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JWoods
8th Aug 2005, 5:14 AM
>>> MODDING INFOCENTER <<<

Creating an Animation Cell Re-Color


DISCLAIMER: The "Modding InfoCenter" threads are NOT tutorials: they are intended to help average-experienced object creators performing specific tasks, or to give users a deeper in-sight on specific modding-related subjects. So, don't expect to find step-by-step explanations, to be performed "blindly". Please DO NOT REPOST the following info, or part of them, on other sites.
All the "Modding InfoCenter" threads are created and maintained by Numenor and JWoods. Everyone is welcome to post his own questions or additional information about the specific thread subject.


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SUMMARY: This guide will teach you how to obtain a form of texture animation. It is done much the way that old cartoons were done, by cells. There are many different combinations of settings and sizes we can use but for this guide we will stick with a 512x512 cell texture. You will also learn to adjust the speed of the animation in the Material Definition file.

:deal: This InfoCenter article is also provided in PDF format. To view it, we strongly suggest to download the Foxisoft PFD Viewer (http://www.foxitsoftware.com/pdf/rd_intro.php): it's free and small, less than 1Mb!

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:cool: HINT: For the cell animation you will create with this guide you will need an animation with 16 images that you have pre-made.

:cool: HINT: Always use the latest version of SimPE


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Step 1: I would hope you have created your animation or have obtained a GIF animation and
it is 128x128 in size. If you have a pre-made animation you must reduce it to 16 images.

Step 2: Extract each layer (images) into an empty folder.

Step 3: In your paint program create a new canvas 512x512.

Step 4: Import the first of the 16 frames of your animation into your paint program.

Step 5: Drag the first frame into the new 512X512 canvas and place it in the top left corner.

http://thumbs.modthesims2.com/getimage.php?file=108286

Step 6: Continue to add each frame sequentially (in order) from left to right. When you are done with the first rows (top)
continue to the second/third and finally the fourth and final row. When finished, your cell image should look like the one below.

http://thumbs.modthesims2.com/getimage.php?file=108287

Step 7: *Export your image as a PNG image and close your paint program.

Step 8: Create a new re-color of the Illusions animated painting found here (http://modthesims2.com/showthread.php?t=80140)
Step 9: Create and import a new frame color as usual.

Step 10: Animation cell : Click the import, update all sizes and, commit buttons as usual.

:cool: HINT: If you want transparency then select DXT3 format.
http://thumbs.modthesims2.com/getimage.php?file=108288

Step 11: If you want to change the speed of your animation then you can do so in the "painting" Material Definition file (see image below).


http://thumbs.modthesims2.com/getimage.php?file=108289


Step 12: Save your recolor and go check it in game.

:cool: HINT: Entering "tile" into the "stdMatTextureCoordAnimMode" field to activate the cell animation.

:cool: HINT: The "stdMatTextureCoordAnimNumTiles" field represents "Images placed horizontal","images placed verticle".

:cool: HINT: You can create any size cell texture you want as long as it is divisible by 2. You can also make each frame any size divisible by 2. Be sure to enter the proper coordinates in the ""stdMatTextureCoordAnimNumTiles" field.

:cool: HINT:Adjusting the "stdMatAlphaBlendMode" by entering "none", "blend" or, "additive" will give you different effects.









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OTHER USEFUL RESOURCES

Modding Infocenter Index (http://www.modthesims2.com/forumdisplay.php?f=333) - Comprehensive list of all the InfoCenter threads
Object Creation Workshop and Repair Center (http://www.modthesims2.com/showthread.php?t=82084) - If your object doesn't work, no matter what you try
Colour Options for "EP-ready" packages (http://www.modthesims2.com/showthread.php?t=42014) - About the texture linking tecniques
Sims 2 start to finish Object Creation Tutorial (http://www.modthesims2.com/showthread.php?t=59293) - Learn how to create your own object





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JWoods
8th Aug 2005, 5:15 AM
reserved

mod_bv
10th Aug 2005, 12:00 AM
But what if you want it to be a candle or such as opposed to a painting?

JWoods
10th Aug 2005, 12:13 AM
But what if you want it to be a candle or such as opposed to a painting?

