Numenor
19th Aug 2007, 01:04 AM
CLONE TEMPLATES - GREENHOUSE FENCE (WALL)
*Seasons EP required!*
http://thumbs.modthesims2.com/getimage.php?file=600714 (http://thumbs.modthesims2.com/getimage.php?file=600715)
Why use a template?
Greenhouse walls are peculiar: they are not normal fences, and they are not walls; they are fences that are capable of "going down" like the walls.
SimPE was not made to clone such unusual objects, and therefore the cloned packages lack some important files.
Using this template, your clone will contain all the needed files.
How to use this template
Download the template and unzip it in a work folder.
Start Object Workshop and click "Open..." (NOT "Start").
Browse to the folder where you unzipped the template and select it.
Set the cloning options as in the following screenshot:
http://thumbs.modthesims2.com/getimage.php?file=600716
Proceed like a normal clone; change the price and description at will.
When the Scenegraph Rename Wizard opens up, you can just hit "OK"; or - if you like - you can replace the suggested name to anything else (as long as the choosen name is unique!)
When done, you'll have a working clone: replace the texture, the mesh etc. and save the package.
:here: HINT: If you are used to creating new fences, you will probably know the procedure needed to make a fence base-game compatible; well, that procedure, here, is NOT needed, because this "fence" will work only with the Seasons EP...
:here: FAQ: I have already created a greenhouse fence that starts flashing blue when the walls go down. Can I fix my package?
I strongly suggest to use this template to create a brand new clone, and then import in it the mesh and texture extracted from the old (non-working) fence.
Or you can even fix your package yourself, including the files that are missing; in order to do that, open the template and extract the two TXMT (Material Definition) that end with "_wallsdown_txmt" and import them into your package. Then assign them the very same name of the "_wallsup_txmt" files already existing in your fence (the very same name, except for the final part, of course: the name of the new TXMT must end with "wallsdown_txmt"!).
After renaming each file, remember to click Fix TGI, then Commit and save.
:here: TECH FAQ: What is the purpose of all those TXMT's in the greenhouse fence? Do I need them all?
Yes, you need them all :) In a standard greenhouse fence there are six TXMT's:
"..._glass_txmt": this is the material used for the glass when the game shaders are deactivated; in a normal game, the shaders ARE active, and then this TXMT is rarely used; but some users may have low-end graphic cards that deactivate the shaders; and there are lighting mods like the Radiance that require to deactivate the shaders. You are creating a fence that should work in any game, so you must keep this TXMT in your package :)
"..._null_txmt": used for the glass when the walls are down and the shaders are deactivated (the glass becomes invisible).
"..._glass_wallsup_txmt": this is identical to the _glass one; it's used when the shaders are active and the walls are up.
"..._glass_walldown_txmt": this is a special "null" TXMT that is used when the shaders are active and the walls are down (you will see a very transparent glass, almost invisible).
"..._surface_wallsup_txmt": used for the solid frame when the walls are up (the shader state is irrelevant).
"..._surfaces_walldown_txmt": used for the solid frame when the walls are down (the shader state is irrelevant).
*Seasons EP required!*
http://thumbs.modthesims2.com/getimage.php?file=600714 (http://thumbs.modthesims2.com/getimage.php?file=600715)
Why use a template?
Greenhouse walls are peculiar: they are not normal fences, and they are not walls; they are fences that are capable of "going down" like the walls.
SimPE was not made to clone such unusual objects, and therefore the cloned packages lack some important files.
Using this template, your clone will contain all the needed files.
How to use this template
Download the template and unzip it in a work folder.
Start Object Workshop and click "Open..." (NOT "Start").
Browse to the folder where you unzipped the template and select it.
Set the cloning options as in the following screenshot:
http://thumbs.modthesims2.com/getimage.php?file=600716
Proceed like a normal clone; change the price and description at will.
When the Scenegraph Rename Wizard opens up, you can just hit "OK"; or - if you like - you can replace the suggested name to anything else (as long as the choosen name is unique!)
When done, you'll have a working clone: replace the texture, the mesh etc. and save the package.
:here: HINT: If you are used to creating new fences, you will probably know the procedure needed to make a fence base-game compatible; well, that procedure, here, is NOT needed, because this "fence" will work only with the Seasons EP...
:here: FAQ: I have already created a greenhouse fence that starts flashing blue when the walls go down. Can I fix my package?
I strongly suggest to use this template to create a brand new clone, and then import in it the mesh and texture extracted from the old (non-working) fence.
Or you can even fix your package yourself, including the files that are missing; in order to do that, open the template and extract the two TXMT (Material Definition) that end with "_wallsdown_txmt" and import them into your package. Then assign them the very same name of the "_wallsup_txmt" files already existing in your fence (the very same name, except for the final part, of course: the name of the new TXMT must end with "wallsdown_txmt"!).
After renaming each file, remember to click Fix TGI, then Commit and save.
:here: TECH FAQ: What is the purpose of all those TXMT's in the greenhouse fence? Do I need them all?
Yes, you need them all :) In a standard greenhouse fence there are six TXMT's:
"..._glass_txmt": this is the material used for the glass when the game shaders are deactivated; in a normal game, the shaders ARE active, and then this TXMT is rarely used; but some users may have low-end graphic cards that deactivate the shaders; and there are lighting mods like the Radiance that require to deactivate the shaders. You are creating a fence that should work in any game, so you must keep this TXMT in your package :)
"..._null_txmt": used for the glass when the walls are down and the shaders are deactivated (the glass becomes invisible).
"..._glass_wallsup_txmt": this is identical to the _glass one; it's used when the shaders are active and the walls are up.
"..._glass_walldown_txmt": this is a special "null" TXMT that is used when the shaders are active and the walls are down (you will see a very transparent glass, almost invisible).
"..._surface_wallsup_txmt": used for the solid frame when the walls are up (the shader state is irrelevant).
"..._surfaces_walldown_txmt": used for the solid frame when the walls are down (the shader state is irrelevant).