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QBUILDERZ
5th Jun 2011, 3:26 AM
As a heads up, this section is my best guess as to where I might get the most help on this matter. While it isn't exactly a mesh, it is even further from every other section. I will appreciate any sort of help :)

Anyways, recently I spent over two hours making terrain paints. I put them in game, they look great, everything is perfect...except...they don't work with the square brushes. Does anyone know how I could work around this or any fixes? I don't want to upload something that might be shoddy or borked. I used TSRw to make the packages, but also know my way around S3PE if I need to remake the packages.

Thanks in advance :D

teko
7th Jun 2011, 7:58 AM
For the patterns I think Workshop completes the resources upon Sims3Pack export. Please export to that format first and see if it's stil, buggy.

QBUILDERZ
7th Jun 2011, 4:26 PM
Tried exporting as a .Sims3pack and I have the same results. Clicking on the square brush turns it into the circle brush and makes the terrain black.

Whiterider
16th Jun 2011, 2:42 AM
Ok, I have managed to fix one of Q's files using the following method. I would be interested to know if it works for other files/other people, and also whether the files it does or does not work on are pre- or post-1.21, and whether they were made in TSRW or S3OC/S3PE - more on that at the end.

The problem seems to be that reskeys are being switched around. The file is pointing to the circular brush template as its brush template for square terrains, and is using the square brush template as texture. To fix it:


Open your terrain in S3PE, and copy down the Instance of the texture (if you're not familiar with S3PE, that's the _IMG resource (make sure you've ticked "Display Tags" at the bottom of the S3PE window): double-click it to pop up a box from which you can copy the instance).

There should also be two resources with the tag CTPT. One of these is the square brush, one is the circular. If you made your terrain in S3OC, then they're labelled - you need to edit the one called TerrainNameSquare.
If you made the terrain in TSRW, first please explain to me what TSR has against resource manifests -.-, then select one of the CTPTs. In the right-hand pane you'll see various text: find the line "BuildBuyProductStatus:" - it's about 14 lines from the top. You'll see one of two things:
"0x21 (ShowInCatalog, ProductionProduct)" - this is the circular brush.
"0x20 (ProductionProduct)" - this is the square brush.

Once you've got the square CTPT, hit Grid. There are two lines which we're interested in: ProfileTexture (the brush template) and BrushTexture (the terrain texture). I don't know the pattern of what can go wrong with these values yet, so I'll give instructions on correcting all of them for now.

Profile Texture:
Expand this section, and paste the following into each line:
ResourceType: 0x2F7D0004
ResourceGroup: 0x00000000
Instance: 0x4DFF22C72899B2BF
These details refer to the universal square brush template.

BrushTexture:
ResourceType: 0x00B2D882
ResourceGroup: 0x00000000
Instance: The instance you copied from your texture to begin with.

Remember, obviously, to clear caches and remove any old versions of the file before testing *cough cough :lovestruc *


As to the cause of this - I dunno. It appears to be a TSRW-specific problem, as I corrected it by comparing Q's TSRW file with my own freshly-cloned S3OC files (S3OC claimed it was updated, but there's an even chance that it just timed out trying to update on my shitty connection, so it could be that newer versions of S3OC also suffer from this - I'm on 11-0430-1004), and fixing the discrepancies. It's also possible to compare the square CTCP of a TSRW file with the circular CTPT, and find that the circular one is correctly constructed. However, that does not explain why this mismatch only became a problem with the release of 1.21: the possibilities are that the game changed (although I don't see how it ever could have coped with files which were improper in this way, especially as even if it had a failsafe regarding the template reference, the texture reference was still broken); or that TSRW (if this is limited to TSRW) changed, about which I wouldn't know.

So, please do post any test results, especially if it doesn't work! It'd also be useful if any files on which this method fails could be attached.