Then you would use one texture for flame and the other for the rest, just like the anytime candles... ;)

windkeeper
11th Aug 2005, 8:27 AM
Thanks for this info! Tried it, works perfectly! :D

dolldrms1
14th Aug 2005, 7:59 PM
Quick question on recoloring your animation painting and table top deco. Is it okay to recolor just one of the subsets? There may be times that I want just a new frame, or, animation without a new frame.

I checked the recolors you did for these objects and they all contained both subsets, hence my question.

I want to do this right!

Thanks!

JWoods
14th Aug 2005, 11:45 PM
Dolldrms1: That is a very intelligent question... :) I highly recommend recoloring both subsets. If not you will end up with a great many duplicate recolors of the base or animation depending on which you omit. If your recoloring for personal use only then of course you can omit one or the other.. ;)

dolldrms1
15th Aug 2005, 4:26 AM
Dolldrms1: That is a very intelligent question... :) I highly recommend recoloring both subsets. If not you will end up with a great many duplicate recolors of the base or animation depending on which you omit. If your recoloring for personal use only then of course you can omit one or the other.. ;)

This afternoon I did an animation for the painting, without doing a frame, and there is no duplicate frame in my game. That is because when SimPe brought up the subsets after naming the recolor package, I unchecked the frame and the autoselect box. This put only the texture for the animation in my recolor package. There is no frame texture image at all. This recolor is working in my game just fine.

In game, I now have one more animation cells than frames, no dup of any of the original frames. I'm trying to ask if it is okay to have a recolor of your animation paintings with only one texture image, or perhaps more technically correct, to say only a texture image for the part being recolored. I'm asking for clarification because I was considering uploading frames using the woods for my Grand Trianon recolors. I want to be sure that I would be uploading stable packages, if they contain only one texture, that of the frame.

Until Grand Triananon and the now becoming more prevalent repository/slave objects, I was under the impression that doing two files for a recolor of an object with two texture images was the more correct way to go about it. By doing recolors separately for the textures, if a downloader decided down the road they didn't care for one part or the other, it could safely be deleted in game and not leave a portion behind that could no longer be deleted.

I know I experienced that problem with a recolor of a kitchen cabinet and counter. The portion left behind was flashing blue, too. Fortunately, I keep fairly good records of dl'd objects and pinpointed whose creation it was. By redownloading the object and then deleting it directly from the downloads folder, I was able to then remove both parts from the game.

Hope I'm being clear. As often happens, I know what I need to ask in my head but seem to stumble putting it into words adequately. Thanks for your patience!!!

JWoods
15th Aug 2005, 6:11 AM
Ok with my painting and table top decor it is ok to uncheck a subset. In a set that has a repository I don't think it is wise. Cabinets work with the repository theory and that is why you experienced the "blue flashing".

Now when you say "I was considering uploading frames using the woods for my Grand Trianon recolors", do you mean you want to use those textures on the decor frames?

dolldrms1
15th Aug 2005, 7:07 AM
Ok with my painting and table top decor it is ok to uncheck a subset. In a set that has a repository I don't think it is wise. Cabinets work with the repository theory and that is why you experienced the "blue flashing".

Now when you say "I was considering uploading frames using the woods for my Grand Trianon recolors", do you mean you want to use those textures on the decor frames?

Yes, I am considering using those wood textures on the frames. Haven't tried it as yet to be sure they look okay to me. If I don't like the way something turns out, I certainly wouldn't inflict it on someone else, LOL. I did use those same woods on Little_Tx_Mama's corner tables and cabinets so those tables could be used in the same room as, and match, other Grand Trianon pieces. Have to make do until you all publish other rooms, :).

Actually, the problem I mentioned was encountered when I tried to delete a cabinet that had been downloaded as a single file, counter top included in same package. On Maxis cabinets anyway, if I've downloaded two separate files, one for counter and one for cabinet, I could delete either one in game without a problem. The remaining texture was still useable and could still be deleted in game. There also wasn't any flashing blue.

Because of the number of recolors available for Maxis kitchen sets, I confess that I've never bothered to recolor them myself. I've simply enjoyed the work of others where kitchens are concerned.

