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View Full Version : TUTORIAL : how to link a genetic skintone to a specific not default nude mesh


marvine
11th Sep 2005, 09:03 PM
UPDATE 09-20-2005 : by request, uploaded french version .

This tutorial aims to explain how to link a mesh to a specific skintone, in the same way you can link a mesh to a clothing texture as explained in Brianna's tutorial.

This allows having different coexisting body shapes for naked Sims, since the resulting nudes won't be default nudes and will only apply to the Sims using the mod'ed skintones.

I had to find a solution for my bodybuilder Sims losing their muscle under the shower, and Eebee was kind enough to point me to Rico_Sugar who achieved this for an enhanced female top - well, I didn't know enough about the package structure to understand how he did it, but then Quaxi gave me some pointers on the SimPE forum about the scenegraph chain that were all I needed.

Here I have to thank my dear friend/partner/boytoy Beosboxboy, who among other things took the time to correct my English and formatted this tutorial, both for this post and the downloadable version.



THE PRINCIPLE

Like any texture, a skintone needs to be linked to a mesh to show up - it uses the current clothing mesh when a Sim is dressed and is then applied to the transparent parts (i.e., neck, hands, arms, legs...), but it has to use specific meshes when the Sim is nude, one or two for each texture - every combination of gender, age and fitness for tops and bottoms - or full bodies for babies and children.

A custom default nude mesh will just replace the default nude meshes for every Sim in the game, and that's not what we want in this case.

Here, we need to use the textures of a specific skintone and link them to our custom meshes, so these meshes will apply only to that skintone, for the chosen age, gender and fitness.

:!!: The changes will show only when the Sim is nude - this doesn't apply to nude clothing, which is just a fully transparent clothing texture, linked to a clothing mesh.


THE METHOD

Since any texture is linked to its mesh through the 3D ID referencing file, we have to find which 3D ID referencing files we need to edit to link the right mesh to the right texture, by replacing the resource node and the shape with those of the mesh.

Don't worry, this shouldn't prove too difficult even if you're not very familiar with SimPE and Brianna's tutorial - it's not even as long and boring as this tutorial will be, once you get used to the process. :D But here I'm trying to be as precise as possible.

Here, I'll assume you already have the mesh package you want to use; to make it simple, I'll just show you how to replace meshes for the adult male, knowing that the same method can be applied to any texture. Of course, in a general manner, you have to use a bottom mesh for a bottom texture, a top mesh for a top texture and a full body mesh for a full body texture.



THIS TUTORIAL WAS MADE WITH SIMPE v. 0.48

I - Create your skintone

First, in Body Shop, export the skintone you want to use and give it a recognizable name. Then, without having to exit Body Shop, open the created folder in your My Documents/EAGames/The Sims 2/Projects folder - this is just to quickly edit the swatch icon, it'll make it easier to find your skintone in Body Shop or in game later. Use any texture you want, or just reverse the colours in Paint, you'll be able to edit it later if you wish.

Now import your new skintone, and exit Body Shop.

II - Link your skintone to the meshes

1) First, you need to extract the resource node and shape descriptions from the mesh packages. Create a new folder for your project with two sub-folders, one for the top and one for the bottom.

- Open the top mesh package in SimPE.
Right click on the resource node in the upper right window, choose extract, then save in your new folder without changing the name or the file type; do the same with the shape.

Figure 1. (http://s95147669.onlinehome.us/beosboxboy/images/image001.jpg)

Figure 2. (http://s95147669.onlinehome.us/beosboxboy/images/image002.jpg)

- Repeat the process for the bottom mesh.

2) Now, click file > open, browse to your My Documents/EAGames/the Sims 2/Saved Sims folder, and open your new skintone package.

a) Right click anywhere in the packed files window, choose "add", browse to the folder your just created and import the resource node description you exported from the ";top" mesh (i.e., .5cr.xml); then do the same with the shape description (i.e., .5sh.xml).

You don't have to find an empty line to do this; the files will be automatically added at the end of the list.

Figure 3. (http://s95147669.onlinehome.us/beosboxboy/images/image003.jpg)

b) To find the right 3D ID referencing files, since the filenames aren't explicit, you have look into the property set files to get their instance number.

- Select "property set" in the resource tree window, and click the "plugin view" tab at the bottom of the screen. Then scroll down the list of property sets in the upper right window, the name of the textures should be on the 7th line in the CPF editor window.

For each age and gender you need, you'll find tops and bottoms except for the babies and children, for example the adult male:

CASIE_amtopnaked_nudecut_s1
CASIE_ambottomnaked_nudecut_s1
CASIE_amtopnaked_nude_s1
CASIE_ambottomnaked_nude_s1
CASIE_amtopnaked_nudesoft_s1
(no bottom for either the soft or the cut texture depending on the skintone you
clone in the first place - it then uses the regular one; but this doesn't necessarily apply to other types, so check all the property sets if you're not using the adult male).

Figure 4. (http://s95147669.onlinehome.us/beosboxboy/images/image004.jpg)

For now, you just need to find one adult male top - each one is linked to the same mesh. Once you find a "top", click the "resource" tab at the bottom of the screen and copy the instance value.

Figure 5. (http://s95147669.onlinehome.us/beosboxboy/images/image005.jpg)

c) Then, select the 3D ID referencing file in the resource tree window; paste the instance value you just copied into the second field in the instance filter, click "set". Only the one with your instance number will show up in the right window.

Figure 6. (http://s95147669.onlinehome.us/beosboxboy/images/image006.jpg)

Highlight that line, click the plugin view tab to access the 3D referencing file editor; you'll find the resource node, shape and material definition references.

Write down the resource node instance number, it's the last group of numbers on the resource node line. It'll help you later.

Figure 7. (http://s95147669.onlinehome.us/beosboxboy/images/image007.jpg)

d) Next, click the "package" button on the right, the package selector form window will pop up. Scroll down the files in that window until you find the resource node and shape, click/drag them in the left window, and close the package selector form.

Figure 8. (http://s95147669.onlinehome.us/beosboxboy/images/image008.jpg)

Delete the resource node and shape at the top of the list by clicking "delete" in the files properties section, and put the new ones in their place using the "up" button.

Figure 9. (http://s95147669.onlinehome.us/beosboxboy/images/image009.jpg)

Commit, clear the instance filter (suppr, set).

e) You now have to do the same for the two remaining "top" instances. Instead of looking for their instance number in the property set, I find it easier to scroll down the list of 3D ID referencing files, using the "down" key, and look at the resource node instance number in the left part of the 3D Referencing File Editor to compare it with the one written down earlier - remember, it's the last group of numbers on the resource node line.

f) Before you repeat the process with the bottom, you have to delete the resource node and shape you first added in the packed file window: select "all resources" in the resource tree to get the whole list; you'll find them at the bottom of the list. Then, save your package - else, they'll still appear in the package selector form.

