View Full Version : Tutorial: Meshing Objects in TS3 [OUTDATED]
Deluxe Designs
14th Aug 2009, 02:43 PM
THIS TUTORIAL IS OUTDATED. Tools and methods have changed since the mini-tutorial was written. Please see Tutorials:TS3_Basic_HowTo_Mesh_Guide.
Comprehensive, in-depth tutorial (http://www.modthesims.info/showthread.php?t=375349&page=1) Includes resource explanations, meshing, and mapping by elleacharm3d
Basic Tutorial (http://www.modthesims.info/showthread.php?t=374503&page=1)with a general overview by flabaliki
Tutorial: Meshing Objects in TS3
Ok well SO many people have asked me how to mesh, i am not kidding you, literally dozens of people have asked me, so i thought i should just write the damn thing up in full instead of repeating myself to every single person on the face of the earth (no dramatisation there). So i give you a tutorial on how to Mesh in TS3, please read the ENTIRE thing, don't be Mr. Smarty Pants and try to guess, because you WILL fail... anyway, ENJOY!
What you need:
*S3PE (http://www.modthesims.info/showthread.php?t=362412)
*S3OC (http://www.modthesims.info/showthread.php?t=362413)
*Object Tool by WesH (http://www.modthesims.info/showthread.php?t=362194)
*Milkshape 3D (http://chumbalum.swissquake.ch/)
*UV Mapper (http://www.uvmapper.com/)
These programs are being updated all the time, well not milkshape or UV mapper, but the other 3, so you need to make sure you have the most updated version or you will not be able to follow this, i will try to update this as tools move along.
Before you begin:
*Ok before you begin, this is a very basic tutorial, it is an outline of how to mesh so that you can follow along hopefully without any problems, so if you know nothing about meshing at all, in any Sims game, then it is very likely you will have no idea what this tutorial it talking about and you will get very lost, this should be rated intermediate – advanced; some basic steps may be missed out with the assumption you know what to do.
*Make sure you have all of the above programs installed and the subsequent programs that they require. Please note that you need to put the DLL file from WesH’s Object tool into your Milkshape main folder so you can import and export .mcfg files.
*Things not to clone: the decorative globe and clutter object, they have funny texture maps and it is best to avoid them. Also i would advise against making something ridiculous like a car for your first mesh because it will go horribly wrong, do a chair or a table.
Step 1: Cloning
Start up the S3OC, click “file>new(clone)” or if you are doing an experimental or modular object then select cloning experimental>subsequent category”. Wait for the list to load then select an item to clone.
*NOTE: cloning clutter objects is advised against*
Once you have chosen the item you want, do not change ANY of the items to the right of the window, leave the tick boxes and descriptions alone, just press “start”, when it has compiled the list to the right press “save” and type in a file name in the popup. Wait for the program to save the clone then close it.
Step 2: Extracting the files
Now load s3pe, when it is open click “file>open” and find the file you just saved in S3OC. In the row of tick boxes at the bottom of the window select “Sort”, then go back to the top left window and click the “Tag” button to sort your files in order of their tag names. Now most file will have 3 MLOD files and 1 MODL file, if you look across to their groups they should all be something like 0x000010001; now the main mesh file will be the MLOD file that has no 1’s in the group name, it should be 0x00000000, the other 2 MLOD files and the MODL control the shadow of your object. Export all of these files into their own folder and minimise S3PE.
Step 3: Readying for Milkshape
Now go to your documents and find the folder with your just exported files in; you need to right click on them one by and choose “open with” then click “browse”, you now need to locate the modld application extracted from WesH’s Object Tools. When you do this a LOT more file should appear, the only one you are interested in is the .mcfg file, there should be one .mcfg per MLOD or MODL, these are your meshes that need to go into milkshape.
*NOTE: it is a good idea to put each MLOD and MODL file into their own folder before running them through modld so you don’t have too many confusing mixed up files.
Step 4: Milkshape bit
Ok now open milkshape and select “file>import” and scroll down to “Sims 3 Object Import by Wesley Howe”, locate your .mcfg file that you want to edit and then select “open”, now make sure that the main mesh you make is labelled “group00” in the groups tab, in every file. Now do your meshing stuff until you are finished up (you also need to map your object before exporting it back to an mcfg).
Once you are done, and your object is mapped, click “file>export” and select “Sims 3 Object Export by Wesley Howe”, when you go to save it make sure you use the SAME FILE NAME! I cannot stress that enough, it must be the same file name as the .mcfg that you imported. Once that is done you can close Milkshape and move on.
Step 5: Preparing for import
Now you have edited all of your MODL and MLOD files you need to make them ready to go back into S3PE; you need to locate each .mcfg file and right click on it and select “open with” and then choose “browse”, now you need to locate the modlc application from WesH’s Object Tools, once you run each file through it the MOLD and MLOD files should sort themselves out.
*NOTE: if you are getting an error you are probably trying to open it with modld not modlc!”
Step 6: S3PE-ing them
Ok now you want to maximise S3PE again, you need to choose “file>import” and import each of the MODL and MLOD files back into your package, now it is important they have the same file name so they overwrite the existing ones, now you can save.
Step 7: Texture maps and all that jazz”
Ok now you need to use S3PE and sort the tags and find all the “_IMG” files, there are 2 files in there that are relevant to your, you will need to export them all and sort through them unfortunately. Now the 2 files you want are the following:
*Part Mask, this is what makes the object CASTable, it should look like big blobs of Red and Green, or it will be just Red or Red, Green and Blue, you get the picture.
*NOTE: it is NOT the file with a TINY red square, it is the big one*
*Texture Map, you should find a texture map made up of grey scale, now I am not going to explain how it looks because if you are reading this you should know what a texture map looks like for a mesh.
Once you have found the 2 files you want, edit them to fit your texture map, with the part mask, the red is the first colourable area, the green is the second, blue the third and the alpha is the fourth, most objects have only red or red and green; you CANNOT add CASTable parts to your mesh, you can only use the amount the cloned item had. The texture map of yours should look similar to the one you cloned, it does NOT have to be the same size but should be greyscale. Once you have edited these 2 files with your new texture map then save them with the SAME name.
Step 8: S3PE-ing them... again
Ok now you want to maximise S3PE again, you need to choose “file>import” and import each of the _IMG files back into your package, now it is important they have the same file name so they overwrite the existing ones, now you can save and close S3PE.
Step 9: The “fixing” stage
You have finally finished all your meshing and mapping and you’re good to finish up, so open up S3OC again. Choose “file>open(fix)” and locate your file that you have been editing in S3PE. Now you can change the “Price”, “Catalog Name” and “Catalog Desc” to whatever you wish, but don’t edit the “Object Name and Desc”. Finally you can choose to replace the thumbnail with a picture of your mesh, but you won’t have one yet so you can just do that later on whenever you feel like it. Now press “Start” and enter a unique name in the popup and click “ok” and finally press “save”, if you get a blue “I” and an ok then press “ok” and you are finished.
Step 10: Testing
You have now completed your new mesh which should be non replacing and CASTable (note: some objects aren’t castable, like fences and clutter objects). You should have a .package file which you can install into your game however you like to, personally I use Delphy’s Install Helper Monkey but you can do it by your own means. Now load your game and you should see your new shiny mesh! Well done!
Step 11: I have issues...
That’s nice, whatever issues you have you can keep to yourself, can we stick to Sims please! (my amazing humour had to come in somewhere) If you have any issues or problems then it is advised that you do not post them here because there is limited help, any issues you have should be posted in the Sims 3 Meshing forum, thank you.
Well I hope this helped everyone create the meshes they so eagerly want, I know a few of you cannot wait to get stuck in, so now you have the knowledge and opportunity to do so! I would just like to take this opportunity to extend a great thanks to Leesester who taught me how to mesh, so I am able to teach you, and all of the people in the MOD chat on the IRC who have helped me learn too.
DD
lewjen
14th Aug 2009, 05:14 PM
I would sudgest adding some pics. Other than that :gjob:
Deluxe Designs
14th Aug 2009, 05:16 PM
All the tools are beta at the moment, so i would have to keep updating them, plus the tutorial is pretty well explained, you shouldn't need pictures to understand it.
everyer
14th Aug 2009, 06:28 PM
This is a quite detailed tutorial.
However,still have some problems not fixed such as how to change the default partten sets of the old object to create new partten sets of new object. (They are in the .objd )
And in the 10000 and 10001 mlod,the mesh is not the same place and -Z length is different to make the shadow looks correctly.
To make the whole work more simple, not edting the gray DDS is okay,just paint full gray and the objects will looks correct in the game,but with no texture rise and fall shadows..( I don't know how to say it in English )
QBUILDERZ
14th Aug 2009, 08:59 PM
*cough* pictures But like lew said, this is an awesome tutorial!
Deluxe Designs
14th Aug 2009, 09:17 PM
pictures vs. new beta releases every week....
leesester
14th Aug 2009, 09:51 PM
An excellent tutorial - thank you very much. I hope that once the tools are less beta you will work your wiki magic on it.
savio_araujo110
14th Aug 2009, 10:26 PM
Thank you so much! I'll try this out later...
Awesome tutorial! ;)
Deluxe Designs
14th Aug 2009, 11:26 PM
Well lee, I might be needing a hand ;) haha
toyfaces
15th Aug 2009, 01:12 AM
Thank you very much! Can you please give us some pictures with an example? These long strings are always confusing ~~~
~Dee~
15th Aug 2009, 01:20 AM
Great tut, but since I don't use Milkshape for meshing, I'm a bit lost here.
Can I still do my mesh in Wings3D and then export it into Milkshape?