Numenor
16th Aug 2005, 8:10 PM
Until Grand Triananon and the now becoming more prevalent repository/slave objects, I was under the impression that doing two files for a recolor of an object with two texture images was the more correct way to go about it. By doing recolors separately for the textures, if a downloader decided down the road they didn't care for one part or the other, it could safely be deleted in game and not leave a portion behind that could no longer be deleted.

I'd just add a note to JWoods clear answer, to point out an important difference between the Grand Trianon and the standard Repository tecnique.

The Grand Trianon uses an advanced repository tecnique, in which the different subsets (frame, fabric, metal and glass) are bound together: for instance, for each "frame" texture there *must* be a related texture (in the same recolour package) for the "metal", the "glass" and the "fabric". Otherwise, you'll have flashing blu object parts.

The standard Repository technique (used, for instance, in JWoods' animated paintings) doesn't involve necessarily that "texture binding": thus allowing the artist to recolour only one subset at a time.

Unfortunately, you can't know, while creating a recolour package, if the advanced "Repository with texture binding" technique was used: you have to read the object's original thread in order to know it.

dolldrms1
17th Aug 2005, 5:51 AM
I'd just add a note to JWoods clear answer, to point out an important difference between the Grand Trianon and the standard Repository tecnique.

The Grand Trianon uses an advanced repository tecnique, in which the different subsets (frame, fabric, metal and glass) are bound together: for instance, for each "frame" texture there *must* be a related texture (in the same recolour package) for the "metal", the "glass" and the "fabric". Otherwise, you'll have flashing blu object parts.

The standard Repository technique (used, for instance, in JWoods' animated paintings) doesn't involve necessarily that "texture binding": thus allowing the artist to recolour only one subset at a time.

Unfortunately, you can't know, while creating a recolour package, if the advanced "Repository with texture binding" technique was used: you have to read the object's original thread in order to know it.

Thank you for posting this, Numenor. Not doing meshes myself, I didn't know there was a standard and advanced repository technique. I learn so much in these information threads!

I hope those who create objects using a repository do remember to make clear whether or not "texture binding" is involved. I know I'm seeing the "uses repository" terminology on more than just MTS2 now but I don't recall seeing clarification of texture binding, just the wording "recolor one whatever and the whole set is done". I can see that recoloring responsibly is now a tad bit trickier.

Numenor
17th Aug 2005, 7:22 AM
Just to make it clear, for skilled creators:
the "advanced" Repository tecnique I was talking about it's just a combination of the Repository tecnique (obtained using a tsMaterialsMeshName block in the GMND) and the "texture binding" (via a tsDesignModeSlaveSubsets block).

I second dolldrms1's suggestion; but since the "texture binding" is quite rare, I suggest the creators that use the tsDesignModeSlaveSubsets to warn users about the need to recolour more than one subset at once.
If no slave subsets are involved, a warning should be avoided.

Basically, this is the current situation :)

niol
15th Feb 2006, 10:11 AM
Just wonder what "stdMatTextureCoordTfAnimOrigin", "steamLayer1Rotation", "steamLayer2RotationX" and "steamLayer2RotationY" do...
How to know if they're set properly?

Thanks for making this tutorial, it's very understandable even for recolour-noobs like me... :anime:

Numenor
15th Feb 2006, 5:53 PM
I'm not sure of the meaning of those parameter, either... lol! Better leave them as they are, unless you want to experiment a little! :) (In this case, please let me know the results of your tests)

ahmird2
3rd May 2006, 3:36 AM
Just to make it clear, for skilled creators:
the "advanced" Repository tecnique I was talking about it's just a combination of the Repository tecnique (obtained using a tsMaterialsMeshName block in the GMND) and the "texture binding" (via a tsDesignModeSlaveSubsets block).

I second dolldrms1's suggestion; but since the "texture binding" is quite rare, I suggest the creators that use the tsDesignModeSlaveSubsets to warn users about the need to recolour more than one subset at once.
If no slave subsets are involved, a warning should be avoided.

Basically, this is the current situation :)

So am I to understand that it is possible to determine which technique is used by examining the origonal package file?