Figure 10. (http://s95147669.onlinehome.us/beosboxboy/images/image010.jpg)

5) Now, link the bottom mesh to the bottom textures in the same way, from a) to f) - remember, there are only two bottom textures. Don't forget to clear the instance filter between operations and to commit after each change. Don't forget as well to delete the resource node and shape you added in the packed files window - I did and didn't notice any problem, but better safe than sorry.

III - Test your skintone

And here we have a slight problem... I don't know about any way to check the real nudes in Body Shop or CAS. Remember, nude clothing is just an invisible clothing texture applied to a clothing mesh - most of the time, it's done by blacking out the alpha on an underwear texture.

For now, the only way I know to test this type of skintone is to create a Sim, choose the mod'ed skintone, then put him on a lot and make him take a shower to see what happens.
Then, if you made any mistake, it will result in a missing body or body part. Meaning that you have to check your links, or go through the whole process again...



Any comment is welcome! Your observations will be taken into account to improve this tutorial, which I hope you'll find useful.

sdfisher
11th Sep 2005, 11:11 PM
Let me be the first to thank you Marvine, Beos, and others.

The Timing of this tutorial could not have been better. I have come a long way in a short period of time thanks to you folks. Will be using this tutorial in the next day or two and will report any problem or confusion that may arise if any.

Peace!

Warlokk
12th Sep 2005, 07:31 AM
Nicely done, Marvine! Your initial notes were invaluable for me to figure all this out, but this tutorial should make it much easier for everyone. I hope to release a set of non-default Female meshes in the next few days.

KinwatsaZ
12th Sep 2005, 07:49 PM
Thank you thank you.
I have requested that the fat guy and fat girl made here on MTS2 please not lose their shapes when bathing...Now you have made it all possible and if these creators don't get to it, I am sure someone will. HOOORAAAY! This is something we had in SIMS 1 that I have sorely missed in SIMS 2 until your bodybuilder made it all possible. Love you and Beosboxboy!...Thanks again, K :beer: :D

marvine
12th Sep 2005, 08:43 PM
Thank you guys! :D

As I told, I didn't invent this, and like everybody I assumed it was impossible until Eebee told me Rico_Sugar had done it - from there it was just a matter of logic.

Sdfisher and Warlokk, let me congratulate you again for managing to find your way through this despite my poor explanations - there are definitely some well-shaped brains on this site! :lol:

Warlokk
13th Sep 2005, 01:15 AM
And soon there will be many more well-shaped sims in the game... even in the shower!!! :D

sdfisher
13th Sep 2005, 06:30 AM
That you help us all is brilliant!

poi_boi
17th Sep 2005, 03:10 PM
Thanks for this tutorial Marvine.
Now I can make my tattoos I posted in your original thread into skintones instead of clothing.

xylune
20th Sep 2005, 08:23 PM
Wow, I did it the hard way. I wish I had found this earlier. :) Great to know in the event that I want to link the mesh to other skintones in the future, though. Thank you.

stef2k5
21st Sep 2005, 04:54 PM
Thanks for the french translation!! :salute:
learning... :mod:

LegolasFFM
22nd Sep 2005, 06:43 PM
cooooooooooooool thanks for the tut.....I gotta try that when I ll have some time....and link the superhero muscle guy to some skin tones and the athletic guy and so on...too :-)

kiss kiss ;-)

Ailias
24th Sep 2005, 06:29 PM
I guess I can make all needed skintones to erect or soft nude meshes? ;)
GREAT!!!

Ailias
24th Sep 2005, 07:51 PM
Alas It is too hard to me...i got confused...
After the Figure 3....:(

marvine
25th Sep 2005, 12:56 AM
Ailias, you can PM me anytime and I'll do my best to explain what you need to know...
But depending on the meshes you want to use, maybe there's a easier way. Just tell me, okay?

crazy
17th Oct 2005, 05:42 PM
i really wana see a ultra fat sim that actually wobbles

Trident
19th Oct 2005, 05:23 AM
My skintone has the right shape but is totally off color what could be wrong? it's all green!

marvine
19th Oct 2005, 08:01 AM
Trident, this has nothing to do with the mesh linking - probably Bodyshop played a trick on you, which happens sometimes. Did you check the textures themselves in SimPE?

Bobbins
19th Oct 2005, 07:20 PM
That's a great tutorial Marvine, thanks a lot :D
One question though... what do you recommend if the mesh I want to use isn't split in to top and bottom?
(I want to use the legendary BonesChapel mesh... http://www.modthesims2.com/showthread.php?t=50022)

marvine
19th Oct 2005, 08:12 PM
Bobbins,

Only one solution to my knowledge: Wes_h's Body Chop plugins for Milkshape (http://www.modthesims2.com/showthread.php?t=50219). Once you get the hang of these, cutting a body mesh in top and bottom is fairly easy. Good luck! :)

leighkuhn
20th Oct 2005, 01:12 PM
That's a great tutorial Marvine, thanks a lot :D
One question though... what do you recommend if the mesh I want to use isn't split in to top and bottom?
(I want to use the legendary BonesChapel mesh... http://www.modthesims2.com/showthread.php?t=50022)



lol.....

i am struggling with the same problem with the xenos heroine mesh. per marvine's suggstion, i have renamed the mesh file and fixed the integrity. attatching both the top and bottom skins to the same one-piece mesh doesn't work. in the shower her body shape is right (which is at least encouraging) and she seems to be moving ok, but she's green.

please keep posting with any progress that you make. also, if you wouldn't mind posting what doesn't work that would be helpful as well. i kind of feel like i'm throwing darts blindfolded here!

Bobbins
29th Oct 2005, 09:00 PM
After closer examination, I realised Boneschapel's mesh, while a great shape for supportive clothes, was the wrong shape for no clothes.

Instead I used Warlokks meshes (which fortunately has top & bottom), and used your tutorial to link them to existing skin tones. It worked perfectly... So I just wanted to say thank you Marvine for your fantasitc explaination that even I could follow!

I also learned some new things about SimPE while doing it, as a bonus. I definitely recommend this tutorial.

Ciablue
16th Nov 2005, 09:38 AM
-sigh-
I'm trying to make a shower default for fairygurls biggal mesh. Unfortunately I only made it as far as importing my skins back into the game.

Int the second step of your tut you tell us to open the top mesh package. I um...don't think I have one....I mean I think it's all one mesh. Even with pictures I get lost.

And the screens that I'm looking at don't match the ones in the tut so I know I've goofed up somewhere.

