsims.com/images/FacialLayeringTutorial/faciallayering01-s.jpg
2. Generate a Random Hex String: It really is just a matter of changing it to something, just about anything else.
However, whatever that anything else is, it has to be in hex. So let's get a "something else" hex string to put in there.
Bring up the Number Converter from the Window menu. It may not be in the same place as mine - SimPE tool windows are odd like that. Anyway. The number converter has four lines. We're only concerned with the top two. In the second line, type in some numbers. It can be anything, pretty much. Your favourite number, the year you were born, your birthdate, your street address number, whatever, just numeric. The number converter will take what you input in the second line and convert it to hex in the top line. You can see how my "1885" has been converted to "75D".
Select and copy the last 8 digits in hex, so in my example, I would copy "0000075D". Then close the Number Converter so we can see all of the Plugin View again.
http://www.demusedsims.com/images/FacialLayeringTutorial/faciallayering02-s.jpg
3. Change the Bin Setting: Back in Plugin View, make sure the bin line is selected, and then over on the right, select all the digits after "0x" and paste your copied digits into the existing number... So my example went from 0x00000008 to 0x0000075D ... notice that they both start with 0x and then have exactly 8 digits. This is important.
Double-check to make sure you have exactly 8. Then copy the whole string, 0x and all (0x0000075D), and click the Commit button.
http://www.demusedsims.com/images/FacialLayeringTutorial/faciallayering03-s.jpg
4. Now select the next Texture Overlay XML entry in the list, select the bin line, and select the whole existing string and paste your whole number in over it so its value now reads "0x0000075D" (whatever your new number is). Click Commit again.
5. Repeat this for all the rest of the bin settings in the Texture Overlay XMLs in the file. Make sure you hit "Commit" after changing each one.
6. Save the file when you're done.
If you would like to make another recolour multi-wearable with that one, you'd do the same thing, but, for instance, where I used "1885" as my number I generated from, I would then use "1886" to have a new unique number. Make a new number for each one you want multi-wearable. If you don't want two multi-wearable together, but otherwise multi-wearable, give them the same number (for two things that show up in the same area of the face).
Changing Makeup Layering
1. Locate the Layer Setting: I'm not showing this in screenshots because, well, it's RIGHT above the bin setting in the Texture Overlay XML file in plugin view. Look at my other screenshots and you'll see it there, "layer (dtString)=".
2. Find the Right Layer Setting: These are the default settings for the makeup layers that I determined from my testing...
Lipstick - 0x00000000 (0)
Blush - 0x00000014 (20)
Eye Shadow - 0x0000001E (30)
Eyeliner - 0x00000028 (40)
Full Face Makeup - 0x00000032 (50)
Stubble - 0x0000003C (60)
Beard - 0x00000046 (70)
Eyebrows - 0x00000050 (80)
The number in parentheses is the hex string in normal, decimal numbers. Vampire overlay is somewhere between full face makeup and stubble.
If you would like your makeup to layer somewhere in between or on top, you can get the correct hex string the same way as above... use the Number Converter. For my piercings, I want them to be on top of everything, so I'm going to use 100. I used the number converter and got 0x00000064.
3. Change the Layer Setting: As above with the bin setting, change the layer to your new number. Make sure you hit "Commit" after each one.
4. Repeat for the rest of the Texture Overlay XML resources in the file.
5. Save the file when you're done.
http://www.demusedsims.com/images/FacialLayeringTutorial/faciallayering04-s.jpg
My example uses piercings as blush, as I want to have a swatch for them, but this will work with any facial overlay. Sims save and package fine from Body Shop wearing them. I haven't experienced any problems using this at all, but please note that this technique is experimental! It seems to work wonderfully through my testing - please let me know if you run into any issues along the way with it.