View Full Version : Does each sim have a mesh?
2nd Jul 2010, 08:21 PM
I'd just like to apologise in advance, for what is probably going to seem like a really stupid noob question. :)
I'd really like to be able to create a statue of a sim that I've created (it's for a world that I'm making.) So, is there any way of getting a mesh for this sim, does it even work like that?
I tried exporting the sim as a .sim3pack and then using the multi installer tool to turn that into a package, which I then opened in s3pe. But there didn't seem to be any mesh files in there.
With the new ability to create statues of sims in Ambitions, I'd thought that this might be possible somehow. Am I just way off the mark here? TIA.
2nd Jul 2010, 09:55 PM
You might find this thread informative. Unfortunately I don't think it's possible to do what you want to do though.
2nd Jul 2010, 10:25 PM
Thanks for that. I guess the statue doesn't have to be 100% accurate. Just means more work for me. I think I'll try to do what EsmeraldaF suggested in that thread. Only, where do I find the default head and body files, are they in one of the fullbuild packages?
3rd Jul 2010, 12:53 AM
You can find the heads here: http://www.modthesims.info/showthread.php?t=408021
Besides that you need to find eyes/hair/clothing and shoes.
Also all the textures that go with each part.
Import all into Milkshape and use the ANIM tool to give it a pose.
You even can adjust the face with it so it resembles the sim you had in mind.
You need to clone a object then that has atleast 3 groups, one for the hair, one for the head and one for the body.
Its a fun project. ;)
I once had a similar idea when i wanted to create a guard and a bellboy(more a guy that puts away your car actually :).)
but like always, to many ideas and not enough time.
3rd Jul 2010, 02:11 AM
The guy who puts your car away is a valet...and it isn't always a guy ;)
3rd Jul 2010, 03:37 AM
Lol, thank you(was to lazy to google it.) :D
3rd Jul 2010, 04:55 AM
Hold on! There is a WAY easier way to do this XD Fooling around with EA debug commands there's a command called "Sculpturify" all you need to do is to pose your sim and choose the material that you want it in. It makes the sculpture automatically and you just need to move it then.
You need to have the EA debug commands enabled though, Look at twallans place for the mod I used
3rd Jul 2010, 01:52 PM
Thanks Base, I'll give it a go. Finding the other meshes won't be hard, but I'll have to get permission for the hair. Gotta agree with the too many ideas, so little free time. I really don't know how I'd make anything without you guys' help! I really appreciate it all.
Robodl95, I need it as a custom object though, since I'm planning on sharing the world. Unless, I'm misunderstanding what you said?
3rd Jul 2010, 03:30 PM
I haven't tried sharing them but it doesn't seem to work any different than it would with the sculpting station, you just have way more possibilities posing wise. Downloaders wouldn't need the mod because it's just by EA, the mod only makes the options available
3rd Jul 2010, 03:44 PM
So it would require Ambitions, but it needs a sim for it to work?
3rd Jul 2010, 03:59 PM
think it works similar as painting a sim, you need another sim to do the job :)
3rd Jul 2010, 04:21 PM
Okay, I'm starting to make it in Milkshape anyway, because even if it is more work, I understand that way!
4th Jul 2010, 04:05 AM
Yeah it would need Ambitions, but it sounded like you were planning to use it anyway, you don't need 2 sims, just the sim you want the sculpture of, it works like any other command, just click and you have a sculpture (+ it wouldn't require an extra download, some people are funny about that...)
Whatever floats your boat :)
4th Jul 2010, 10:24 AM
if you use the sculpture mod the sims doesn't get textured right?
Still want to finish that guard one day.
4th Jul 2010, 07:02 PM
Just tried the sculpturify out in game. It's much easier for posing that the anim tool in milkshape. Though there is a texture on it depending on the material chose. Ice is whiteish and translucent. Clay is brown with little texture. Stone is black/grey marbled. And wood has a grain on it. The problem with these is (and yes, I know I'm fussy) is that I really wanted a stone statue, but the stone statue I created using this method is very dark (it's hard to see the sims features) and un-CAST-able. It then occurred that I could export the house and look at it with CUSTARD, which said there was only 5 files in there (four thumbnails and the house presumably) So I converted the house into a package and opened it in s3pe. There were fourl MODL files, and I had created four sculptures. I exported them, but the objtool decompiler thing (sorry, I've forgotten the name) has some kind of error, and only decompiled 7 bnry files from it - no s3asc, so I couldn't import it into milkshape, grrr. Guess I've got to do it the hard way.
Okay, I don't like giving up, but because I'm a total noob with meshing, I don't always understand why things happen. But the group of these MODL files is 0x02C3BDF7, rather than the usual 0x00000001. And the S3ObjTool is giving this error: ERR: MATD file read requested 72 bytes: read 64. Anyone have any insight? Maybe what I'm trying to do just isn't possible.
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