Any suggestions? Anybody?

marvine
16th Nov 2005, 01:53 PM
Ciablue,

In order to apply this tutorial, you need to have a top and a bottom mesh packages; as I stated, the nude state for adults doesn't use a full body mesh. There may be a way to get around this, but until now I didn't find the time to look further.

So if you wish to use Faerygurl's mesh, you'll then need to either morph a top and a bottom in the same shape (using Miche and Delphy's Mesh Tool), or cut the mesh in two parts (using Wes_h's Body Chop plugins), and build new mesh packages.

I'm aware thas this seriously complicates the matter, but this tutorial was first intended for meshers who wish to offer this option for new meshes; I probably should have been more clear about that.

Now, if you're willing to give it a try, you'll find the tools, along with tutorials and tons of information about body meshing, on the create section - I can't possibly explain the way to do it in a few words...

azurajen
30th Nov 2005, 05:34 PM
I now this thread is not completely current but I have to say a huge thank you to Marvine. I adore the bodybuilder mesh and love having,different skintones and not losing, shall we say power in the shower. I worked great for keeping my warlokk girls curvy. You don't know how many nights I got 2 or 3 hours sleep to make this work. <kneels at feet in gratitude>

marvine
30th Nov 2005, 06:44 PM
Azurajen,

Positive feedback is always welcome... :)
I'm glad you found this tutorial useful.

braindead891
30th Nov 2005, 08:09 PM
Thank you so much! I'm going to try to give this tut a shot right now.

lillizinha
6th Dec 2005, 06:16 AM
Thank you sooooooooooooooooooo much, Marvine!!! I was looking for a tut that could explain me exactly this!!! I´m going to check if I've done everything right...
Thank you, thank you, thank you!!!!!!!

tbwitholt
8th Dec 2005, 02:21 AM
Hi Ju,

I tried to link the basic teen male nude mesh to itself again so that I knew whether it would be worth trying to modify it. Again I ended up with an invisble showering teen.

I know that Beos had been trying to help me out with it but something was very strange with the meshes.

There were three bottoms and three tops (a nude, nudecut, and nudesoft for each) for the one teen male. I'm not sure if that's part of the problem or what, or if something has to be done with the full body mesh, since the teen male also has that.

Do you know if there's something inherent in the teen male that makes it significantly different from the adult male skintone linking?

marvine
8th Dec 2005, 08:18 PM
tbwitholt,

I just tried it myself without a problem... What do you mean, there's also a full body mesh? It's not referenced anywhere in the skintone, you just have to replace the cres and shape references in the 3 top and 3 bottom 3D ID referencing file - not 3 tops and 2 bottoms like the adult male.

Well, it could as well be a bug, my advice would be to remake it from scratch and double-check everything...

A tip to save time: scroll down the 3D ID referencing files, those for the teen tops have FFB84F82 for the original resource node instance number (last group on the line), and it's FFC24318 for the bottoms - much faster to find the files you have to edit.

RabidAngel
2nd Jan 2006, 08:55 PM
Hi Marvine.
Thanks for this amazing tutorial.
Now, I have a question.
If I wanted to link a specific clothing mesh to a nude mesh, would I use a similar method? Say my sim is wearing a certain mesh before he enters the shower, is there a way to link a certain nude mesh to the current clothing mesh (the clothing the sim is wearing right before entering the shower)?
I'd greatly appreciate your input. At this point, I'm not even sure if it's possible to do this. I've searched around the forum, and this is the closest I've gotten to finding an answer to my specific question. Let me know if I can clarify my question at all, and thanks again!
-RabidAngel

marvine
3rd Jan 2006, 08:24 AM
RabidAngel,

It should work exactly in the same way, except that in this case you also have to replace the skintone texture for the age and gender you want to use with your clothing texture.

If you want to use a full body outfit, you'll have to cut the mesh with Wes-h's Body Chop plugins; it would be easier with separate top and bottom clothing, but then you'd have to regroup the top and bottom clothing textures in one, since the skintones use full body textures.

darkpsyfox
3rd Jan 2006, 11:48 AM
Hi Ju,

I tried to link the basic teen male nude mesh to itself again so that I knew whether it would be worth trying to modify it. Again I ended up with an invisble showering teen.

I know that Beos had been trying to help me out with it but something was very strange with the meshes.

There were three bottoms and three tops (a nude, nudecut, and nudesoft for each) for the one teen male. I'm not sure if that's part of the problem or what, or if something has to be done with the full body mesh, since the teen male also has that.

Do you know if there's something inherent in the teen male that makes it significantly different from the adult male skintone linking?

Here is something that will help u understand: nude= normal teen/nudecut= fit teen/nudesoft = fat teen yay!

hope u understand now.

RabidAngel
3rd Jan 2006, 06:59 PM
Hi Marvine,
Thank you so much for your reply.
I'd actually like to link only the clothing to a nude mesh, and not the skintone. Would I still have to cut the full mesh into separate parts? I'd like for people to be able to use whatever skintone they'd like, but have the clothing link to the nude mesh. Would it still be the same process? (Sorry if my question is redundant to my first, heehee....just trying to claryify it all in my head.)
I'm hoping linking a full outfit to a full body mesh might be an easier process...I haven't gotten as far as separating top and bottom since once I do that, I can't use bump/normal maps.
Thank you, once again, and many times over for your help.
-RabidAngel

marvine
3rd Jan 2006, 10:56 PM
RabidAngel,

Obviously I was a little out of it when I replied this morning - you can't replace the skintone with a clothing texture, you have to paste it on the skintone. And for whatever reason, the textures link only to top and bottom meshes, except for toddlers and babies. There may be a workaround and I've been thinking about that, but this means some really hazardous experimenting, resulting until now in weird textures every time a full body mesh is used. Now you're right about the bumpmap issue when using the Body Chop plugins, but hopefully Wes_h will have that solved (as well as other problems, such as the shoulders blockiness) very soon with a next version using new features that he got to be added to Milkshape's next upgrade.

Now, about what you want to do, I still didn't find a solution - I'd like to do it myself for my growing merfolk meshes family, because a flesh-coloured fishtail is just hideous, and I don't want to impose a unique recoloured skintone. In order to do that, we'd have to find a way to have the clothing texture apply over any skintone; but since it's the texture (the skintone in the case of the nudes) that calls the mesh, I really don't see how to achieve that. So for now, the only solution I'm aware of is to make an assortment of skintones, in which you'll have pasted your clothing texture...

