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monca533
4th Aug 2012, 7:12 PM
Hi guys!

I made a full medieval armor: top, bottom and helmet and would like to know how to renumber those parts.

The top comes to middle of the thighs. So, am I right to consider it as a full body?
In this case, which the number I have to use?

About the helmet, which the number that I have to use?

Thank you so much for any help! :D

CmarNYC
5th Aug 2012, 4:38 AM
If the top is meant to be used with a bottom, it should be classified as a top. Tops and full bodies start with the same numbering anyway.

The standard numbers for Sims 3: tops and full bodies start with 5000. Bottoms start with 15000. If the helmet is a hair it should start with 20000. If it's an accessory you don't have to number it at all unless you need morphs, which don't make a lot of sense for a helmet. I don't know if Medieval uses the same numbers, though.

monca533
5th Aug 2012, 1:18 PM
Thank you so much for the help, CmarNYC! :lovestruc

Is my first experiment with this kind of clothing meshes.

About the helmet, I made it as a hair.

I'll try fix the present issues with the meshes.

Can I ask your help if something get wrong?

monca533
6th Aug 2012, 12:55 AM
Well, I'm here again...
I made the top armor in 3ds max, using amTopJacketSmoking as base and CTU (it is not a frankenstein). I assigned bones and renumbered it (I didn't made morphs).

In game, it shows some distortions.

Those issues are caused by the morphs?

What I have to do?

I want so much learn how to work with clothing mesh!

Thank you very much for the help! :)

P.S.: Please, don't worry about the textures, it's just a test.

CmarNYC
6th Aug 2012, 1:05 AM
One way to tell if distortion is caused by morphs is to see if it disappears when you make the sim midway between fat and thin with zero muscles.

If you didn't make morphs, CTU simply linked it to the morphs for the smoking jacket, and that's what's causing the distortion. If you didn't add or remove vertices the smoking jacket morphs might work okay if you hadn't renumbered. (If you want to put the original vertex numbering back, Mesh Toolkit can do that.) Looks like you have to make morphs and that should fix it.

And of course you can ask! :)

monca533
6th Aug 2012, 3:10 AM
Thanks for the answer! :lovestruc

I made the sim fat and no muscles and the distortion are still there. If will be the morphs causing issues, I think I'll have to use TSRW for to make the top (I don't know how to work with S3OC)

How can I put the original vertex number back in Mesh Toolkit?

CmarNYC
6th Aug 2012, 8:08 AM
In the GEOM tools tab, use the "Replace Values" tab and copy from the original mesh to your modified mesh. Check off only the Vertex ID to be copied. You can also use the Convert to TSRW function to convert your mesh to a .wso.

monca533
6th Aug 2012, 12:21 PM
Thanks a lot! :)

I'll do this and, as soon as I fix the top, I'll post here for you to see.

monca533
18th Aug 2012, 12:38 AM
Hi again, CmarNYC, I still need your help! :help:

I created the fat, fit and thin morphs for the Lod_1, using the Mesh Toolkit, but I couldn't create the morphs for Lod_2 and Lod_3 because I don't have the reference morphs for those lods.

I know the TSRW has the morphs for Lod_2 and Lod_3, but I couldn't use them as reference morphs. I tried import those lods/morphs in Milkshape and export them to simgeom using the Q-Mesh Sims 3 GEOM Exporter plugin, but the Mesh Toolkit doesn't accepted them (the plugin creates simgeom and the Mesh Toolkit needs simgeom GEOM, I think).

So, I have some questions:

Can I use the fat, fit and thin morphs from Lod_1 as reference to create the Lod_2 and Lod_3 morphs?

If not, from where I can get those morphs?

Thank you, once more! :)

omegastarr82
18th Aug 2012, 2:50 AM
Try the fullbuild0.package. It's one of those. You can also just click the show all files when importing to use the ones you have, they should work.

CmarNYC
18th Aug 2012, 8:01 AM
If you can't find the lod2 morphs, you can either use the lod1 and then fix any mismatches at the seams, or extract the BGEOs from the TSRW project data and use them for the reference morphs.

BloomsBase
18th Aug 2012, 8:21 AM
Or use my tutorial: http://www.modthesims.info/showthread.php?t=429672

monca533
23rd Aug 2012, 3:46 AM
Hi guys!

Thank you all for the tips!

Omegastar: I did what you said and got successfuly the 3 morphs of the 3 lods. Thank you! :D

I made the morphs using the Mesh Toolkit for all the lods, but now, I'm having another problem:

I know how to turn the morphs into BGEOs (Make Clothing/Hair BGEO), but I don't know how to turn simgeons into GEOMs for to replace the lods in s3pe.

I'm following the steps of this (http://www.modthesims.info/showthread.php?t=482467) tutorial and I would like to import the top using s3pe; I don't want to use TSRW (it seems that TSRW has a issue with the bump map).