If so...does it still need to be exported in .obj format or a different one?
Fresh-Prince
15th Aug 2009, 01:27 AM
Great tut, but since I don't use Milkshape for meshing, I'm a bit lost here.
Can I still do my mesh in Wings3D and then export it into Milkshape?
If so...does it still need to be exported in .obj format or a different one?
Hey Dee, I think (not positive) that you need to have milkshape to do this, because the exporting and importing tools are for milkshape. So you can use Wings3D to mesh, but you have to use Milkshape to export it to the game.
kihaad
15th Aug 2009, 01:41 AM
Can you tell me where I find "Sims 3 Object Export by Wesley Howe"?
WesHowe
15th Aug 2009, 02:16 AM
Can I still do my mesh in Wings3D and then export it into Milkshape?
If so...does it still need to be exported in .obj format or a different one?
Yes. .obj format works well, although you have to make the bone assignments in MilkShape (since .obj format does not support joints). Most objects, except the beds and cars, have one of just a few joints, so this is not burdensome.
I looked again at Wings just yesterday, making plugins for it appears too difficult for me.
<* Wes *>
~Dee~
15th Aug 2009, 09:31 AM
Fresh-Prince and Wes, thank you so much that's all I wanted to know.
Deluxe Designs
15th Aug 2009, 10:08 AM
Can you tell me where I find "Sims 3 Object Export by Wesley Howe"?
It is in the Object Tools by WesH, found in the link at the top of the thread, you need to extract the files from that download and copy and paste the two DLL files from there to your milkshape main folder, then you should see the options inside milkshape ;)
Thayet
16th Aug 2009, 03:34 AM
Thank you so much! I was having such trouble, I really appreciate this :)
Reyn
16th Aug 2009, 04:08 AM
Thank you! I just haven't had time to try and puzzle it out on my own - with this, I might be able to get something converted by winter O.o I need more time.
Deluxe Designs
16th Aug 2009, 09:11 AM
Well i hope to see something from you Reyn! :) Good luck
misukisu
16th Aug 2009, 05:56 PM
Thank you very much for this tutorial!
I have no background in game meshing, but I still succeeded in getting a new table into my game in couple of hours (well... let's say one day). Did not change but the primary LOD yet and did not manage to get all the UVMapping right yet, but the parts I got mapped are shown correctly in the game too. Oh joy :)
I used Sketchup for modeling and imported the mesh as 3ds over the original imported one. Then I combined the groups and deleted the original mesh. That way the joint information was left intact (lost the bones, though).
Are there some good basic tutorials for learning about the bones and joints? And UVMapping? I had some hard time selecting the map (UVMapper has tons of options there) and getting it shown properly in Milkshape. I always felt that there were some extra left-over parts in the map that I could not set to the region without getting the already mapped parts to distort. But that is probably very basic stuff that is already handled in some existing tutorial.
Also, the new table is all super-shiny. But I guess it takes the material definition from the Milkshape material settings, which I did not touch yet...
Deluxe Designs
16th Aug 2009, 06:31 PM
Yeah the super shinyness will either be the material definition, line hardness or the normals ;) I am so glad it helped you!
misukisu
17th Aug 2009, 08:16 AM
Are there some good basic tutorials for learning about the bones and joints? And UVMapping?
It seems that Wes already anticipated this, the links to the tutorials can be found in wiki:
http://www.sims2wiki.info/wiki.php?title=Sims_3:Modding#Meshing_Tutorials
Thanks!
Ravendruid
17th Aug 2009, 05:16 PM
Thank you very much for the tutorial, just had a couple of questions, however.
2 MLOD files and the MODL control the shadow of your object.
How, exactly do these affect the shadow, and how do I know what needs to be done to them to get the correct shadow? If I just use the same mesh for all four files would the object still look and act right but just have a funky shadow, or do they affect anything else as well?
Deluxe Designs
17th Aug 2009, 10:01 PM
Well if you open up each of those mesh files you will see that they are all in different palces, some are above the grid, to the left, to the right, below the grid, etc. so use the same mesh but it needs to be moved to the correct place for each mesh file ;) if you correct all those you should have the correct shadow in game :)
Adele
18th Aug 2009, 01:44 AM
Yes. .obj format works well, although you have to make the bone assignments in MilkShape (since .obj format does not support joints). Most objects, except the beds and cars, have one of just a few joints, so this is not burdensome.
I looked again at Wings just yesterday, making plugins for it appears too difficult for me.
<* Wes *>
Hi, Wes-- could you be bribed into making import/export plugins for Blender?
(free, open-source, http://www.blender.org)
It seems a shame that people are going to be required to buy Milkshape if they're hoping to mod for TS3. :/
WesHowe
18th Aug 2009, 02:15 AM
Sorry, Adele, no. Morgade was going to do that, and I put a lot of effort into making the MLOD decompiler/recompiler tools use an easy intermediate format to make it easier. I don't know whether Morgade has lost interest, or is just busy with other things. Perhaps he is working on them now, he hasn't said.
I went through the exercise of trying to work with quite a few meshing programs while working on TS2 stuff, and again with Spore. None of the free programs are very friendly to work on, and most of the meshing programs that have useful interfaces are considerably more expensive than MilkShape.
If someone else wants to try their hand at it, feel free. While taking MODL packages apart and putting them back together is very challenging, the decompiler and recompiler use a rather simple text intermediate file format that should be east to write plugins for.
<* Wes *>
Adele
18th Aug 2009, 02:22 AM
Sorry, Adele, no. Morgade was going to do that, and I put a lot of effort into making the MLOD decompiler/recompiler tools use an easy intermediate format to make it easier. I don't know whether Morgade has lost interest, or is just busy with other things. Perhaps he is working on them now, he hasn't said.
I went through the exercise of trying to work with quite a few meshing programs while working on TS2 stuff, and again with Spore. None of the free programs are very friendly to work on, and most of the meshing programs that have useful interfaces are considerably more expensive than MilkShape.
If someone else wants to try their hand at it, feel free. While taking MODL packages apart and putting them back together is very challenging, the decompiler and recompiler use a rather simple text intermediate file format that should be east to write plugins for.
<* Wes *>
Ah, I see. Thanks for letting me know!
Deluxe Designs
18th Aug 2009, 11:22 AM
Adele: I purchased milkshape myself, it is a really great buy, everyone says "you won't regret it" and "it is worth every penny", and i was sat here thinking "really can't be that good", but in the end i gave in and bought it and it really rocks :)
Claireh82
18th Aug 2009, 09:49 PM
Thanks so much, this tutorial worked great for me.
Adele
18th Aug 2009, 11:57 PM
DD: Yeah, I think it wouldn't be a total waste of money but I wouldn't be using it to mesh at all. I'm just not too excited about the idea of having to filter everything through Milkshape, so I'm just going to wait until someone wants to write plugins for Blender.
sailfindragon
19th Aug 2009, 09:39 AM
Wes,
Would you be able to create a plugin for Maya. I do use milkshake, but only to export meshes into Simpe for Sims 2. I personally find Milkshake very limited for meshing... or maybe it's because I have been using Maya for so long. LOL.
DD - This tutorial looks great and well written, looking forward to trying it out later.
Thank you.
lewjen
19th Aug 2009, 12:34 PM
Man, I really wish I could get milkshape... but my dad probably wouldn't let me pay for something that I'm crap at... when I had the trial version... I don't want to go into that :lol:
Fresh-Prince
19th Aug 2009, 01:27 PM
Wes,
Would you be able to create a plugin for Maya. I do use milkshake, but only to export meshes into Simpe for Sims 2. I personally find Milkshake very limited for meshing... or maybe it's because I have been using Maya for so long. LOL.
DD - This tutorial looks great and well written, looking forward to trying it out later.
Thank you.
Hey there! You could do your Mesh in Maya, but you'll have to export it into Milkshape to import it into s3pe. That way you dont need to do any meshing in Milkshape, it'll act just as a exporting and importing program.
Deluxe Designs
19th Aug 2009, 02:10 PM
Hey there! You could do your Mesh in Maya, but you'll have to export it into Milkshape to import it into s3pe. That way you dont need to do any meshing in Milkshape, it'll act just as a exporting and importing program.
Haha, that is how i do my mine :lol: Also to everyone else, i am glad you found the tutorial helpful :)
sailfindragon
19th Aug 2009, 02:12 PM
Hey there! You could do your Mesh in Maya, but you'll have to export it into Milkshape to import it into s3pe. That way you dont need to do any meshing in Milkshape, it'll act just as a exporting and importing program.
Thanks Fresh-Prince for the response.
This is what I am currently using Milkshake for (Sims 2), so this is wonderful that I can continue using the same method for the Sims 3.
Corsetcrush
20th Aug 2009, 12:16 PM
The question I'm having is from an object that I'm trying that has multiple 'texture' states. Of course what originally seemed to be a simple object isn't. :rofl:
My object is a jar of honey.
Here's what I understand: Each object can have a texture, recolorable areas, bump map, and the one that defines the shine. but the trouble I'm having is where is the alpha layer? Is it hiding somewhere?
with my jar there are four different areas on my mesh and all require different combination of the above texture states.
Lid: Texture, moderate shine, and no alpha
Jar: Texture, high shine, possable bump map, and alpha to make the glass transparent
Honey: Texture, maybe some shine but possibly not, and alpha to give slight transparency
Label: Texture, very light shine, bump map, and alpha to 'cut' the label into an oval rather than a triangle like it currently is
As confusing as this sounds, I actually understand it very well, but just don't know how to find or do the alpha or is there a new way to go about that too? Is the transparency applied to the texture like you would for PNG files? :wtf:
I'm having to learn about the DDS files, I've never worked with them before.