RabidAngel
4th Jan 2006, 08:39 PM
Hi Marvine :)
Thanks, again, for the reply....I think I understand now. So, at present, it's impossible to link clothing to nude meshes, as the clothing is not what calls the nude mesh...it's the skintone... Is that correct?
Too bad if it is! I'd love to figure out how to get it to work so that people would be able to use different body shapes in the game based on the clothing meshes that they are currently using....It always looks so strange to me to see my guys get naked in the shower and lose muscle and body weight, heehee!
Thank you again for your explanation.....And thanks for the info on the wes_h plugins. I really look forward to seeing the option to use bump maps when creating meshes where you add or delete vertices.
-RabidAngel

marvine
4th Jan 2006, 10:22 PM
RabidAngel,

So, at present, it's impossible to link clothing to nude meshes, as the clothing is not what calls the nude mesh...it's the skintone... Is that correct?

You could link clothing to a nude mesh - but then it still would be clothing, and wouldn't apply when the sim is really nude. The mesh that will be used when the sim gets naked is the one the skintone links to.

I'd love to figure out how to get it to work so that people would be able to use different body shapes in the game based on the clothing meshes that they are currently using....It always looks so strange to me to see my guys get naked in the shower and lose muscle and body weight, heehee!

This is what this tutorial is about... I thought you wanted to have your sims keep some kind of clothing on when under the shower!
This method is precisely intended for keeping a particular body type when the sims get naked - I had to figure this out so my bodybuilder sims wouldn't revert to skinny when nude, and then Beosboxboy and I made an assortment of "muscle" skintones based on our meshes to choose from.
So if there is a body shape you like, but it only exists for clothing, all the chances are that there's skintight clothing for it using a mesh suitable for a nude, like underwear or swimwear; this is the case for Xenos' heroin or Faerygurl's fat girl. However, these are full body meshes, that would need to be cut and put in separate top and bottom mesh packages in order to be linked to a skintone.
I hope this is clear, but don't hesitate to ask if it's not. :)

RabidAngel
4th Jan 2006, 11:35 PM
Hi Marvine :)
Yes, that's what I gathered....It makes complete sense. The only thing about it is that not all meshes would look correct as nude (like your mermaid tail or a wideleg pants outfit)...Thanks for explaining!

silentwarrior202
9th Jan 2006, 09:42 PM
Thank you Marvine for all your help. Your tutorial is great and it was really easy to follow. I didn't think I was going to be able to do it but after a couple of tries I was able to with no problems, I just made some dumb little mistakes along the way. I can’t thank you enough for all your help. Thanks again!

marvine
11th Jan 2006, 12:22 PM
Congratulations, Silentwarrior! :D

silentwarrior202
14th Jan 2006, 04:58 AM
Okay I need help! I’m not very familiar with body meshing but after playing around with Milkshape for a couple of hours I sort of got a very basic idea of how body meshing works, I think.

The problem that I’m having is that whenever my sim takes a shower the sim is completely bodyless with only the head showing up. I’ve tried about 3 times to figure out what I did wrong but with no success. I’m not sure what I’m doing wrong. I’ll try and summarize everything that I did as best as I can. Here it goes:

I have the full body mesh but with no bottom or top mesh so the first thing I do is use Milkshape to split them up.

I import the mesh into Milkshape and Milkshape asks me if I want “Display all blend groups? and I select “yes”. Does this make any difference?

Then I use the selective editor to delete the part I don’t want around the waist for the top or bottom mesh. After that I just use the select tool to delete the rest. The thing I’m worried about is that when I do use this a dialog prompts me that the selective editor is sill in the beta stage and says under the disclaimer says that “As with all plugins, you will need to re-weld your verticies after using selection editor.” Is this a good method for splitting up a mesh? If not, do you just use the select tool and just cut off the bottom and top with the select tool only? I wasn’t sure about this but I found it best to use the selective editor because I was able to duplicate the way another top/bottom mesh was cut and just followed it in order to cut the top/bottom parts of the mesh.

Does it matter if I have to hide, under the groups tab, for each of the groups (body, bodymod.1, & bodymod.2) when I cut the mesh up? According to the “Basic Clothing Mesh Tutorial” by NeptuneSuzy under Step 7, you had to do that but I didn’t because I didn’t move any vertices around. All I did was cut the mesh into a top/bottom part.

After that I go under groups and change the body to top for the top mesh and bottom for the bottom mesh under the groups tab. I also change the comments for the top/bottom, bodymod.1, and bodymod.2 under the groups tab from looking at comments from another top/bottom mesh that I had. Oh the auto smooth box is ticked. Does that make any difference?

Before I export the file I selected each group with the auto smooth box ticked and welded together each of the three groups and then exported the file. Does this make any difference? I wasn’t sure about this part so I just followed NeptuneSuzy’s Tutorial under Step 7 since I used the selective editor.

Then after that I followed NeptuneSuzy’s tutorial “Basic Clothing Mesh Tutorial” and followed steps 3, 4, 7, 8, and 9 to create the package for the mesh.

Are these the right files to make the bottom and top portions of a mesh?

Bottom:
amBottomNaked_tslocator_gmdc
amBottomNaked_tslocator_gmnd
amBottomNaked_untagged0_shpe
amBottomNaked_cres

Top:
amTopTankTop_tslocator_gmdc
amTopTankTop_tslocator_gmnd
amTopTankTop_untagged0_shpe
amTopTankTop_cres

I used these files above to make the top/bottom package and followed steps 3 and 9 in NeptuneSuzy’s tutorial.
The first thing I did is make the new package, added the 4 files, then clicked fix integrity and gave my package file a unique name under the “Scenograph Rename Wizard”, updated, and saved.
Then I just replaced the GMND with the file I exported from Milkshape to the appropriate place, fixed the integrity again without putting anything under the “Scenograph Rename Wizard” and saved.

Finally I just did the easy part and linked the skintone to the top and bottom mesh. Tried it in the game but with no luck :(. Can anyone out there tell me what I’m doing wrong? Any help would be greatly appreciated.

marvine
14th Jan 2006, 11:14 AM
SilentWarrior,

I don't know Neptunesuzy's tutorial, so I'll explain to you the way I do this.

First, the way you build your packages is right, and the files you're using are okay - in fact, any male top or bottom would work since you're going to replace the GMDC anyway.

You still made a few mistakes, that may explain why it doesn't work.

When you import the full body mesh, you have to say "yes" to "display all blend groups?", else you'll only have one body group like with the plugins v. 2.16 and won't be able to export it with the Body Chop plugins.

"Autosmooth" must be unchecked, it will only mess up your mesh - if you need to smooth it but there's no reason you should for this particular job, you can do it with face > smooth all (edit > select all - vertex > unweld all > weld - face > smooth all).

