Beautiful! These will be very helpful - much more friendly than a hex editor.
Thanks very much for these! I had spent hours pouring over the fullbuild packages trying to find out what bones matched what instance, and now these programs make it so easy that I feel I'm cheating in life somehow.
Thanks for releasing these, they are wonderful utilities! Truly amazing! I'm a complete n00b so it took me longer than I'd like to admit to figure out the Blend Unit Editor and Facial Blend Editor expects different file suffixes than s3pe exports them in.
Unfortunately, none of these work in Windows 7 x64 except for the Blend Unit Editor. Compatibility Mode doesn't work either. I was lucky enough to have a Windows XP 32-bit VM to run them on. In case you're interested in the Windows 7 errors - Bone Delta Editor, Facial Blend Editor, and VPXY Editor all crash with this error on launch:
It's not caused by a missing .NET Framework 2.0 because trying to install .NET Framework 2.0 separately results in a message saying it's built into the OS. CAS Slider Template will launch, but can't save a file because it causes this error:
Maybe they can be recompiled in VS.NET 2008 with .NET Framework 3.5 in order to work with Windows 7? I didn't see the source for them on your Google Code page or else I might have given it a try.
BadImageFormat just means that the MadScience.Wrappers was compiled as a Target:Any build so Windows 7 thinks it's a 64 bit DLL, when in fact it's 32 bit.
I need to upload the latest versions anyway since I've changed and added some things - I already fixed the build target here so that should fix that problem.
Thanks, I'm looking forward to the fixed versions!
One thing I hadn't realized till now when I tried to share my Sims (which also shows how ignorant I am about the inner-workings of the game) is that every custom slider used on a Sim must also be installed on the other person's machine, otherwise the changes enacted by it won't show up. Interestingly, the data appears to remain with the Sim so that simply adding the custom slider causes the changes to return. Out of curiosity, if the slider isn't present, will the game ever realize it doesn't need that data and throw it out (i.e. when changing active household or after so many saves)?
I'm also looking forward to the update on these. Since I've been running the Windows 7 RC1 x64 for about 3 months now, using these wasn't an option--despite my desire to start playing around with making custom sliders. Also the VPXY may well turn out to be god-send for me since I've been playing around with making custom meshes and editing the VPXY is a pain in hex.
Also, thanks a million, Delphy, for not making me beg for Win7 support; some software companies have sent me through loops while trying to get Win7 support--including yesterday, despite Win7 being officially released.
Rez: I installed Win 7 64bit myself on the 22nd Oct, but I've been totally swamped with real life stuff so I haven't had a chance to update all these. It'll be Real Soon Now (tm)
Small Editors: VPXY, BoneDelta, FacialBlend, BlendUnit, CASSliderTemplate, GEOM/MTNF - New May 2010: RSLT Editor
What is this thread for?
This thread is basically a repository for some small tools that I wrote to help with various small tasks. They do ONE thing and one thing only.
This tool allows you to edit the Visual Proxy (VPXY) resources contained in a package file, easily and quickly.
This tool allows you to edit the Facial Blend files that tell CAS which BGEO and VPXY to use for a specific blend. This is used in CAS sliders and so forth.
This tool allows you to edit and change the Bone Deltas associated with a specific slider, add your own, and basically make sliders linked to bones do stuff.
This tool basically allows you to edit the simple BlendUnit files, which tell CAS which FacialBlends to use for a particular direction of a slider.
CAS Slider Template Creator
This tool sets up everything you need to create a custom CAS Slider using the tools above. It automatically links together the Blend Unit, Facial Blend, VPXY and Bone Delta to create a Slider that works for a Sim.
Please note that the strings generated by this tool are only English US - other languages aren't generated but can be copied easily enough using S3PE or any other STBL editor.
Also note that the "default" Slider WILL require changing and editing for it to work.
SimGeom MTNF and TGI Editor
This was previously in the Accessories thread, but basically it lets you alter the MTNF (Material) chunk of a SimGeom file and can "fix" meshes where the comments section was lost in Milkshape, and thus they dont work correctly. Currently only editing is allowed - no adding or deleting of MTNF entries.