Thanks in advance. :up:
dyokabb
20th Aug 2009, 02:41 PM
It is in the Object Tools by WesH, found in the link at the top of the thread, you need to extract the files from that download and copy and paste the two DLL files from there to your milkshape main folder, then you should see the options inside milkshape ;)
Hi
I did everything as they say, and yet I can not export, or have forgotten a passage, but being french and my very bad English, it is difficult without not images :cry:
Corsetcrush
20th Aug 2009, 04:21 PM
Hi
I did everything as they say, and yet I can not export, or have forgotten a passage, but being french and my very bad English, it is difficult without not images :cry:
I'm using Widows Vista and this is what I did (This one confused me as well!):
http://img.photobucket.com/albums/v329/Wiffel/Sims%203/Folder.jpg
Now it will show up in Milkshape like this:
http://img.photobucket.com/albums/v329/Wiffel/Sims%203/Menu.jpg
And here it is on the export menu:
http://img.photobucket.com/albums/v329/Wiffel/Sims%203/Export.jpg
I have to scroll down on that menu to find it. Does anyone know how to get rid of ALL of the unnecessary entries on those lists? I only use this for Sim stuff and have never even played most of those other games and it's a REAL pain to have to sort through them every time. It's this dyslexic's nightmare. :blink:
WesHowe
20th Aug 2009, 04:35 PM
You will notice that in the MilkShape program directory, there are many files that start with "ms" and end with ".dll". Every one of these is a plugin, and each one will make a space on the menu.
For instance, there will be a file "msQOBImporter.dll" that is the menu item "Rogue Spear QOB models".
If anyone follows this method, you must do it carefully. But if you rename some of those files, they will no longer be recognized at startup and thus will no longer crowd your menu.
I renamed "msQOBImporter.dll" to "xmsQOBImporter.dll", and did the same with many others, all plugins for games I do not use or even own. Should I ever need a QOB exporter, well, I can rename the file back by removing that "x" from the front, restart MilkShape and it will be back.
Perhaps I need to post a thread about how you can set a hot key to invoke a plugin, bypassing the menu altogether. On my machine, I just press the "m" key and my Mesh importer pops open (asking me for a filename to import).
dyokabb
20th Aug 2009, 05:22 PM
Thank you very much,
it works:)
Now I'm in the "S3ObjTool" I did not understand the translator is not really great -_-
dyokabb
20th Aug 2009, 08:49 PM
Oups :anime:
I have another question, how to find the patterns to change?
Deluxe Designs
22nd Aug 2009, 10:26 AM
Oups :anime:
I have another question, how to find the patterns to change?
If you browse through the "_IMG" files you will find two or more that look like a pattern, so wood or metal, edit those with your pattern ;)
amyfirbank
22nd Aug 2009, 10:40 PM
hello
i have gotten stuck at step three and would like it if someone could explain a little further for me. I have put the extra two dll files from west object tool in the main folder of milkshape. i click on browse and open up the milkshape folder however the two dll files are not showing in the milkshake folder. they are there but are not being recognised. could someone explain what i may have done wrong or have missed. sorry
WesHowe
22nd Aug 2009, 11:00 PM
Both the tool and the plugins require the "Visual Studio 2008 Runtime" package be installed. This is free from MicroSoft, and can be found here (http://www.microsoft.com/downloads/en/results.aspx?freetext=visual+studio+2008+runtime&displaylang=en&stype=s_basic).
amyfirbank
23rd Aug 2009, 12:09 AM
thanks west for the quick reply but i have already installed microsoft 2008 c++. maybe its my vista?
WesHowe
23rd Aug 2009, 02:55 AM
OK, these MilkShape plugins should only require 1.79 or so, which is a pretty old version. The GEOM (body meshing) plugin needs 1.8.5, but not the object meshes.
I re-read your post, and I am confused about when you said "browse". In the C:\Program Files\MilkShape 3D 1.8.5 (or whatever version you have installed) folder should be msS3Objexp.dll and msS3Objimp.dll.
If those are there, and the VS 2008 runtime is installed, you should see the "Sims 3 Object Import" item in the File/Import menu, and the "Sims 3 Object Export" item in the File/Export menu.
Vista/XP should not be an issue, it should be there on either.
<* Wes *>
serenium
23rd Aug 2009, 03:21 AM
Images would be nice as it would make it easier for people like me but overall a great tutorial :D
amyfirbank
23rd Aug 2009, 03:38 AM
this is the part i'm confussed at (.mcfg file, there should be one .mcfg per MLOD or MODL) i have the mlod x3 and modl file how do i get the .mcfg ?
WesHowe
23rd Aug 2009, 04:09 AM
The .mcfg is created when you "decompile" each .lod or .model file. "Recompile" builds a new .model file from the decompiled parts, plus the .mcfg. In-between the two steps, you can edit the mesh data itself.
<* Wes *>
amyfirbank
23rd Aug 2009, 04:19 AM
thank you west. I can now move on to stage four tomorrow after some rest and baking.
amy
WesHowe
23rd Aug 2009, 04:40 AM
"Baking"?
Cookies?
For me? :)
Deluxe Designs
23rd Aug 2009, 08:58 AM
Haha, Bit keen for cookies there Wes :lol: Also to the person whom inquired about images, yes they will happen, like i said, when tools are more stable, so i don't have to update pictures weekly.
junialiving
23rd Aug 2009, 10:23 AM
Hey,
Wes, i have one question. Do you want to make a mcfg-plugin for maya? I know its not very easy but some people would be happy about that. :)
Corsetcrush
23rd Aug 2009, 01:41 PM
Not to sound redundant but my earlier post was not answered. How do you get an alpha to work? I'm not used to the DDS picture format. Do you do them like PNGs (in separate layers) for the alphas to work, or is it different?
amyfirbank
23rd Aug 2009, 04:04 PM
does anyone know how to import 3dsmax files into milkshape as i had created a load of stuff in 3dsmax when i spent a week with my sister?
thanks in advance
amy
junialiving
23rd Aug 2009, 07:05 PM
@amyfirbank: you can export it per *.obj
Reyn
23rd Aug 2009, 07:11 PM
And I will be doing stuff soon - I hope. Been really hectic for me irl, but I am keen because I'd done some nice meshes for sims 2 that never got released. And I'd like to release them for 3.
leejueun
23rd Aug 2009, 10:16 PM
MilkShape Object plugins can not save the mesh was not msS3Objexp.dll file. Where do I need to save the file msS3Objexp.dll? I'm sorry, but as
[email protected] Would you like to send?
This is Korea.
Please.
Srikandi
24th Aug 2009, 12:02 AM
Not to sound redundant but my earlier post was not answered. How do you get an alpha to work? I'm not used to the DDS picture format. Do you do them like PNGs (in separate layers) for the alphas to work, or is it different?
What image editing app are you using?
The alpha in a .dds file is manipulated just like the alpha in any other graphics file format that supports alphas... in Photoshop, you'll see it on the channels list.
The one thing you have to know is that you have to save a DDS with DXT5 or better compression for the alpha to be included.
kylebeans
24th Aug 2009, 04:23 AM
Hmmm... I may give this a try. I want to make helmets for my Sims so I can have my own version of Daft Punk ^^
bAdoing
24th Aug 2009, 08:16 AM
Ehm... Hello.
I tried to manage creating meshes, but now I can't get on at step 4. MilkShape doesn't want to let me open those *.mcfg-Files. There's only *.ms3d to choose from.
Help please?
E: Could the reason be that I haven't got a license?
lemoncandy
24th Aug 2009, 03:53 PM
Ehm... Hello.
I tried to manage creating meshes, but now I can't get on at step 4. MilkShape doesn't want to let me open those *.mcfg-Files. There's only *.ms3d to choose from.
You need to "import", not "open". And have the proper DLL's in Milkshape's folder.
bAdoing
24th Aug 2009, 04:06 PM
You need to "import", not "open". And have the proper DLL's in Milkshape's folder.
If you mean the two files which were with the ObjectTool. I already put them in.
And when I click on Import/Sims 3 Object Import following message appears.
This copy is not registered! If you want to use MilkShape 3D, you should buy a registration code at http://www.milkshape3d.com
But I thought this was a free trial.
junialiving
24th Aug 2009, 05:45 PM
How long you have you free trial? The free trial goes 30 days, then you must buy it.
Rikachu
26th Aug 2009, 05:02 AM
Okay. I need help, I can't find the modld application. :(
junialiving
26th Aug 2009, 08:30 AM
You dont need it, the only thing you need is the Sims 3 ObjTool, open it click on Decombine and klick the file. And than look in the Direction you have the File. It must show you many file. :)
Rikachu
26th Aug 2009, 08:43 AM
Oh, ok, thanks. :)
Rikachu
27th Aug 2009, 07:55 AM
...Step 4: Milkshape bit
Ok now open milkshape and select “file>import” and scroll down to “Sims 3 Object Import by Wesley Howe”, locate your .mcfg file that you want to edit and then select “open”, now make sure that the main mesh you make is labelled “group00” in the groups tab, in every file. Now do your meshing stuff until you are finished up (you also need to map your object before exporting it back to an mcfg).
Once you are done, and your object is mapped, click “file>export” and select “Sims 3 Object Export by Wesley Howe”, when you go to save it make sure you use the SAME FILE NAME! I cannot stress that enough, it must be the same file name as the .mcfg that you imported. Once that is done you can close Milkshape and move on.
...
By "map" I'm assuming you mean separate everything? I.E. Legs/Seat?