Now, I never used the selective editor; for my bodybuider meshes, since the 3 groups are identical, I let all 3 showing, just select and delete the unwanted faces, then rename the groups and update the group comments.
When the groups are different (real fat and preg morphs), I delete the unwanted part on each group in turn, hiding the two others - the waistline is placed much lower on a fat morph. Don't forget to check in 3D view that you didn't left out any vertices - when deleting the bottom part, usually the vertices in the feet soles don't all get deleted in the other viewports, and you have to select and delete them in 3D view.

When following this method you don't need to re-weld the groups before export.

One more thing: when cutting a mesh that wasn't made with the Body Chop plugins in the first place, first import the full body mesh in Milkshape with the plugins and export it at once before importing it back again - this will prevent a gap at the waistline in game.
Then I just replaced the GMND with the file I exported from Milkshape to the appropriate place, fixed the integrity again without putting anything under the “Scenograph Rename Wizard” and saved.
I take it you mean "the GMDC"; now don't fix integrity again - just say "yes" when SimPE asks if it should reload the file.

Well I hope this helps...

silentwarrior202
15th Jan 2006, 03:27 AM
…and Marvine saves the day again!!! :D
The method you suggested worked flawlessly. I was finally able to cut a mesh into two and actually make it work in the game. You made everything so much clearer!! Thanks a lot for all your help! I couldn’t have done it without you.

simboy
21st Jan 2006, 11:52 PM
Thank you Marvine!

Superheroine and Female Bodybuilder are now showerproof lol it's easy when you get the things going. Btw found Zenmans mesh halves hour after got mine done... Well it's all learning

jmtmom
15th Feb 2006, 07:55 PM
Thinking about trying this. Would it be possible though, to take an existing template and use "Build DXT" in SimPe to apply a different skintone? Similar to the method used to make skintone defaults.

marvine
15th Feb 2006, 08:22 PM
Jmtmom,

Sure it's possible - but this way you'll get huge files, I recommend that you clone it afterwards in Bodyshop so the textures get compressed, and then get rid of the first ones. This way you'll retain the texture quality (which is lost only when editing bitmaps because of a compression issue), but the files will be considerably smaller. Doing this, I was able to get files nearly ten times smaller for clothing textures, with the same exact quality as the original.

jmtmom
5th Mar 2006, 10:14 PM
Finally got around to trying to do this. I did find a very easy way if you have an existing non-default nude replacement. I used Consort's fat man set and Enayla's Sweet Fall skintone. All I did was export them both in body shop, then copied and pasted the Sweet Fall textures onto the existing non-default skin, then reimported it. It seems to have worked, I tested it in game. Of course this method only works if someone else has already done the hard part of making the non-default nude.

The Build DXT method proved to be too confusing for me and seemed to be more work than following the steps in this tutorial.

I have another question now. Would it be possible to take the non-default nude I've made, link it to the female curvy girl mesh and still keep the link to the male fat man mesh? No non-default nudes out there for the curvy girl yet, so I'll have to do it the hard way, I guess.

I'd also like to link the fat child and teen if it was possible, those do have existing non-default nudes.

Edited to add:

Tried to add the fat teen non-default mesh to my fat man custom mesh skin tone and got all the way to step 7, then couldn't find the Resource Node or Shape in the package window. I think I'll probably start over again tomorrow. I have a feeling this is something I'll have to do several times to get right, that is if my head doesn't explode first. :insane:

marvine
6th Mar 2006, 06:52 PM
jmtmom,

Sure it's the easiest way to replace the textures on already existing non-default nudes, it gives poor results only if you edit the textures - in this case the build DXT method is unavoidable. Now it's not always easy to use with skintones...

Of course you can link the same skintone to different meshes, you can use as many meshes as you have bodytypes, for both gender and all ages - still an issue with the "fat" adult male since there's no fat bottom texture, so the top should the be linked to the regular mesh so it can use the fat morph of that mesh ; I'm not aware of other anomalies.
Anyway you will have to do it the hard way; even if there was an existing default nude for the curvy girl, you'd have to choose : use your skintone which is already linked to the fat male, and link the female textures to the curvy girl with SimPE - or the reverse.

CyberCube
21st Mar 2006, 02:11 AM
Thanks for writing this tutorial, but I don't know how to get a body mesh. (I want to use a default one and edit it.) This should be an easy question to answer, right? Thanks in advance!

tiggerypum
21st Mar 2006, 05:31 AM
CyberCube, wrong tutorial. Look at the 'clothing' editing tutorials. A 'body' and 'clothing' are the same thing in the game. We're revamping the clothing mesh editing tutorials, give us another few days and there will be new ones with the new simpe and current plugins.

CyberCube
21st Mar 2006, 06:57 AM
Oh. Sorry to bother you, then.

jmtmom
7th Apr 2006, 04:29 PM
I'm thinking about uploading a sim with a custom mesh-linked skintone. Do I need to have people upload seperate meshes, or is everything needed contained in the skin package?

marvine
7th Apr 2006, 09:40 PM
Jmtmom,

the meshes won't be included in the sim package, people will have to download them separately.

Floddy
9th Apr 2006, 02:34 AM
Hi,

Good tutorial, i was looking for this last time I did some meshing!

One thing though, if i want to re-skin the skintone after modifyng the skintone package file, I have to re-import in Body Shop and re-do all the package modding. That's pretty much work when there's that many different 3D ID references. Any way around this?

Thanks.

Edit: Found a solution...

quacks
21st Apr 2006, 10:09 AM
First of all, Marvine, thank you so much for this tutorial and all the incredible meshes you have made. I LOVE them, and look forward to more from the ju-beos team.

Now for the problem: I may be crazy, but I am hoping to link some of AllenABQ's beautiful hairy skintones to the bodybuilder mesh. I have tried several times to link just one of the skintones (black hair, light skin, hair pattern #1) to the mesh, but each time my Sim gets wimpy in the shower. :banghead:

I don't know if there is a reason why AllenABQ's skintones would not work with this technique - I followed your tut exactly; I don't think I goofed it up.

Do you have any clues?

Thanks again!

:duck:

OOPS!!! I was not opening the right skintone file - I opened the one in the "projects" folder, not the "saved sims" folder! :dunce: Now my guy stays hairy AND muscular in the shower! Only 54 more skintones to go... Thanks again!

xburc
22nd Apr 2006, 11:24 PM
marvine,

Thank you so much for the tutorial, I got very confused and annoyed at first but I could be able to complete it. I downloaded a package that allows you to view Sims in bodyshop naked (it belongs to Targa, I believe), maybe that can help you. My problem is, what I applied at your tutorial didnt appear in the bodyshop, the mesh that I imported to the bodyshop is still skinless in the extra parts. I am going to enter the game and make sure if I am right or wrong. Thanks anyway!

update: I think that the mesh I got isnt split in two, so its not working. I did everything right I believe, but I had to use one mesh for both top and bottom. I knew there was something wrong in the beginning. Now, to stick my nose into MilkShape...or not to stick? :skull:

karenh3
23rd Apr 2006, 07:54 AM
I am trying to use this method to link the child mesh found here http://www.modthesims2.com/showthread.php?t=122477 to a custom skintone. The mesh is linked correctly and shows up correctly in-game, but the problem is that the body texture is displaying as green-and-black, so the child appears to have green skin from the neck down while naked (and he is definitely not an alien!) I don't know anything about meshing, I was trying to use a mesh someone else created. I think the problem is that the mesh I am trying to use is a full-body mesh. Is it possible to link a texture to this mesh, or to my custom skintone, so that it will show up correctly in game? If so, how exactly? I have tried everything I can think of, nothing works.

