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syn28
21st Apr 2007, 01:39 AM
Ok, I spent the better part of an hour sifting through tutorials and threads trying to find an answer for a question I have... but unfortunately my brain started to catch fire so I had to stop looking. :faceslap:

I'm very new to object creating. In fact this is the first object I've ever worked on. The question I have is in regards to the (I guess) texture of my object. My goal is to have a really shiny item... much like the chrome off some nice rims or highy polished armour. The object I cloned from (just for reference purposes) is the Chinese vase sculpture. I didn't have any problems creating the item I wanted and even got a chance to test it out in the game so functionality isn't a problem.

I just want to know if it is possible to have a near-mirror finish to the object and if so how can that be achieved. I'm not a blockhead. I can follow directions quite well. ;)

I can provide further information upon request (if needed).

Thanks in advance for the support. :up:

Dr Pixel
21st Apr 2007, 05:03 AM
The answer lies in the Material Definition file(s) of your object.

Each mesh group has it's own Material Definition file, which tells the game how "shiny" it should be, and also allows you to add a reflection map to it if desired - this is a fake reflection, such as is used on the cars to give them that highly polished look.

Here is a thread to get you started.


http://www.modthesims2.com/showthread.php?t=57265&highlight=material+definition

syn28
21st Apr 2007, 07:50 AM
Awesome! I was hoping you'd be the one to respond. I've been a major league fan of your work for some time now. :up:

I'll take a gander at that link and let you know if I run into any roadblocks.

Thanks so much for your time and cooperation. It's well appreciated. :beer:

Edit 4/211/07: Didn't want to bump the post so I'm just adding to my last one. The link you supplied had some very useful information and worked to some degree. However, after adjusting the material definition, the object had these odd red patches sporadically placed throughout. Someone in that same thread experienced something similar and it was suggested that it may be the texture itself (which is weird in my case because the texture was fine prior to tweaking the Material Definition).

If you have any ideas about what may be going on, please share your thoughts. No big deal if you don't. I'm planning on redoing the project again anyway. You know how it is... do something the first time and gain a wealth of knowledge for the next time. :D

syn28
23rd Apr 2007, 08:17 PM
Ok so I'm posting again since I didn't get a response to my last edit.

I made a new object (cloned from that one modern vase with the 3 fluted columns). I followed JWoods' tutorial as best as I could. Now, the object doesn't even appear in the catalogue and I got 3 Registered GUIDs with the same name.

Damn this object creation! LoL :wtf:

Anyways, should I just post a link with the package so someone can tell me what the filth flarn filth is going on with it? I don't want it corrected... I want to know how to correct it.

Teach a man to fish, right?

IgnorantBliss
23rd Apr 2007, 08:23 PM
Yes, please, post the package so that it can be taken a look at, otherwise it's hard to say what's wrong :).

syn28
23rd Apr 2007, 10:02 PM
Thanks for the assist, Bliss.

Here it is... it's a little secret project I'm working on to go along with my other sports related uploads.

http://www.zenassassins.com/images/syn28-lombardi-trophy.package

IgnorantBliss
23rd Apr 2007, 10:10 PM
It shows up just fine in my game. Are you sure you have the right package in your Downloads folder, and that you don't have several versions of it in game at the same time?

syn28
23rd Apr 2007, 10:29 PM
I was actually testing it in BaseGameStarterPRO's OFB. That's where I usually field test like clothing meshes and recolours. When I made the first version of the object, it showed up there (but I was having all kinds of texture issues) so I deleted it and started from scratch again. Luckily I had saved the mesh I made in Milkshape so it was uber quick to remake.

However when I tested it there it wasn't in the catalogue. I dunno... maybe it wasn't in the right spot. I'll double check and let you know. You gotta forgive me... running on about 2 hours sleep. ;)

Update: Yup. It was my double dose of idiot pills. Forgot I cloned an object that was from an EP after OFB. However, I don't feel completely idiotic. I thought that the process of object creation was similar to when you make a mesh for clothing in that you can pull meshes from other EPs and they'll be all EP compliant. Guess it doesn't quite work that way, huh?

IgnorantBliss
24th Apr 2007, 06:19 AM
I thought that the process of object creation was similar to when you make a mesh for clothing in that you can pull meshes from other EPs and they'll be all EP compliant. Guess it doesn't quite work that way, huh?

Nope, it doesn't work that way. For more information on how to clone base game compatible objects, see Numenor's stickied article in the main Object Creation & Texturing forum.

syn28
24th Apr 2007, 04:15 PM
Will do, Bliss. Thanks again for your help. :up:

syn28
7th May 2007, 06:51 PM
Bumping once again... but with just cause.

Same object, just different question. Well... it's more of a confirmation than a true question. I've done a lot of tweaking and got a base game compliant custom object working fine.
http://www.zenassassins.com/images/lombardi01.jpg
I'm just in the nitpicky process of tweaking it out. I've read over and over that it's preferred that you have custom shadows for your custom objects (I mean it only makes sense). The problem I've encountered is that the "Sculpture-ChinaVase" that I cloned from didn't have a groundshadow.

My question is, do I have to go through the whole subset process to add a groundshadow? If so what would be the most direct method (because I've read several that vary slightly from each other). :deal:

Thanks upfront for the assistance once again. :up:

IgnorantBliss
7th May 2007, 07:52 PM
Well, I suppose it's a matter of taste if shadows are needed or not. There are people who have shadows turned off in their game options, anyway. Of course, having a well-made shadow is like icing on the cake, making it look like a well polished object :). Yes, adding a shadow would be similar to adding any other subset in many ways. However, it might be simpler to clone an object that comes with a shadow originally. For example that Measure of a Sim sculpture does have a groundshadow already.

syn28
8th May 2007, 03:02 AM
Cool. Should be simple enough to do that. Thanks for the assist.