Stradlin
27th Aug 2009, 08:04 AM
It works beautifully.thank you very much for detailed tutorial!
now i have to figure out what exactly MLOD and MODL files stand for...:)
Ishizusv
31st Aug 2009, 07:08 AM
I was modifying (sp?) a painting, I wanted a bigger one, it worked well, but just when you see it near, from far view it changes its size to the one of the object I cloned it from... I am missing something? or that's something I can't do anything about?
mengyan45yu
31st Aug 2009, 12:54 PM
Thanks!but I can not download the third one----object tool by mesh!
snrubsy
31st Aug 2009, 06:20 PM
hi. where is the modld application. i cant find it anywhere, even when i have downloaded wesH's toold over and over, and extratng them over and over. do you have to extract a certain file? i am really confused at the mo.
junialiving
31st Aug 2009, 06:39 PM
hey snrubsy,
i have post in #66 the solution for you problem. The Tutorial is write from a early version of wesH Tool.
snrubsy
31st Aug 2009, 06:50 PM
thank you SO much, i am too stupid and lazy to read the whole forum apart from the first page! lol :)
snrubsy
1st Sep 2009, 10:22 AM
i realy can't find the sims3 object inport by Wesley Howe in milkshape, so i cant import my mcfg files and whatever i need to do with them after they r in milkshape. can you use a different option in the import list?
anouschka
1st Sep 2009, 01:01 PM
Hi,
@snrubsy
Did you place the files of "sims3 object inport by Wesley" application in the same folder than Milkshape (an not in an other folder in the Milkshape folder).
To me, all the files were in different folders on the beginning. Therefore i couldn't see them in Milkshape.
I hope, I Helped you.
anouschka
1st Sep 2009, 01:01 PM
Hi,
@snrubsy
Did you place the files of "sims3 object inport by Wesley" application in the same folder than Milkshape (an not in an other folder in the Milkshape folder).
To me, all the files were in different folders on the beginning. Therefore i couldn't see them in Milkshape.
I hope, I Helped you.
snrubsy
1st Sep 2009, 02:12 PM
Thats it, thanks. i am such an eejit.
snrubsy
1st Sep 2009, 03:30 PM
to misukisu. how did you use sketchup. i am much more familiar with sketchup, and ould prefer to use it for moddle building. But how did you do this? I am very interested.!!!!! :)
supermao
2nd Sep 2009, 05:22 PM
Hi, I used this tutorial but I have a problem, after I extract the 3 files and 1 MLOD and MODL, and use object tools to decompile files, I create only one file MCFG, MLOD from the first file, and the other lets the same, and ' right?? since when do the changes with MilkShape and I created my objectc, I replaced it with the original, what should I do?? I read that I must use the new tool but I must object again decompile or recompile ? why do I decompile and after I followed all the tutorials in the game can not find my item changed (and that a chair) .. Sorry for my English ....thanks
misukisu
4th Sep 2009, 01:03 PM
to misukisu. how did you use sketchup. i am much more familiar with sketchup, and ould prefer to use it for moddle building. But how did you do this? I am very interested.!!!!! :)
The professional version offers export to .3ds and many other formats, but I assume you do not have it.
One option is to prepare your models and download the demo of the sketchup pro. It allows 8 hours full usage and that's a lot of time to convert models.
If you have used also that up and do not wish to go for professional, the FBX-converter can convert the google earth files into 3ds, instructions here: http://forums.devshed.com/game-development-141/converting-sketchup-models-to-3dst-519710.html
Prepare to tweak the model in the MilkShape though.
The MilkShape has by default the plugin for opening the 3ds models, it can be found from the same import menu as Wes' plugin.
scoopy_loopy
4th Sep 2009, 02:51 PM
Milkshape isnt very userfriendly... Im used to Metasequoia - for Custom Tomb Raider levels. (Also free) :(
xerendipity
5th Sep 2009, 02:47 AM
My .dll files are in my MS folder but I still do not see “Sims 3 Object Import by Wesley Howe” when I click 'file>import'. I see different options but not this ?!? I am using MS3d v. 1.6.6 & the lastest Object Tools; could this be the problem?
I SO want to do this, but I'm stuck . . .
xerendipity
5th Sep 2009, 03:05 AM
Okay ... just to expound in hopes that someone can tell me what I'm doing wrong ...
These are the files from "MTS_WesHowe_984185_S3ObjTool.rar"
license.txt
msS3Objexp.dll
msS3Objimp.dll
MtlSrcFmt.txt
S3AscFormat.txt
S3ModelTool.txt
S3ObjTool.exe
So, not only have I placed just the .dll files in this folder:
C:\Program Files\MilkShape 3D 1.6.6
But now I have put ALL the above files in this folder. Still cannot see :Sims 3 Object Import ..."
Then, I went one step further and put ALL these files in the ALL the sub-folders of C:\Program Files\MilkShape 3D 1.6.6 as well ... Still nothing :o(.
cmomoney
5th Sep 2009, 03:38 AM
Still cannot see :Sims 3 Object Import ..."
Did you scroll all the way down the list of plugins in Milkshape? It appears close to last in mine...
WesHowe
5th Sep 2009, 04:15 AM
So, not only have I placed just the .dll files in this folder:
C:\Program Files\MilkShape 3D 1.6.6
But now I have put ALL the above files in this folder. Still cannot see :Sims 3 Object Import ..."
You won't get those plugins to work with a version older than MilkShape 1.7.8.
xerendipity
5th Sep 2009, 04:18 AM
Yeay! Texas! Houston, here.
Thanks all. I just paid for the new version and I am tapping my fingers waiting for my registration code as my trial had expired.
xerendipity
5th Sep 2009, 04:53 AM
Okay, so while I in no way expect anyone to hold my hand at this, I am however stuck at: Step 4:
" ... make sure that the main mesh you make is labelled “group00” in the groups tab"
Yes, for the object I chose I exported four files; then according to directions I separated them into their own folders and ran Wes's Object Tool and now an .mcfg file exists in each folder. So, continuing into MS3D, do I choose just ONE mcfg file (the one with a 00 Group number) or all of them (remember there are four - one in each different folder). Do I continue on to the next step of the tutorial and save one by one? But, only one has a Group00 number so is this the only one I should work with, and if so, why reference the others? So confused ... sorry - my first time doing this.
Lastly: "Now do your meshing stuff until you are finished up (you also need to map your object before exporting it back to an mcfg)". What does this mean? Is there a separate tutorial to go over the steps required to do this?
Many thanks, and once I get the hang of this if you are interested in translating your tutorials or anything else into Spanish and/or Portuguese, let me know.
~Xer.
cmomoney
5th Sep 2009, 05:50 AM
" ... make sure that the main mesh you make is labelled “group00” in the groups tab"
Yes, for the object I chose I exported four files; then according to directions I separated them into their own folders and ran Wes's Object Tool and now an .mcfg file exists in each folder. So, continuing into MS3D, do I choose just ONE mcfg file (the one with a 00 Group number) or all of them (remember there are four - one in each different folder). Do I continue on to the next step of the tutorial and save one by one?
You have to modify each .mcfg individually. You import a .mcfg, then make YOUR mesh and name it the same as the original, then delete the original (in each of the four files.)
As for the meshing stuff:
http://modthesims.info/wiki.php?title=Tutorials:3D_Meshing_Part_I
http://modthesims.info/wiki.php?title=Tutorials:3D_Meshing_Part_II
http://modthesims.info/wiki.php?title=Tutorials:3D_Meshing_Part_III
http://modthesims.info/wiki.php?title=Tutorials:3D_Meshing_Part_IV
anouschka
5th Sep 2009, 05:59 AM
Hi,
@xerendipity
I just tried it yesterday and I had the same question.
So it worked like that :
- I import in Milkshape the file .mcfg whose the most complete is. (Group00)
- I modify or create the mesh.
- I export this file with the same name.
- Then I import each other file (they contains mostly other parts of the object like the shadow).
- I delete the content of each other file and keep only the mesh I've created.
- I export each file with the same name of each other files
- So I have the same mesh at the end in each file (in the 4 files), with 4 different names if needed. (it depends on the number of the files of the game's object.
- Then I recompile each file with Wes Tool S3 object and import the .lod or.modl files in S3PE.
- And then I save as .package. It'll be the file for the game. You have to set it in your Mods folder.
I hope I helped you a little bit.
xerendipity
5th Sep 2009, 06:34 AM
Thank you cmomoney & Anouschka! (And of course Wes). I have been trying to figure it out, but I think I am going to start at the beginning again - lol.
Thanks again for all the kind assistance and information!
cmomoney
5th Sep 2009, 04:05 PM
VoiceIHear: It seems from you pic that you have skipped the part in step 2 that says "In the row of tick boxes at the bottom of the window select 'Sort', then go back to the top left window and click the 'Tag' button to sort your files in order of their tag names." Do this and you be able to see what you need to export better.
xerendipity: In the first (0x00000000).mcfg there are two groups: group00 and group01. One of them is square under the object. It sounds like you deleted both of them instead of just the object mesh. Just try it again and delete the object mesh only. Hope that helps :)
xerendipity
5th Sep 2009, 04:18 PM
Thanks cmomoney! I try to delete my questions as I figure them out ... and think I'm over that one, but when saving now I get something like 'no bone assignment. Proceed?'. In order to continue to walk through the process and continue, I just ignored it and proceeded. Right now I'm at the stage of 'fixing' in SC03 and after that ... well hopefully being able to see my new sofa in my game! Wish ... me ... luck! And thank you for all your help. It's really great that this community is so giving of thier time and effort and 'brain sparks' :)
***EDIT***
Yeay! Yeay! Yeay! My sofa looks like absolute garbage; just about as ugly as on object can get ... and yet my Sim was able to use it without my game crashing :P
Back to the drawing board now, but with a little more confidence.