Any help would be appreciated.

Thanks,
Karen

marvine
23rd Apr 2006, 08:58 AM
Xburc, Karenh3,

For now I didn't find a way to link skintones to full-body meshes - in fact I didn't take the time to look into that seriously. For now, when using full-body meshes, you'll get the green and black look which happens when the game tries to display two meshes at the same time. Theoritically, it should be possible to edit the skintone files so that they need only full-body meshes, but Maxis must have used tops and bottoms for a reason and I'd like to figure it out...

Anyway, even if it is possible, it seems to me that editing the skintone packages to that end would be much more work than separating a full-body mesh into top and bottom. If you know how to build a mesh package (and there are great meshing tutorials on this section), Wes-h's Unimesh plugins for Milkshape make this really quick and easy - when I have some time I may put up a quick tutorial for this, but all the needed information is available on the body-meshing tutorials and the Unimesh plugins thread.

pfish
23rd Apr 2006, 09:24 AM
marvine,

I really want this child mesh made into nude default. Can I change that child mesh into a child nude default in simpe? Here is this child mesh. I hope I can do that myself. :)

http://www.modthesims2.com/showthread.php?t=122477

marvine
23rd Apr 2006, 09:59 AM
Pfish,

There's no reason it shouldn't work, if you want to make it a default you need in this case to make it override the default male child nude; this means NOT fixing integrity when you build your replacement packages from the game default nude mesh files. Of course you will still need to have a top and a bottom - even if a full body nude mesh exists in the game files, I'm not sure what it is used for.

karenh3
23rd Apr 2006, 10:57 AM
Anyway, even if it is possible, it seems to me that editing the skintone packages to that end would be much more work than separating a full-body mesh into top and bottom. If you know how to build a mesh package (and there are great meshing tutorials on this section), Wes-h's Unimesh plugins for Milkshape make this really quick and easy - when I have some time I may put up a quick tutorial for this, but all the needed information is available on the body-meshing tutorials and the Unimesh plugins thread.

Can you point me to a specific thread anywhere that gives step by step instructions on how to split a full-body mesh into top and bottom using Milkshape? I just downloaded Milkshape and the latest version of the Unimesh plugins. I tried looking at the Unimesh thread but it is way over my head. It might be "quick and easy" to you but I have never done anything with meshing before and I need help.

Karen

marvine
24th Apr 2006, 04:24 PM
Karenh3,

I didn't meant to be rude in any way; this tutorial was first intended for body meshers, but I tend to forget that other people would like to give it a try - which is very brave. :)

You'll find information on Tiggerypum's meshing tutorial for beginners HERE (http://www.modthesims2.com/showthread.php?t=142305); it explains how to do some basic editing, but it's very well done.
From 8) to 20) it explains how to build mesh packages and link them to the textures.

Now, about the Unimesh plugins, first you'll have to read carefully the user manual to avoid mistakes; but essentially, you have to import your body mesh gmdc using the Unimesh plugin, click "yes" when asked "create blend groups" if you want to keep the fat and pregnant morphs, select and delete the faces from the body half you don't need (for all the groups one by one, main and morphmods, hiding the other groups in the groups tab) and rename the main group "top" or "bottom"; then import in another window the maxis nude top or bottom gmdc, and copy the needed group comments in your new mesh. Then export with the Unimesh export plugin, open your mesh package in SimPE and replace the gmdc, commit, save - you're done, repeat the process for the other half.

*Sigh* I realise this may not look so easy, but once you understand the process it takes just a few minutes - I hope this helps, you can PM me if you need more help.

sussifriberg
16th May 2006, 09:18 PM
I just wanted to express my sincere thank you for this tutorial. At first glance it seemed complicated but it was quite easy to follow and I got my new bodymesh to work like a charm,in and out of the shower. Thank you!

Cleoh
25th Jun 2006, 04:45 PM
Thanks a lot, for this very usefull and interesting tuto, it opens so much possibilies to modders.

As usual you made a great job !!!

supergoku
23rd Sep 2006, 04:05 AM
Wow I needed this for the bodybuiler mesh. I always wanted to do this! Thank you so much!! ^_^

marvine
23rd Sep 2006, 09:31 AM
Supergoku,

Are you aware that there already are linked skintones for the bodybuilder? You can find the Maxis skintones here (http://www.modthesims2.com/showthread.php?t=79771), and there are plenty others on our section or on Wirelessguy's at InSIMenator.net (link in my sig)... And if you don't find the skintone you need, you don't have to go through the whole linking process; just clone an already bodybuilder linked skintone in Bodyshop and replace the textures, it's much much faster and easier.

supergoku
23rd Sep 2006, 08:48 PM
yes I was aware. I just wanted to link some other skintones I was stuck on e.) # 4 anyway I'll try that instead. thank you!! ^_^

Edit: OMG I got it to work!! It took me a whole day but it was worth it!! Thank you Marvine!! :D :up: :up: :up:

Jwilson5
30th Sep 2006, 05:58 PM
Hi Marvine,

I used your tutorial in my SIMPE version .58.2.20950 and got very confused because of the differences between my version and the one you wrote the tutorial for. The newer version is a little most user friendly and doesn't require as many steps. I wrote a tutoral for this updated version but I am not allowed to post it on this site. I posted it at the Inseminator.com site under Warlokk's HI RES bodyshape project in answer to another's request.
http://www.insimenator.net/showthread.php?t=22957s

If you would like to use some of it to update your tutoral please feel free. Also if you notice anything wrong with it please tell me. I am a big fan of your creations.
Thanks

tiggerypum
30th Sep 2006, 06:28 PM
JWilson, not allowed to post it here? Not by our rules. Anyone may offer a tutorial. You need to post it in a regular thread in the main bodyshop-meshing area, and a staff member will move it to the tutorials area. All you had to do was ask/offer.

Jwilson5
30th Sep 2006, 08:10 PM
JWilson, not allowed to post it here? Not by our rules. Anyone may offer a tutorial. You need to post it in a regular thread in the main bodyshop-meshing area, and a staff member will move it to the tutorials area. All you had to do was ask/offer.