However, you can change the TGIs, the Shader type, and Export/Import the bone references. Handy for the aforementioned comments loss.
This allows you to edit the slots on objects, as part of changing animations, slots and the like. It can be used in conjunction with the RIG editor to do some cool stuff.
All tools require .NET Framework 2.0 to be installed. These can be linked to S3PE if required using the helpers framework.
All of these should work on XP, Vista and Windows 7 - both 32bit and 64bit versions. Please let me know if I missed one.
Source code to all of these tools (and more) is available at http://code.google.com/p/madscienti...ce/browse/trunk
Enjoy the small utilities.
Forgive me for sounding stupid, but I want to understand. Using these tools will allow me to make sliders sort of like the breast mod. If that is the case are there any tutorials for an absolute n00b at this sort of thing.
Huh???? Huh??? Huh???? You are so smart it makes me laugh. I don't have a clue what this is, but if you made it, I know great things will be produced from/by/with it!! Thanks for taking care of we the clueless!!
Thread has been updated with the latest versions, and moved to downloads.
jaccinati: There are no tutorials at this time, but it's actually fairly easy to do.
Just use the CAS Slider Template to make the template package file.
Then open up said package file, and extract the BoneDelta (or set your S3PE up via Helpers.txt to auto open the BoneDelta tool for those types)
Using the BoneDelta editor, pick the Bone and adjust the scale, offset and so on.
Just remember to do it for both Left and Right, and that it's English only.
Brilliant, thank you for these, they look very useful - and of course, I'm already familiar with the SimGeom Editor, which I wouldn't be without!
Thanks Delphy! Now I just have to finish reinstalling all my stuff after doing a clean install since upgrading from the RC7100 to x64 Pro.
Well done. You never cease to please modders.
Cool mod, however, I have a Mac so I can't use it. So, if anyone is willing, could you please create a mod that keeps the female breasts the same shape/size when I change the body thinness/fatness and muscular tone? Because the breasts became ugly when I make my female sim very muscular, thanks!
Thank you, VPXY tool might be interesting to me I hope this tool can help in meshing.
i have no idea what any of this means.
but i'm sure it will help a lot of people!
Yes, it can - you just have to pick the right bone. Best advice here is to experiment.
Well, these are certainly going to create some very interesting slider mods. Maybe we can start to experiment with creating upright animals :-) Now, a full body hair skintone...hmmmm.
If this means we can create our own body sliders, are you still working on your waist/hip/butt sliders, etc. for those of us who either don't have the time, or the knowledge to properly work these?
Some people can't even use the installer helper monkey without screwing their game up, so heaven help some people if they play with these.
Thank you very much. Works really nicely, and I have started creating a few sliders, which works really well.
The only problem was a decimal separator issue in the BoneDeltaEditor, that means you should make sure to set your windows localisation setting to english number format if you have problems. I already submitted a patch for that to Delphy.
Just tried it out trying to make a slider for the hips/butt area to go with your bewbie maker, and it worked out perfect, though I need to tweak it a good amount (sliders affect everything below the pelvis, too. Legs, feet, etc.)
My question is, does every slider have to be in it's own .package?
Because having an X, Y, and Z slider for the torso would mean 3x5 for the torso, 8x3 for the legs, and 12x3 for the arms, not including the twist/compression bonedeltas.
Would exporting all the resources from .packages and throwing them all in to 1 big one work? Or am I going to end up with a crap-load of .packages, seeing as I'll need 3 sliders to size the pelvis, and 24 to size the legs in the opposite direction.
Also, I heard you discovered a limit as to how many sliders you can add. What is it?
EDIT: [Add Entry]... For multiple bones.
IIIIIIIIIIIIIIIIIIII'm an idiot.
Yes, there is, in the base-game, a limit of 20 sliders per region. If you are playing with awsomemod, Pescado
The 20 sliders per region also includes base game sliders. So you only have a few left in each section. The exact math is in the elf ears thread.
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