Thanks again!
hisui_hana
5th Sep 2009, 10:34 PM
Uhmm, I can't find the modlc. I have looked in my S3Object tool folder and it's not there. I also can not find a seperate download for it. Please help?
VoiceIHear
5th Sep 2009, 11:48 PM
ok, i'm lost on step 3. I put the .dll's in the folder so it shows up in milkshape, but what do i do from there. When i go file>import the files that i exported from SimPE don't show up(i'm assuming this is because its a different file format). Am i meant to modify the files (to make them compatible or something) before i try to import them, or have i just done something wrong?
Sorry guys, i'm a complete noob at this ... i'm gunna give up soon :(
Rikachu
6th Sep 2009, 12:11 AM
ok, i'm lost on step 3. I put the .dll's in the folder so it shows up in milkshape, but what do i do from there. When i go file>import the files that i exported from SimPE don't show up(i'm assuming this is because its a different file format). Am i meant to modify the files (to make them compatible or something) before i try to import them, or have i just done something wrong?
Sorry guys, i'm a complete noob at this ... i'm gunna give up soon :(
What you need to do is open the Object Tool. Click Decompile, and find each MODL/LOD file. :)
EDIT: Once you've clicked the file and get the "No Errors" message, go on to the next one. :)
Uhmm, I can't find the modlc. I have looked in my S3Object tool folder and it's not there. I also can not find a seperate download for it. Please help?
Do the same as I said above. :)
xerendipity
6th Sep 2009, 12:37 AM
Me again ...!
One of my clones (different legs, no arms, new material) - I am so happy!
http://i26.tinypic.com/ea35e9.jpg
However ... I have ONE more question please!
Are the only things we can clone the ones under 'legacy'? Is there a tutorial that shows how to pick up the store objects? I did it this morning with the Romantique bed here:
http://i27.tinypic.com/2edbnnk.jpg
but then I wanted to do another one and I am getting an error message in S3OC of: "Exception has been thrown by object of invocation ..." I can see everything fine in S3PE and in MS3D, but upon finishing/fixing, I get this. It is as if it does not have any of the room flags, etc. How would you save a new object - I guess I could do it like that. Is there a tutorial?
Thank you for all the help!
(Lol - I just got home from a function and all I could think of while there, were my little objects waiting for me)!!! :P
WesHowe
6th Sep 2009, 12:41 AM
Uhmm, I can't find the modlc. I have looked in my S3Object tool folder and it's not there. I also can not find a seperate download for it. Please help?
modld and lodlc are no longer separate programs, they are part of the ObjTool iteslf, and execute when Decompile and Recompile are clicked on.
VoiceIHear
6th Sep 2009, 12:48 AM
What you need to do is open the Object Tool. Click Decompile, and find each MODL/LOD file. :)
EDIT: Once you've clicked the file and get the "No Errors" message, go on to the next one. :)
Haha, thanks Ri. ... God i'm an idiot, i don't know how i didn't figure that out :P
Srikandi
6th Sep 2009, 01:26 AM
Are the only things we can clone the ones under 'legacy'? Is there a tutorial that shows how to pick up the store objects?
We don't support modding of store meshes here, because distributing such mods involves intellectual property issues.
xerendipity
6th Sep 2009, 01:30 AM
Ah, thank you srikandi. Actually, I think it was just a problem with that one file.
Now, my last question please (hopefully): is there sims-specific tutorial or program for creating brand-spanking new objects? I would love to add to existing meshes, but when I do, the number of items in the group change and I need a pointer on this as well.
Thanks again!
fizzbin
6th Sep 2009, 04:55 PM
Please, some pics, somebody don't understan english very good
cmomoney
6th Sep 2009, 06:37 PM
I would love to add to existing meshes, but when I do, the number of items in the group change and I need a pointer on this as well.
In Milkshape, once you have finished your mesh, you select all the groups in your mesh and click the regroup button (to regroup them to one group) and rename, export, etc.
note: I would save the Milkshape file before you do this, so you have an ungrouped copy just in case you need to make changes later.
xerendipity
7th Sep 2009, 02:30 AM
Thank you so much cmomoney - really, you have been a doll.
I thought too that there would be a group function like in ppt :), but the closest thing I saw was weld, which I did, but still no cigar. Now, if I am under, i just make a tiny little sphere somewhere unnoticeble. If I'm over though, I'm still stuck.
Right now I am working on 'curves' (which is no easy feat) on a brand new object. The only thing though ... once I finish it - how do I get the game to recognize it? Is there a program for that?
Thanks!!!
WesHowe
7th Sep 2009, 02:51 AM
At present, all "new" objects are remanufactured old ones. You clone an object that has the right number of groups and materials and gameplay, and you remake the mesh and textures to make it something new, replacing the old mesh with your new creation. If the group count matches, this works just fine.
<* Wes *>
xerendipity
7th Sep 2009, 05:34 PM
Thanks Wes for your response, but mostly for your wonderful program.
Next question? WHy yes, I don't mind if I do :D. Is there something similar to a copy and paste function in MS3D? I have used Duplicate Selection, but I can't find a way of inserting anything.
Once again, (and not just to blow air up your ... way), thank you for the kind attention and patience you responders display toward us noobs!
WesHowe
7th Sep 2009, 06:45 PM
Duplicate Selection is as close as you get, unless you count exporting and importing parts pieces as .obj files.
The regrouping can all be done at the end of the creation process, until then having lots of extra groups can be your friend. Because you can select by group, having different parts in different groups is handy.
MilkShape is a "subdivision modeler". Meaning it is designed to be it's most useful from subdividing faces. You can build whole characters by starting with 5 cylinders and a sphere, then dividing faces and moving the vertices into place. Objects require not much more imagination, some boxes and spheres and cylinders, welded together and then pulled into shape and you have a widget.
Of course, how well you pull them into shape, and especially how well you color it all when you are done will determine how good it is. Like all art, it takes a little bit of technical skill to manage your brushes and paints and such, but the eye of the artist is where the magic is.
<* Wes *>
Oh, and don't fret about n00bness. One of you n00b guys or gals will be writing a tutorial about doing this stuff in a few weeks. I don't yet know who, but I can almost guarantee it will happen.
Rac379
7th Sep 2009, 11:43 PM
When I select the folder where the Sims3 is located, and push ok, it says this in a new window:
Cannot find "GameData\Shared\Packages\FullBuild0.package"
in "C:\Documents and Settings\Admin\Desktop\The Sims 3 9-7-09"
Do you know what's happening and what I can do? I tried coppying the folder to the desktop after it wouldn't find it in My Documents but that still didn't work.
WesHowe
8th Sep 2009, 01:31 AM
FullBuild0.package is not in MyDocuments or on the desktop, it is in C:\Program Files\Electronic Arts\The Sims 3
Rac379
8th Sep 2009, 02:25 AM
Thanks I got it up and going!
sims2sisters
8th Sep 2009, 06:59 PM
"Now go to your documents and find the folder with your just exported files in; you need to right click on them one by and choose “open with” then click “browse”, you now need to locate the modld application extracted from WesH’s Object Tools. When you do this a LOT more file should appear, the only one you are interested in is the .mcfg file, there should be one .mcfg per MLOD or MODL, these are your meshes that need to go into milkshape.
*NOTE: it is a good idea to put each MLOD and MODL file into their own folder before running them through modld so you don’t have too many confusing mixed up files."
I don't understand this step of the tutorial....I can't found any modld application...Where is locate?...Can you help me please?
WesHowe
8th Sep 2009, 07:15 PM
The tutorial needs changed, you use the decompile button now, which didn't exist when the tute was written. See this post:
http://modthesims.info/showthread.php?p=2837407#post2837407.
sims2sisters
8th Sep 2009, 07:38 PM
The tutorial needs changed, you use the decompile button now, which didn't exist when the tute was written. See this post:
http://modthesims.info/showthread.php?p=2837407#post2837407.
I had already realized just few minutes ago :) but anyway thanks for your help of sure I'll need more help in future(I never make new mesh for the sims yet)!! :rofl:
lanawinst
8th Sep 2009, 10:37 PM
Need help again, sorry :(
I followed everything but I'm lost in step 7. I found the part mask that is already red and green, that is how it's supposed to be. What exactly are we supposed to do with the Part Mask?
sims2sisters
9th Sep 2009, 08:12 AM
I done my mesh but now I would like to know if my new mesh overwrite the old mesh in the game, I really don't wanna that my mesh overwrite the old one.....
lanawinst
9th Sep 2009, 04:14 PM
Since it's a clone and if you followed the instructions I see no way your mesh overwrite the original one. My meshes overwrite nothing.
Someone knows the answer to my previous question? sorry for being such a pain :(
cmomoney
9th Sep 2009, 05:34 PM
Need help again, sorry :(
I followed everything but I'm lost in step 7. I found the part mask that is already red and green, that is how it's supposed to be. What exactly are we supposed to do with the Part Mask?
If your texture map matches the clones texture map(as far as what parts you want to be CAStable), then you don't have to edit the part map. If not, you can paint the your texture map using the colors of the part mask. Whatever you paint RGBred will be the first CAStable part, RGBgreen = second, and so on. Once finished, flatten the image and save the DDS file as your part mask(don't overwrite your texture map :!: ).
lanawinst
9th Sep 2009, 07:01 PM
Thank you for such a detailled answer. Now, I can go back to my meshing :)
xerendipity
10th Sep 2009, 04:18 AM
Luv you guys. Love my stuff!
Whew - Really wanted to say that, but you know me by know and that I can't leave without picking your brains a little more.