Hi tiggerypum

When I attempted to start a new thread I received this message:

Jwilson5, you do not have permission to access this page. This could be due to one of several reasons:

1. Your user account may not have sufficient privileges to access this page. Are you trying to edit someone else's post, access administrative features or some other privileged system?
2. If you are trying to post, the administrator may have disabled your account from accessing this area.


I did not want to put a another tutorial inside of Marvine's tutorial so I just put it on another site and left a link for her or anyone else who wanted it.
Perhaps I misunderstood how to post a new thread. I have never done it here before.

marvine
30th Sep 2006, 11:00 PM
Jwilson,

I just checked your tutorial and there's nothing wrong with it - but in fact the only difference I can find between our methods is that I propose to use the instance filter to find the 3D ID referencing files, which isn't really needed (I don't do that anymore myself)... All the steps are the same: find the meshes, extract the resource node and shape, then link them to the right 3D ID referencing files. But if there is a difference for you, then maybe yours may suit some people better; I found out that it's always interesting to compare different approaches when it comes to tutorials.

Now I guess I should update my screenshots with a new version of SimPE!

Jwilson5
1st Oct 2006, 12:32 AM
Hi Marvine,
Yeah, thats the difference between the tutorials. It was easier for me to just look up the instances in the window in the upper right corner because I could not figure out how to use the instance filters you mentioned. Thats where I kept getting stuck until I found the same info was available in the overall list. Thats why I thought that maybe this newer SIMPE version was a bit different than the one you wrote the original tutorial for. Thanks for your input.

tiggerypum
1st Oct 2006, 06:05 AM
Jwilson5, you can't post a new thread inside the _tutorial_ area, no one can. That's what I said about the staff moving things into this section. (otherwise people would post questions, requests, and all sorts of stuff here, too)

You can post a new thread in the main bodyshop meshing discussion area, over here: http://www.modthesims2.com/forumdisplay.php?f=34

Sorry I was not more clear. Just make a new thread there and I'll move it into the tutorials section for you.

Jwilson5
1st Oct 2006, 05:14 PM
Jwilson5, you can't post a new thread inside the _tutorial_ area, no one can. That's what I said about the staff moving things into this section. (otherwise people would post questions, requests, and all sorts of stuff here, too)

You can post a new thread in the main bodyshop meshing discussion area, over here: http://www.modthesims2.com/forumdisplay.php?f=34

Sorry I was not more clear. Just make a new thread there and I'll move it into the tutorials section for you.

Thanks for explaining the process for me. I will not be posting my tutorial as Marvine's is fine. It was just confusing in some areas for me and I thought maybe it was because she wrote it for an older version of SIMPE. Also some of her images were different from what I was seeing. However, the different in the tutorials appears to be different approaches to gathering the same information (instance info).

supergoku
2nd Oct 2006, 08:16 PM
is there a tutorial to split a mesh into a top and a bottom?

tiggerypum
3rd Oct 2006, 01:26 AM
If you understand how to work with body meshes and have done all 3 unimesh tutorials, then it should not be that hard to figure out what to do next. Start with a maxis top or bottom, read in the mesh you want the parts from, split it. Rename, copy comments, it's all the same stuff over and over.

bLURR
30th Oct 2006, 01:26 AM
I figured a lot of it out myself but still....my sim would not show up the right way.
Then i read in the tut. there are 2 ambottomnaked files(argh)
Works great know!!!
Thank you so much Marvine

adriannevar
21st Nov 2006, 05:18 AM
I've been messing with Sim PE and this tutorial and have been quite successful (for a complete beginner). As I was working on a skinset, though, I stupidly closed the packed files window and now I can't figure out how to open it again! You may ask yourself how a person could have this problem, but it's true. Please, can anyone tell me how to get the packed files window back so I can finish my project?

marvine
22nd Nov 2006, 10:09 AM
You closed the packed files window?? I'm using SimPE v. 0.58, and I don't have the option to close that one. O_o
You can still take a look at the window drop-down menu, here's where you can make a view hide or show; and if this doesn't work, you can change the style of the interface, I messed up once and using the classic style fixed things.

adriannevar
22nd Nov 2006, 08:10 PM
yay, I figured it out. I never would have without your suggestions though. While I was trying to figure out how to change the style I came across the "reset layout" button in the SimPE settings :) Thanks for your help and the quick reply :)

unskilled_operator
9th Jan 2007, 03:15 PM
Thank you! This tutorial is very helpful!

bornagainmammabear
10th Jan 2007, 01:21 AM
Thanks for making it downloadable with pics included. I'm a visual learner. If I have any more questions. I'll be posting like crazy in forums from the SimPE, here on MTS2 & over on Insimenator. These two sites are my prize possession of gleaning sites.

tnm
4th Feb 2007, 01:46 AM
Awesome tutorial,many thanks. One problem.
Is there any way somone could post a tutorial for creating a custom nude mesh using a full body mesh from Bodyshop (such as afbodyswimwear) using the Unimesh plugin? I tried finding the BodyChop plugin and it has been replace by the Unimesh. I believe I could link it to a skintone, but I don't understand how to divide the Full Body Mesh and then to replace it with the top and bottom files. Please help!!!!!

Or maybe a tutorial showing how to modify a nudetop and nudebottom and then link them to a skintone.

I am new at this. One month.

tiggerypum
4th Feb 2007, 02:18 AM
tnm, if you _do_ the 3 unimesh tutorials as written, then you can be given instruction to successfully cut apart a mesh and you'll know the various steps (when summarized) to make your new top and bottom. As the question in the main forum (not in a tutorial thread) once you're at that point.

The tutorials will go through all the different aspects of unimesh (and happen to have a project). Once you've done them, we'll have common language to explain the specifics for your project.

extrasecret
23rd Feb 2007, 10:21 PM
Hi!

I've got a question (as a rookie). I have a problem, when a sim with a custom skintone goes to naked, her body disapears. only her head is visible (no, not blur, I1m not so rookie :o) ). with non-custom skintone everthg OK. This tutorial good for me to solve the problem?

Thx!

marvine
25th Feb 2007, 09:16 AM
Extrasecret, this would happen with a skintone linked to a different body than the maxis default one if you don't have the the mesh for it; the skin texture calls a mesh that the game can't find.
This tutorial is of no use to fix this issue unless you want to link the skin to the Maxis defaults; you'd be more lucky by going back to where you downloaded the custom skintone to check for either a separate mesh download or a link to where you could find it. Most of the mesh-linked skintones will give some indication of the body shape used when hovering the pointer over the thumbnail.

extrasecret
25th Feb 2007, 11:24 AM
Thx a lot! I'll try!