Numenor
3rd May 2006, 3:15 PM
Yes, examining the original GMND you can always determine if there is a "texture binding" within the object, or if the textures are taken from an external Repository (or a combination of the two).

Only, sometimes is difficult to identify the Repository, if it is a custom object and the creator didn't give any instructions about it (which would be crazy anyway :)).

morten8035
22nd Aug 2006, 1:19 PM
Thanks I did it :up:
Thanks for the great tutorial :up: :up:

candyo1965
18th Dec 2006, 8:30 PM
Eek! How do I slow down the animation in my recolor??? It is going too fast!

Numenor
18th Dec 2006, 9:08 PM
In step 11, put a lower value, than the "15" shown in picture.

KevinsHope
5th Jan 2007, 5:40 PM
Thanks for posting this. Can you use this technique with other objects, and, if so, how?

Numenor
5th Jan 2007, 8:41 PM
Any texture can be animated. The only requirements are a TXMT with the animation enabled (use the parameters shown in step 11 as a starting point, and read the hints in step 12), and a textures divided in frames.

niol
6th Jan 2007, 6:42 AM
Please help give any suggestion for this wiki page.
http://www.sims2wiki.info/TXMT/Parameters/CategorisedList/TexturalAnimation

I'm gonna add in the those parameter pages.


KevinsHope,
This techniqueis about tile-animation which is a type of textural animations. The above linked thread will tell you with what else you can do. Also, the tile-animation can work alone without the transform-animation parameters.

The tile-animation parameters can also affect how the base texture mapped against the mapped region(s), and this's more useful for floor-tile modding and plain surface recolouring of objects.

Pixelhate
23rd Jan 2007, 12:41 AM
Any texture can be animated. The only requirements are a TXMT with the animation enabled (use the parameters shown in step 11 as a starting point, and read the hints in step 12), and a textures divided in frames.

Does that mean it's possible to make animated walls ? I've tried to apply the cell recolor technique to a wall, with no success so far...

Numenor
23rd Jan 2007, 1:22 AM
Sorry, my statement was meant to refer to TXMTs of type "Standard Material" (i.e. normal objects). TXMT of different types ("Skin", "Wall", etc.) may have some parameters disabled.

Pixelhate
3rd Feb 2007, 8:58 AM
Ok, I've tried to animate a recolor of the Qortex's big poster (not animated) http://www.modthesims2.com/showthread.php?t=45647
(really want some animated walls !) by following the cell recolor guide, I could animate it but the texture is not showing, only numbers. Any tips ?

niol
3rd Feb 2007, 4:34 PM
I'd faced the same problem and similar ones, too.
Still trying to figure out how to break that stupid limit! :D

But, you can use Numenor's WW for that purpose... The only thing is that the wall will let the light pass thru...
If Nu feels up to make light-impassable set by means repository method. I'm pretty sure curved walls are more realistic because of no passable lighting.

The caustic animation for pool tiles and wallpapers are actually caustic animation and is produced by the pool shader that it blends with the wallpaper and tile textures for the in-game presentation.


Added after the following post:
Oh no, NuTerminator is erasing my database in my brain.... Help! is what I neeeed...

Numenor
4th Feb 2007, 1:07 AM
I tried a quick animated recolour for the 3-tile poster, and it works: see animated GIF attached. (Niol, do you recognize that texture? :lol:)
Of course it was a quick recolour: the "frame" part of the texture should be identical in all the frames, so not to make it change during the animations.

I'm attaching also the recolour package, in case someone wants to take a look, or just re-use it as an animated recolour for the 3-tile poster (after changing the texture, of course! :D)

But, Pixelhate, you say you see "numbers" instead of the texture; this might just mean that the texture is corrupted, or uses an unrecognisable format (use the DXT1 format), or its dimensions are not powers of 2.

Astaroth600
5th Aug 2007, 3:36 AM
Hey JW I tried your tutorial to make an animated carpet but when i went 2 look at it, there was just a white tile and red and blue markings on it. Can u PLZ help me out??? :cry: :wtf: :( :blink: :alarm: :alarm: :alarm:

Numenor
5th Aug 2007, 9:51 AM
I'm afraid JWoods won't post any more at MTS2 (he has more important things to do than playing or modding the sims :P ).