Thank you all for the help! :lovestruc

omegastarr82
23rd Aug 2012, 5:31 AM
No problem ;) simgeoms are GEOMs. As long as they are named the same thing they will overwrite the old ones when you import them into the package. You shouldn't need TSRW but I haven't ever had any problems with bump maps before.

BloomsBase
23rd Aug 2012, 10:12 AM
me neither, only when you forget to update one of the lods.
You must edit them all in order for the new bumpmap to show up.

monca533
24th Aug 2012, 12:45 AM
Thanks guys! :lovestruc

Maybe I'm doing something wrong when importing the bump.

This is what I do in TSRW:

- Import the 3 lods;
- Import Multiplier, Specular and Mask for each lod;
- Go to Mesh tab/material and make the Alpha map, Difuse map and Specular map empty and import my bump map into Normal map for each lod.

Am I doing this right?


About s3pe, I did the replacement of the lods (I was not choosing the right file extension...), but I can't replace the morphs, which are with .simgeon extension instead BGEO... :faceslap:

I think I'm a dunce... lol :D

omegastarr82
24th Aug 2012, 5:09 AM
Thanks guys! :lovestruc

Maybe I'm doing something wrong when importing the bump.

This is what I do in TSRW:

- Import the 3 lods;
- Import Multiplier, Specular and Mask for each lod;
- Go to Mesh tab/material and make the Alpha map, Difuse map and Specular map empty and import my bump map into Normal map for each lod.

Am I doing this right?

Kinda? If you're importing the main textures via the textures tab you don't need to do it for each LOD, they share the same textures. When you're in the materials tab don't make the diffuse and specular empty, just point it towards your new ones via edit, then browse. Or at least that's what I do.


About s3pe, I did the replacement of the lods (I was not choosing the right file extension...), but I can't replace the morphs, which are with .simgeon extension instead BGEO... :faceslap:

I think I'm a dunce... lol :D
For the morphs you need to find Cmar's morph tool kit. It has the option to add morphs to a package for you.

BloomsBase
24th Aug 2012, 8:36 AM
As Omega says.

You can also use those morphs in Milkshape together with the base group exported from TSRW.
So basegroup is WSO while morphs were imported as simGEOM/GEOM
Only thing you have to do is rename the meshgroups

When you have them all in one file you can export them as WSO and import them im TSRW

monca533
24th Aug 2012, 12:21 PM
OMG! It's so simple and I'm complicating everything! :faceslap:

Thank you very, very much my friends! I LOVE YOU SO MUCH!!!! :lovestruc :lovestruc

monca533
6th Sep 2012, 1:58 AM
Well, I'm here again...

The morphs issues are solved.

Now, my problem is about the parts I want that be transparent on the helmet.
I made my helmet by cloning the bike helmet.

At the material, into mesh tab, I added Alpha mask threshold 95 for all the lods, but the borders of the feathers and the holes at the visor are showing black ingame.

So, there is a way to make those details transparent?

Thank you! :lovestruc

omegastarr82
6th Sep 2012, 5:34 AM
Since you're using TSRW you have to use a item that uses transparency as your clone. Try the mummy outfit or a necklace.

BloomsBase
6th Sep 2012, 9:08 AM
Let me look, wrote it down somewere


You need s3pe and the s3pe TSRW plugin for this i think unless TSRW lets you change the shader?
http://www.den.simlogical.com/denforum/index.php?topic=189.0
http://www.den.simlogical.com/denforum/index.php?topic=193.0

- Clone a outfit with 2 meshgroups
- click project contents in tsrw menu
- in the popup you right click the 2nd meshgroup(GEOM)
- s3pe will open
- select the GEOM and click the GRID button at the bottom
- open the Chunkentries and open the RCOLblock till you see the shader listed
- Change the shader number into 0xA7B368FB (2813552891)
- commit and save the file

You now can use the 2nd meshgroup for transparant clothing parts.
You can make it more or less transparant with the multiplier or overlay alpha channel of the texture.
The shader is not listed in s3pe, its the one from Simhairsimple
If you only want to make alpha edits(cut away meshparts) without transparancy then use 0xDC077A45 (3691477573)
You do need to use the transparancymap then for the edits

monca533
6th Sep 2012, 12:18 PM
Thank you Omega and Bloom!

@Bloom: I saved your tips and I'll try that.

Thanks a lot to both!!!! :lovestruc

BloomsBase
6th Sep 2012, 1:04 PM
The easiest way is to clone the egyptian neckless.
That way you dont have to edit anything.
It does requiere WA EP if im correct

basegame accesoires should work if you use that same shader

monca533
7th Sep 2012, 6:24 PM
Let me look, wrote it down somewere

Hi Bloom!

I was wondering: if I'll clone a outfit to make the helmet, I'll not have problems with the UV?