There are times within a particular mesh that I would like it to go one of several ways, so I would like to save it at that point and then pick it up, make it into one version, pick it up again, make it into another version, etc. etc. How do I do this? Until now, each time I try, I get an error message upon finalizing in S3OC (something about resources). The first version of the object gets created, but then I have to start all the way from point A to take the design in another direction. Thoughts? Tips? Hints?
Second question: I used to sit there and mesh every single one of the mcfg files seperately (normally four per object) in painstaking detail, until I discovered that on some items I didn't have to. However, can I, in theory, after I export my changes over mcfg 1, then turn around and export the same changes OVER mcfg 2 (and so on) or will this not work?
THANK YOU again, and again, and again!
P.S.:
My fully working and recolorable "Electric Guitar" here: lol!
http://i28.tinypic.com/2iqnx52.jpg
And my Japanese bath:
http://i27.tinypic.com/9legip.jpg
Rikachu
11th Sep 2009, 08:15 AM
Okay, question time. I've exported my mesh, but I'm now confused. Do I recompile the .mcfg now?
xerendipity
11th Sep 2009, 02:04 PM
Riblan, yes.
Do the same thing you did with decompile, only now with recompile.
lanawinst
11th Sep 2009, 06:53 PM
I have another question. Only one of the two groups of my mesh are visible. But the mesh in itself is functionnal:
http://img186.imageshack.us/img186/6840/screenshot6d.jpg (http://img186.imageshack.us/i/screenshot6d.jpg/)
Does it have something to do with the :"UV scaling overflow" message that I had or is it something else?
xerendipity
13th Sep 2009, 09:59 PM
I have another question. Only one of the two groups of my mesh are visible. But the mesh in itself is functionnal:
Does it have something to do with the :"UV scaling overflow" message that I had or is it something else?
Lanawinst:
I would take a guess and say that that part of your mesh is still 'untextured'. In the Materials tab (while on your first mcfg), assign a texture to it. There is a great and simple tutorial on how ... here: http:/www.simswiki.info/wiki.php?title=Tutorials:3D_Meshing_Part_III
Now I have a question :D :
Are bed animations part of the mcfg's I am editing or are they somewhere else? I've made a lovely little mattress, only to discover in-game that my Sim is still at regular-bed height when he sleeps.
(also ... does anyone know answers to previous questions)?
A big thanks in advance!
WesHowe
13th Sep 2009, 10:45 PM
I think the target for where your Sims sleep is based on the joint locations, those are in the _RIG file and are not readily changeable. While joints locations are included in the mesh file, they aren't "set" from that file, they are used just to map the different parts of the mesh to the joints (the assignments).
blondmermaid
16th Sep 2009, 05:16 PM
When i make a new object, in the game, the new mesh has all the patterns that were on the object i cloned from. What can i do to delete the old patterns (that were in the object i used to clone) from my new package?
deepenergy
16th Sep 2009, 07:08 PM
I cant get step 7 to work can u help me with that?
Sasi
18th Sep 2009, 06:58 AM
Maybe a stupid question, but I cannot solve it. I've cloned a picture, made a new mesh - it all worked fine. Now I like to use this new mesh for further pics - so as in Sims 2 - you know what I mean? Not cloned only "recolored" with different paintings. Is it possible to do so in Sims 3 and if yes ... how?
Kyta1702
18th Sep 2009, 12:04 PM
I'm stil working on my mesh...it's not goning well...i've find alot of tuturials here..now i don't now with one i should read...so i can uderstand it better en have same practice before i can finish this mesh...it's the first time that i use this programs and i realy don't know how to work with them...can someone maby surgest some tut i can read..there are so many and thats not easy to pick...
I have read alot..sorry...i thought it was a little simpeler then that... but now i have the problem...that i have uvmapt it and all it is finisht..but it is still a milkshape file..can i get it back to a mcgf file?? so i can finish it .. or do i have to do it again...that no problem... but maby there is a way to get it in s3pe back...i've lost all my files that i've started with...so i onley have a milkshape file...a mesh...
http://i839.photobucket.com/albums/zz319/kyta1702/kkki.jpg
anouschka
18th Sep 2009, 06:45 PM
Hi,
I don't understand how uvmapping with a new made mesh.
I can load the old uvmap in uvmapper but I only can see the old. It doesn't match with the news I just made.
Can anyone help me?
Thanks,
WesHowe
18th Sep 2009, 07:34 PM
You need to tell us more so we can understand this better.
I would like to know how you placed the new mesh into your project, and what steps did you take to see the UV Map in UVMapper?
Oy!
18th Sep 2009, 09:59 PM
So... I've been attempting to create object meshes following this tutorial; however, I consistantly run into this error whenever I try to export my mesh:
http://i37.tinypic.com/2m64lxs.jpg
I've followed all the steps explicitely, I'm pretty sure, and I'm able to get my cloned object into Milkshape just fine. What I've been doing is importing an .obj over the cloned Sims 3 mesh (as I'm converting some deco Sims 2 objects), renaming the .obj to 'group00', deleting the cloned mesh, and exporting. That's when that error pops up.
I've been attempting this with by cloning different TS3 objects, importing different .objs, and combinations thereof without any success. Any ideas? Also, I'm not sure if it makes a difference or not, but I'm using Windows 7.
WesHowe
18th Sep 2009, 10:28 PM
"deleting the cloned mesh" before exporting is the problem.
Export with the same name you imported from, in the folder you imported from. The exporter actually reads the first part of the old file (which is where it came up with 0 groups in the original) to obtain the original data layout details, then renames the old file with .bak00 (or .bak01, etc.) and writes a new file with the original name. You can delete these .bak00 files after the export is done, if you want, if you look at the file times, you will see that the original name is a newer file, and the .bak files are the old ones.
This allows the recompiler to find all the files when you go to put everything back together. As a side note, you do not have to rename the group, especially when there is just one. You do need the groups to be in the original order, but the group names are just there for people, the game just sees the first, second and so on by order, in the game the groups are unnamed.
<* Wes *>
Oy!
18th Sep 2009, 11:19 PM
Yep, that was definitely the problem because it exported perfectly when I did it that. Thanks!
alexandre10
20th Sep 2009, 02:06 PM
I have a problem. Part 2 is to extract each file and MŁODA MODL separate folder for each ok?
Part 3 is to play s3 mesh object and then open the file Quaker mloda MODL and the file will appear msfg ai
open in MilkShape 3D and after I edit the export file with the MCFG filename.
have to do this with the 3 files and MŁODA MODL?
raventailor
24th Sep 2009, 05:24 AM
Hy everybody! :D
I read this tutorial and i understad everything, and i created a cool guitar mesh with milkshape... but when the img files editing i cant do it because the GIMP is dont open the file, the program said: ...unknow file and dont open it...
I cant creat the maptexturing. :cry:
If anybody know waths the result please tell meee or which program can editing this .dds imagefiles???
Thank you very much!!! I hope to understad me! :D
SORRY FOR MY VERRY VERRY BAD ENGLISH BUT IAM A HUNGARiAN BOY!!! :D
cmomoney
24th Sep 2009, 05:42 AM
I read this tutorial and i understad everything, and i created a cool guitar mesh with milkshape... but when the img files editing i cant do it because the GIMP is dont open the file, the program said: ...unknow file and dont open it...
I cant creat the maptexturing. :cry:
If anybody know waths the result please tell meee or which program can editing this .dds imagefiles???
You need to download the Gimp .dds plugin here (http://nifelheim.dyndns.org/~cocidius/dds/) and extract these files to your GIMP plugins directory(i.e. C:\Program Files\GIMP-2.0\lib\gimp\2.0\plug-ins).
raventailor
25th Sep 2009, 03:29 AM
Aaaaahhhhh Yeaaahh!!! Thank you sooo much!!4 You are the best :D
but the gimp is not working i dont know why, but the photoshop is fine working with dds plugin :)
Another stupid question:
So, this is my guitar:
http://ravenet.fw.hu/1.jpgImage 1 (http://ravenet.fw.hu/1.jpg)
and the problem is: to near to guitar, it is ztansform to original guitar :cry:
http://ravenet.fw.hu/2.jpgImage 2 (http://ravenet.fw.hu/2.jpg)
and when i play on it this thing happening (the guitar is fade out, only the rack hold i my hands) :P :D :D :rofl:
http://ravenet.fw.hu/3.jpgImage 3 (http://ravenet.fw.hu/3.jpg)
Iam a Stupid i know but iam a newbie, and i dont understand the maptexturing :P :cry:
Please tell me how can i fix this problem???
Thanks a lot!!! And sorry for my stupid questions :cry:
SORRY FOR MY VERRY VERRY BAD ENGLISH BUT IAM A HUNGARiAN BOY!!! :D
268276
26th Sep 2009, 07:46 AM
I don't really get how to make the texture map using UV Mapper... Can anyone teach me, or give me a tutorial link please?? (And I don't really know where should I ask the question, so although #1 suggested not to post any issues here, I still can only post it here...)
And sorry for the bad Grammar and uneasy-to-understand English. As I'm not a native English speaker, it's hard for me to speak (or type) English easy-for-reading...
268276
26th Sep 2009, 04:02 PM
May anyone give me a tutorial on making texture maps? I can only make something like the front view, top view, left view, right view and bottom view. But I can't make it look like the texture map like the game's ones...
WesHowe
27th Sep 2009, 07:23 PM
To make maps like that require that you "split" some vertices, that is, you have to duplicate the vertices where one face joins another, and then you can set the UV points to different locations.
Essentially, you are unfolding the cube, so that the different sides are all laid out in different areas, so that each may have some unique detail in your texture map.