The white tile with red crosses and black text means that the Texture is broken or can't be found.
First off, do a Fix Integrity; then check if the name of the TXTR is exactly identical to the one referenced in the Material Definition: check both the "Properties" and the "File List" tabs of the Material Definition, and be sure that there is the exact texture name, with the ##0x1c050000! prefix.
If everything is OK, then you might have included in the package a texture with the wrong size: remember that the width and height of the texture must be powers of 2 (16, 32, 64, 128, 256, 512, 1024...).

If everything fails, please post your faulty package here (click "Go Advanced" and then "Manage Attachments" to upload), and I will take a look.

Astaroth600
8th Aug 2007, 1:36 AM
Yeah umm Numenor...

THAT DOESENT FIX MY PROBLEM!!!

sry fer screamin ;)

tiggerypum
8th Aug 2007, 5:24 AM
WHAT exactly doesn't fix your problem? I saw several suggestions.

Astaroth, you need to work a LOT harder around here if you want help.
This isn't kindergarten, where if you cry or scream maybe someone is going to give you what you want.

1) if a tutorial didn't work for you, you need to start over again totally fresh and try it again, read carefully and try step by step

2) if someone lists a handful of things for you to check about your non-working object, then you need to write back to them about exactly what you checked, and what you see, what numbers are, etc.

I am not even sure if you understood what to check from Numenor's post. At any rate, your response above and your other two posts asking for some1 to instruct you to do something complicated are pretty rude.

You want to know how to make a fountain - start by trying to modify one. Make some sort of obvious change, load it into your game, and see what happens. Then if you have an actual question, you explain exactly what you started with, exactly step by step what you did, what happened and what you are trying to do.

I know you have created a few basic objects. There is a tutorial for modify a wardrobe (that is a kind of animated object). There might be other tutorials. But you must make the leap and effort yourself, unless you are looking to hire a private tutor.

niol
8th Aug 2007, 6:44 AM
Astaroth600,

...
If everything fails, please post your faulty package here (click "Go Advanced" and then "Manage Attachments" to upload), and I will take a look.

The tutorial must be working.
The paintings of this set
http://www.modthesims2.com/showthread.php?t=94076
a painting of this set
http://www.modthesims2.com/showthread.php?t=172481

jon119
21st Apr 2008, 7:01 PM
Thanks a lot for this great tutorial and all your help! I've made a first vtry nd it worked. :)

Any texture can be animated. The only requirements are a TXMT with the animation enabled (use the parameters shown in step 11 as a starting point, and read the hints in step 12), and a textures divided in frames.

That's cool but how do you do objects that aren't animated everywhere if theres only one texture map.
Many objects havent more than one and how is it then possible to make e.g. an animated painting with a non-animated frame?

Thanks in advance for all replies!
jon119

Echo
22nd Apr 2008, 9:50 AM
jon, you'd want to put those two parts into different subsets so that they can use different textures. There's a bit of information about that here:
http://www.modthesims2.com/showthread.php?t=103379

Aligeth
13th May 2009, 10:00 AM
jon, you'd want to put those two parts into different subsets so that they can use different textures. There's a bit of information about that here:
http://www.modthesims2.com/showthread.php?t=103379

So far, I'm just studying this tutorial, and have not done an object using it yet.

But what I am wondering, as to what Echo has stated, would it not be possible to still animate using one texture, for fairly simple objects, if they are mapped in such a way that you could animate one portion while leaving the not-to-be animated portion unchanged throughout all 16 frames?

For instance say its a poster or painting with a very simple frame, the painting portion is mapped in a certain area, the frame in its own area. If one changed only the painting portion in each animation cell, and left the frame portion identical each time...

Would that work?

Echo
13th May 2009, 10:31 AM
Yes, that works. It's not an ideal solution though. Since so much of the texture gets repeated each time, a huge portion of the UV map is essentially wasted. It makes for very large packages with low detail. ;)

Aligeth
13th May 2009, 11:44 AM
Yes, that works. It's not an ideal solution though. Since so much of the texture gets repeated each time, a huge portion of the UV map is essentially wasted. It makes for very large packages with low detail. ;)

Aaaah, ok, gotcha. Great explanation!