BloomsBase
7th Sep 2012, 7:24 PM
I tried that in the past but ran in all kind of issues.
The egyptian neckless is the easiest way(unless you dont have WA)

Here is a testfile that you can clone.
Basegame adult male earrings, earrings replaced with a box arround his head.
Has cutouts and transparancy

monca533
7th Sep 2012, 9:51 PM
Oh, thank you again Bloom! :lovestruc

Yes, I have WA, but I'll try your earrings test box because the cutouts that's what I need. :up:

monca533
9th Sep 2012, 5:37 PM
Hy guys!

I feel I'm getting closest...

I could not find the egyptian necklace for males. I took a look on the medal necklace (base game) but it not accepts bump map.
So I tryed with the bike helmet again, using 95 for alpha thershold and 70 for transparency and specular with blank alpha layer.


Could you tell me what the numbers I have to use for alpha thereshold and transparency for the feathers borders and holes of helmnet show correct?

Thank you again!

This is the result of the new trying:

BloomsBase
9th Sep 2012, 7:06 PM
Clone my file with TSRW
It uses the Simhairsimple shader based on a basegame adult male earring.
When using that shader you can make all the edits through the alpha channel of the multiplier, no extra settings needed under materials

I doubt if adding a bumpmap will work, atleast not with TSRW(it crashes)

The only file that has both the shader you need and a normalmap is the afaccessorynecklaceep6diamonds
It uses the transparancymap, set it to male and have a go. ;)

monca533
9th Sep 2012, 11:49 PM
Thanks Bloom! :lovestruc

I'll try that!

BloomsBase
10th Sep 2012, 7:47 AM
if i had to make the helmet i prolly would have clone that ep6 neckless(for the normalmap) but change the shader into simhairsimple;
The transparancymap shows alpha edits very crispy with its original shader.(the feather will look better with Simhairsimple shader)

monca533
12th Sep 2012, 1:51 AM
I tryed the egyptian necklace but the result is the same: is not showing the holes and the cut outs of the feathers. :(

I noticed that the multiplier and specular of that necklace the backgroud is black. I tryed all of compressions using ARGB and my backgroudns are showing transparent.

So, I think I'm making something wrong...

What is Simhairsimple shader?

I'm replacing the Multiplier over Alpha map and Difuse map. Am I right?

How can I have t do to edit the textures correctly? There is a tutorial explaning how to make the cut outs?

I don't know what I have do...

Thank you very much for the patience... :lovestruc

BloomsBase
12th Sep 2012, 8:46 AM
when you clone the egyptian necklace then you need to use the transparancymap.
This means you need to clone with TSRW and maybe possible with s3OC

That transparancymap is pretty much the same texture as the alphachannel of your multiplier
If there is also a overlay make sure the cutouts(black on the texture) are the same on each alpha channel of the overlay, multiplier and transparancymap

monca533
13th Sep 2012, 12:42 AM
Woohoo!!!! Yesssssssssss!!!! :beer:

Finaly I got the helmet!!!! dancing, dancing.... :bunny: :bunny:

OMG, thank you so, so much Bloom!

Now, I'll finish the rest of the armour and i'll post here some pictures for you to see.

LOVE YOU!!!! :lovestruc :lovestruc

PS.: Take a look at the helmet:

BloomsBase
13th Sep 2012, 9:05 AM
Congrats hun :)

monca533
15th Sep 2012, 1:16 AM
As I promised, here is one of those full armor.

Thank you for all the help! :luff:

BloomsBase
15th Sep 2012, 8:44 AM
Looks great, bet it looks awsome when riding a horse

monca533
17th Sep 2012, 11:53 PM
Thank you!

I like the riding idea...

monca533
4th Oct 2012, 12:19 PM
Hi!

The armor is in the donwload section! :bunny:

BloomsBase
4th Oct 2012, 2:19 PM
Congrats :)
You like a challenge dont you?
I converted a few characters from this site(Lara Croft, Jill Valentine and some simbots)
It also has some medieval stuff: http://thefree3dmodels.com/stuff/characters/14-16-2
With Cmar's tools its no longer that difficult to convert.

Edit,
oh....nm, they are low polygon characters

monca533
4th Oct 2012, 2:47 PM
OMG! This is AWESOME!!!!

I'm planning to make some medieval clothing and it will be just PERFECT!!!

Thank you so much! LOVE YOU!!!! :lovestruc

And yes, I love a challenge and the learning that it brings!

BloomsBase
4th Oct 2012, 2:56 PM
think they are to low poly, ill let you know if i come across others

http://www.rockthe3d.com/61-free-3d-soldier-knight-and-warrior-character-models/

monca533
4th Oct 2012, 3:11 PM
OMG! Look at those armors!!!! :bunny:

Thank you once more to show me those sites!! :luff:

BloomsBase
4th Oct 2012, 9:25 PM
if you want something converted let me know ;)

monca533
5th Oct 2012, 12:45 AM
Thank you! :lovestruc

I'll tell you!