I have some basics of how to do this posted here: http://www.sims2wiki.info/wiki.php?title=Tutorials:3D_Meshing_Part_IV
NovaSS
30th Sep 2009, 12:17 AM
Thanks for the tutorial Deluxe Designs.
I clone the SinkPedestalTraditional to make my own sink. But I have some questions. The sink has three MLOD and one MODL.
- I modify the first MLOD in Milkshape. I need to import the rest of MLOD and move the vertex to make the same and indentical sink I made? If the vertex don't are at same point, something bad happens?
- The same question for the texture map. The texture must be the same in each
MLOD? How can I do the same texture in all meshes? I'm a little scared because now I know only change the mesh to make my own, but I do not know how make the texture. I've read some topics that you talk about UV scale, but I can't understand. (I made textures for the sims 2)
- One last question. The vertex can be only moved? I can delete and add new, or has to wear the same number of vertex?
Thanks for read. And sorry for my english.
WesHowe
30th Sep 2009, 01:09 AM
You can add vertices. You can change the whole mesh for a new one, but then you need a texture.
As for the other MLODs, one is for a far view "00000001" (this may be a MODL, that is also a mesh, with an extra data block) and it generally will have less faces and vertices. It should look like your main mesh, but with less detail. Obviously, this mesh cannot be identical to the other, but if they don't look similar, from a distance your object will not look the same as it does closer in.
The other two meshes, "00010000" and "00000001" are used to generate sun shadows. You will see that they are copies, sometimes distorted, and are not located at the "origin". The sun shadow is generated somehow by the difference in the locations of the two meshes, and it changes in relation to the location of the sun in the sky. These meshes do not need to be the same, but if they are different, you will get a shadow that does not look like what you are making. If they are overly detailed, you get a larger package.
kihaad
30th Sep 2009, 11:31 AM
The file that i find after the export with S3ObjTool is s3asc extension. I can import s3asc (the filebase)extension in Milkshape, not mcfg file...
http://i33.tinypic.com/21b6p36.jpg
And again...after to have modified my object and to export, i've 4 files (examples S3_01D10F34_00000000_FBC46AB3E0B9DF5D%%+MLOD_group00.s3ascg - S3_01D10F34_00000000_FBC46AB3E0B9DF5D%%+MLOD_group01.s3ascg - S3_01D10F34_00000000_FBC46AB3E0B9DF5D%%+MLOD_group02.s3ascg - S3_01D10F34_00000000_FBC46AB3E0B9DF5D%%+MLOD_group03.s3ascg -). How I do for compile in one file in S3ObjTool?
Sorry for my english, i hope that you understand.
Cocomama
30th Sep 2009, 01:37 PM
Kihaad, that has been changed, yes, you now must import .s3ascg
I don't understand the next question, is that one mesh with 4 groups, or are that the 4 mesh files including zoomed-out and shadows too?
The mesh you will export must have the same number of groups as the TS3-mesh you imported to work from/started with/used as base.
You have to import a TS3mesh, make your new object , and than export each mesh seperatly from Milkshape to overwrite the mesh you imported.
To Recompile you choose .model in each of the folders.
Edit: Ok sorry, I checked in the MODL it is named .model, but in the MLOD folders different. I did not make a lot of objects yet, but it always was the first file in the folder that I used to Recompile.
kihaad
30th Sep 2009, 01:47 PM
Thanks Cocomama :)
I've exported the object (by Sims3 object export) and i've found many file group...
http://i33.tinypic.com/11ccbac.jpg
I don't undestand how I can compile if I see only mcfg file with 3S ObjectsMesh Tool...
cmomoney
30th Sep 2009, 02:22 PM
I've exported the object (by Sims3 object export) and i've found many file group... I don't undestand how I can compile if I see only mcfg file with 3S ObjectsMesh Tool...
That is the file you want. Wes designed the tool to choose the correct file to decompile/recompile. That is another reason why it is best to give each MLOD/MODL its own folder.
kihaad
30th Sep 2009, 02:32 PM
yes, but I don't modified the file mcfg ...
cmomoney
30th Sep 2009, 03:23 PM
yes, but I don't modified the file mcfg ...
For example, when you export the first MLOD file, it is saved as a LOD file. You decompile that. When you go to import the .mcfg into Milkshape, it will be a .S3asc file (export also). When you recompile, it will be a .mcfg file. Then you import back into S3pe, it will be the LOD file again.
Confusing? Yes, but simple once you have done it a couple of times.
kihaad
30th Sep 2009, 04:42 PM
many thanks at all! Maybe imy object it's work ;)
anouschka
1st Oct 2009, 04:29 PM
Hi,
I don't vreally understand this part of the deluxe tut' :"Step 7: Texture maps and all that jazz”
Ok now you need to use S3PE and sort the tags and find all the “_IMG” files, there are 2 files in there that are relevant to your, you will need to export them all and sort through them unfortunately. Now the 2 files you want are the following:
*Part Mask, this is what makes the object CASTable, it should look like big blobs of Red and Green, or it will be just Red or Red, Green and Blue, you get the picture.
*NOTE: it is NOT the file with a TINY red square, it is the big one*
*Texture Map, you should find a texture map made up of grey scale, now I am not going to explain how it looks because if you are reading this you should know what a texture map looks like for a mesh.
Once you have found the 2 files you want, edit them to fit your texture map, with the part mask, the red is the first colourable area, the green is the second, blue the third and the alpha is the fourth, most objects have only red or red and green; you CANNOT add CASTable parts to your mesh, you can only use the amount the cloned item had. The texture map of yours should look similar to the one you cloned, it does NOT have to be the same size but should be greyscale. Once you have edited these 2 files with your new texture map then save them with the SAME name."
Should I fit red or green parts from my uv map file (with uv mapper) + the same uv map file in greyscale part ?
Sorry for my bad english-writing and speaking (but you don't hear it!)
I need in fact more details about this part.
Many thanks in advance
Cocomama
1st Oct 2009, 07:09 PM
The Mask texture with the red and green blobs and your Main texture in greyscale must be the same size as your UVmap.
Either you adjust your UVmap to the size of your textures, or adjust the size of your textures to the UVmap.
If you want to adjust your UVmap to your textures, you could save your main texture (greyscale one) as a .png or .bmp and use that as material on your mesh. Look in the Texture Editor window and adjust your UV-map to the texture. I use Milkshape, don't know how it would work in other programs, but must be something simular.
And I don't know how to adjust the Mask, Main and maybe other textures myself(yet), but maybe you can just alter the size of them by scaling??? But I don't know :rolleyes: You could try it and let us know??
anouschka
2nd Oct 2009, 03:59 PM
Thanks Cocomama.
I've also just read the thread "Converting objects from TS2 to TS3-Collecting mesh and Textures with Simpe" (http://www.modthesims.info/showthread.php?t=372692). I'll try again and tell you how it works.
anouschka
anouschka
3rd Oct 2009, 10:21 AM
Hi,
I've tried again. It works better but not perfect.
In the game I can see a thing like a shadow above the mesh.
Thanks for your help
NovaSS
4th Oct 2009, 03:31 PM
Thanks Wes.
Now I'm trying to export my mesh but the milkshape says "model has 2 groups, original had 0". I tried to rename the original file with .bak00 and then export with the original name, but it's the same error.
I don't know what to do now to export my mesh. I would like to solve this error. Thanks again.
WesHowe
5th Oct 2009, 01:32 AM
You have to export over the original mesh file (the one you imported) in the work folder... the plugins will rename the old one to .bak00 for you.
Jonesi
5th Oct 2009, 01:53 AM
I'm completely stuck on nearly the beginning...when trying to import the .mcfg file I get an error saying "ERR: Wrong file opened, use the "_filebase". Any ideas?
WesHowe
5th Oct 2009, 02:49 AM
The tutorial is dated, the tools have changed some... open the .s3asc file from MilkShape.
Frenchie
7th Oct 2009, 10:31 AM
:p It'd be cool if you added the fact that you need to activate Name and Tag display on the bottom of the window in this tutorial, as they're not displayed by default. I almost ate my own hands out of frustration before Delphy told me :D
Now I'm going onwards to the rest of the tutorial...
melanise
8th Oct 2009, 02:28 PM
I've used milkshape in the past but now that i'm very much experianced with Maya i dont really wanna have to go dig up for my milkshape code again >.< seen as chances are i've lost it lol. anyway I would love a link or something or maybe if the possiblities of actually meshing straight through maya is poss...
kenny
11th Oct 2009, 01:34 AM
Ok now you need to use S3PE and sort the tags and find all the “_IMG” files, there are 2 files in there that are relevant to your, you will need to export them all and sort through them unfortunately.
This part i am having trouble understand.
Wondering if someone could clearify this step?
Cause i get unreadable files when extracting the _img files.
Well atleast think they are unreadable?
Which program do i check the files in and how do i extract em in the correct file format?
anouschka
11th Oct 2009, 06:55 AM
Hi,
you could have a look at this thread http://www.modthesims.info/showthread.php?t=373467
and this one http://www.modthesims.info/showthread.php?t=372692 in which mapping is better explained.
kenny
11th Oct 2009, 04:07 PM
Thank you! cleared up my misunderstanding right away :)
Dead-EV
14th Oct 2009, 06:32 PM
I can't find any "tag" button...
cmomoney
14th Oct 2009, 07:11 PM
I can't find any "tag" button...
It is in the bottom panel. You may have to resize it to see it.
Dead-EV
14th Oct 2009, 10:41 PM
It is in the bottom panel. You may have to resize it to see it.
Thank you :up:
bella3lek4
9th Jan 2010, 08:59 PM
Maybe i am stupid or something
But what's the point by editing the S3ASC ???
Wes Plug-ins for Milk Shape 3D Import and export S3ASC ...
But in the Tutorial it's written that it Import and Export MCFG ..
And the object tools Recompile MCFG as well ..
i tried to edit a mesh . but i came up with nothing in the game .. it still the same old mesh ..
what should i do ?
why the plug-ins Import and Export S3ASC Instead of MCFG ?
Please help .. as fast as possible ..
Sorry for my bad English ..
orangemittens
9th Jan 2010, 09:34 PM
The .3ascg is only one part of the whole object. It is the part of the object that needs to be changed in order for the object's mesh to look different in the game. The ObjTool decompiles the whole MLOD (and MODL) which gives the Milkshape plugin access to the .s3ascg so that it can be imported into Milkshape, changed, and exported to overwrite the original. The ObjTool then recompiles all the separate pieces of the MLOD (and MODL), including the edited .s3ascg so that it can be reimported back into the package using s3pe.
The tutorial in this thread is quite old and things have changed somewhat since it was written. Many people have had good success with one of the newer tutorials which can be found here in the Meshing section. There are at least 2 to pick from. Try one of those instead of this one.
WesHowe
10th Jan 2010, 01:06 AM
I would update the tutorial, but I cannot, because there is a different author. While the overall process remains the same, the tutorial was written before the tool was finished, and using .s3ascg files was one of the changes.
Previously, while you opened the ".mcfg" file, the actual file that was opened was different (.s3asc), and could not be edited unless it was in the same folder as the actual files. I rewrote the tool so that you could transfer the mesh files (.s3asc and .s3ascg) to other folders and open them. While you cannot remake the object unless these files are together with the others, by placing copies of them in a different folder, and adding textures to that folder, you can get a preview of your changes textured within MilkShape. Just copy them back for final object compilation.
bella3lek4
10th Jan 2010, 09:17 AM
Sorry ..
i don't seem to understand ..
Let's get it step by step ..
When i De compile the MLOD file ... i get soo many files .. and the MCFG and the S3ASC is one of them ..
Now i have to edit the MCFG .. Using milkshape 3D ...
but your plug-ins don't import or export MCFG anymore .. it just Import and export S3ASC ...
Now .. your tool Recompile the MCFG Files Only ... and it leaves the other files .. it's like they don't exist ..
now what's the point by editing the S3ASC files . ? since the tool only recompile the MCFG Files ...? and leaves the other files ?
I edited a S3ASC file ... but after recompiling the MCFG using Your tools .. i came up with nothing in the game ..
i think i made everything right ..
Please Edit that tutorial .. because it make people get lost ..
Please Help :help: :help: :help:
Thanks ..!
orangemittens
10th Jan 2010, 11:09 AM
Hi again Ahmad. If you would like step by step instruction on how to get a new mesh into the game there are tutorials which provide it.
This particular tutorial (the Deluxe Design tutorial) is outdated. Flabaliki has written one which many people like and this one can be found here:
http://www.modthesims.info/showthread.php?t=374503&page=1
EllaCharm has also written a tutorial which is very good. This one can be found here:
http://www.modthesims.info/showthread.php?t=375349&page=1
Give one of those a try. :)
bella3lek4
10th Jan 2010, 03:53 PM
Hi again Ahmad. If you would like step by step instruction on how to get a new mesh into the game there are tutorials which provide it.
This particular tutorial (the Deluxe Design tutorial) is outdated. Flabaliki has written one which many people like and this one can be found here:
http://www.modthesims.info/showthread.php?t=374503&page=1
EllaCharm has also written a tutorial which is very good. This one can be found here:
http://www.modthesims.info/showthread.php?t=375349&page=1
Give one of those a try. :)
WoW!! You are amazing! It worked !
I watched the video tutorial .. and it worked !!
Yaaaaaay! this is great !
Thanks for giving me the link and helping me .. you are wonderful !
I Love you!! :lovestruc
.....
Of course i want to thank WES too .. because he is the one who made the tools and the plug-ins .. Thanks WES
WesHowe
11th Jan 2010, 01:19 AM
You are quite welcome... looking forward to seeing a masterpiece from you in downloads soon. :)
bella3lek4
11th Jan 2010, 01:45 PM
Hi ..
It's me again ..i was working on a 3D mesh [ Zombie ]
with high textures ..
it worked in game :)
but .. in low textures .. when i want to recolor it .. i can see it in high textures .. but after clicking on the tick .. it becomes low texture again ...
Do you have any idea why does that happen ?
Please help .. and thanks for you efforts with me :]
Sorry for my bad English :(
...
Any help please?
No body is replying D:
orangemittens
12th Jan 2010, 11:00 PM
Which EA object did you use as your clone? Did you change the size of the IMG's?
bella3lek4
13th Jan 2010, 04:12 PM
Which EA object did you use as your clone? Did you change the size of the IMG's?
I used the [ Flamingo ] Object ..
and yes .. i changed the size .. according to the mesh i used ..
does that effect anything ?
Thanks for the help :)
orangemittens
13th Jan 2010, 09:53 PM
You may have to change the mask width and height by editing the mtlsrc's for the object...that might help.
Here's a link about that:
http://www.modthesims.info/showthread.php?t=374964
Look at posts 11 and 13.
If you still have problems figuring out how to edit the mtlsrc's you can look at the glass texture tutorial which has instructions on how to do this along with pictures. Even though what you want to do is sharpen your image, the steps of editing the mtlsrc's will be basically the same.
Try that and if it doesn't fix your issue post again.
bella3lek4
14th Jan 2010, 10:04 AM
You may have to change the mask width and height by editing the mtlsrc's for the object...that might help.
Here's a link about that:
http://www.modthesims.info/showthread.php?t=374964
Look at posts 11 and 13.
If you still have problems figuring out how to edit the mtlsrc's you can look at the glass texture tutorial which has instructions on how to do this along with pictures. Even though what you want to do is sharpen your image, the steps of editing the mtlsrc's will be basically the same.
Try that and if it doesn't fix your issue post again.
Thanks! It worked !
Finally my object is in high quality now *o*
Thanks! you are amazing ! That really helps !
You are so great!
I love you ! :lovestruc
Just 1 final question please ...
how can i make multiply colors for the object ?
i know how to do it for the sim clothing and stuff ..
but i don't know how to make it for the object ..
i tried to color layer 1 with red color .. and layer 2 with green color .. but it didn't work
only the part in the red color .. can be changed in game ..
but the green part .. doesn't change at all ..
Thanks for your help!
you are amazing!
I really appreciate that :]
Thank you!!
orangemittens
14th Jan 2010, 11:34 AM
I think the process is different for clothes and objects. In the Flabaliki tutorial I gave a link to above he talks about how to do this for objects. The instructions for changing the texture files starts on page 21. Check that out.
HugeLunatic
14th Jan 2010, 02:44 PM
If you want an object that has multiple recolorable channels you need to clone an object with the number of channels to begin with.
I highly recommend you read through the tutorial by ellacharm3d, it's much more in-depth than any others.
http://www.modthesims.info/showthread.php?t=375349&page=1
bella3lek4
14th Jan 2010, 04:47 PM
I think the process is different for clothes and objects. In the Flabaliki tutorial I gave a link to above he talks about how to do this for objects. The instructions for changing the texture files starts on page 21. Check that out.
If you want an object that has multiple recolorable channels you need to clone an object with the number of channels to begin with.
I highly recommend you read through the tutorial by ellacharm3d, it's much more in-depth than any others.
http://www.modthesims.info/showthread.php?t=375349&page=1
I got the point ...
so i have to begin with a multiply colors object ..
i can't add new layers for object that doesn't have more than one layer ...
Thanks for your help ..
ill just use 1 color :]
You both are amazing .. Thank you !
ertt95
5th Mar 2010, 02:15 AM
Hi, Wes-- could you be bribed into making import/export plugins for Blender?
(free, open-source, http://www.blender.org)
It seems a shame that people are going to be required to buy Milkshape if they're hoping to mod for TS3. :/
Yeah totally, i hate milkshapeness
please make it work 4 blender :cry: :!:
SapphireTomoe
26th Jun 2010, 12:02 AM
I am converting a TS2 object to TS3 and I am having trouble with the texture. Since I am not changing the object I basically skipped over that part in this about making new legs. But I get the texture loaded and assign it to the object but the object never actually takes the texture. I line it up in the Texture Coordinator Window and everything but it never shows up. The object is only one group when I load it as well, and I have no idea what I am doing. The texture looks like it is there except just not showing up then I save it like you say and I load it into LithUnwrap but the texture comes out as nothing there, and I click the properties and it shows as a blank texture. I have no idea what I am doing wrong and help would be amazing right now.
orangemittens
26th Jun 2010, 12:31 AM
SapphireTomoe this tutorial thread you're posting in is outdated as the edited title indicates. The best tutorial is probably this one:
http://www.modthesims.info/showthread.php?t=375349&page=1
As far as converting things from S2 to S3 goes you could take a look at this thread which might help you:
http://www.modthesims.info/showthread.php?t=372692
Give those a try and if you run into problems post again with specific questions about where you are in the process and what specific problem you are having...pictures of what's goin' on would be helpful also.
I hope this helps you :)
To the Mods: Is it possible to at least lock these ancient tutorials so people quit posting in them and bumping them up? It's hard for the new tutorials to stay above them on the list when people, for some odd reason, seem committed to choosing the oldest tutorial thread they can find to post in regardless of whether it's titled outdated or not. If the newest was allowed to rise above it on the list this might help IMO.
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