Brewster
23rd May 2007, 12:24 AM
I have been working on several meshes over the past few weeks and have got quite far using the wonderful tutorials, thank you :)

I am still stuck bigtime on creating the skin color to link to my custom mesh and have done many experimental tutorials to try not to ask for any help, but I am at my wits end :(

The mesh I created is a full body mesh, both with slim/fatboy. I fail to figure out step-by-step a tutorial that would create a top/bottom mesh from this using Milkshape/Unimesh, and utilize it from there to link the custom skin tone.

If I understand it right, I need to do this to make the nude mesh skin tone show the correct mesh with a top/bottom. :(

tiggerypum
23rd May 2007, 03:20 AM
Brewster - you are correct you must create a top and bottom nude mesh for the bodytype you have made. The game doesn't use the full body nude mesh for nudes, who knows why.

In short, start a unimesh project with a top mesh (you know, a top from the game) of the correct age/gender.
Now import your full body mesh.
Cut away the bottom half.
Rename the group from body to 'top' or whatever the original is called and copy the comments from the original to your new top.
Save your milkshape file for safekeeping
Delete the original top.
Export, and put it into a mesh you made by making a TOP.

Repeat the same procedure for a BOTTOM mesh. Make sure when you delete the top half that your two 'half' meshes will form a whole one. That's it.

*** if your mesh has fat morphs, do the right thing so that your fat morphs are also in and named correctly with the correct comments, etc.

Brewster
23rd May 2007, 03:48 AM
Oh ok thats a little more clear :) What about the l_wrist joint and the rest of the joints listed (skeleton structure). Do I leave that alone when I remove the mesh sections? Hmm... looking at it while I write this... I dont even see how you can even remove skeleton pieces heh...the clear button doesnt do anything.

edit 1: looking at it again, I left the skeleton structure there since that is what the top and bottom thingies have. Although what is weird was when I checked out my new simpe/5gd milkshape files after the export, the fatboy parts were missing...which is ok I guess since I am not modding that part anyway /shrug

edit 2: after very very slowly going threw what you mentioned to comprehend it, then the tutorial, I finally managed to get a working skintone to my custom mesh. There is a faint line though that I can tell where the top meets the bottom but I am probably only noticing it now since I am looking for it, probably normal. I did notice though that the teen materials have 3 bottoms, unlike the adult that has 2 that you stated. It was a good thing I double checked every step :) THANK YOU SO MUCH! (all in all took me from 9pm till 2am)

edit 3: I checked it out in game and since the fatboy mesh isnt there, the characters only have a head :( cant seem to figure out why it doesnt save the fatboy mesh too.

edit 4: I figured why, the comment I had in milkshape was not correct /bonk self

netra567
3rd Sep 2007, 06:45 PM
Thanks marvine and tiggerypum for all your help you two are great!!!!!:)

djfreek80
7th Jan 2008, 04:17 PM
I got really tired of the Servo look so I decided to make myself Androids, using the idea of a bot I saw on another site and one on MTS2. So everything is cool untill i've decided to make my Droids a bit more...muscular.I tried numerous times but I am just unable to succeed. In the package part the shape doesnt come up, only the resource node and it is not 1 but 4 :( . I am using the Latest SimPe
after Bon Voyage. Can anyone help? I

winema
22nd Jan 2009, 06:30 PM
I've followed this tutorial before with the right result but now there's a new version of simpe and when I follow the tutorial it doesn't match when we arrive at figure 6, for when I click on the referencing File 3IDR I get all 57 and not just ONE as I did the last time.. I've followed the instruction as written, but this happens every time I try... I have all EP's up to Garden & Mansions and I've installed the patcht for that EP too.. Could someone please help me to get passed this problem?? I really want to make a comboskin for my game... :cry:

Odekai
23rd Feb 2009, 12:22 AM
First of all, I wanted to say that this tutorial is TREMENDOUSLY useful, and I can't thank you enough for it, Marvine. ^__^

I have just one question though. You see, I used this tutorial for those bodybuilder-satyr meshes you and Beos made. =3 It worked well, and now the satyr meshes stay on the sim using the custom skin in the shower. WHOO!! (I know that you both made handsome skins for your satyrs, but for this particular one I used a different skin)

The problem is that the mesh disappears and the sim returns to default form when using items that require the towel (in Bon Voyage), such as the massage table, or the sauna. )=

I want to replace the towel outfit with the satyr outfit or something, so that the sim simply changes into the same satyr outfit rather than that towel for towel-requiring activities. Would I use SimPE and the same methods as are in this tutorial for that? If so...how do I know which Property set thingy to modify? @__@ Is it one of those "CASIE" ones too?

My only other concern is...are there other surprise outfit swaps that I should be aware of with other expansion packs down the line? This sounds silly but...what about maternity clothes? Those have the same effect as the towel I think. Are those another Property set? *confuzzled*

:help: If I'm completely out of the ball park, pointing me in the right direction, or a suggestion would be hugely appreciated! ^ ^;;

Spyda
6th Apr 2009, 01:23 AM
im having he same problems as winema, im using the new version of simpe 0.68.2, and well the tutorial cannot be followed past a certain point, nothing is the same, even using the downloaded tutorial to look at the pics, its so different it leaves me at a loss, could somebody please please rewrite this tutorial for the newer version of SimPE, im really new to the meshing and skinning, but everything seems out of date due to the new simpe which is making it very hard to learn how to do things.

jacciinatl
15th Apr 2009, 01:52 AM
I'm using the AL SIMPE and I'm very lost could someone update this tut.

wendyuduhiri
26th Oct 2009, 02:54 AM
I tried to follow it as best as I could. I've got the latest SimPE .72, and while it is very similar, I ended up with a green topped sim. I've checked the package files, and all of the images are the same so I don't know why she's green. Need an update, I'm begging for my poor green topped sim!

MegatronsPet
14th Nov 2009, 10:31 PM
I tried to follow it as best as I could. I've got the latest SimPE .72, and while it is very similar, I ended up with a green topped sim. I've checked the package files, and all of the images are the same so I don't know why she's green. Need an update, I'm begging for my poor green topped sim!

I'm impressed you actually managed to get -that- far with this tut!
There's a simpler explanation of this method by the magnanimous BlooM, that works for SimPE v72, on http://www.insimenator.org/index.php/topic,106736.0.html

Like so:

"PJSE tool

open skintone file with Simpe (having made a backup first, of course!)
click propertyset in left window (resource tree)
click the name tab in the right window (resource list) so all files show in alfabetical order
scroll down to the filename you need to link (e.g. aftopnaked_nude, aftopnaked_nudecut, aftopnaked_nudesoft)
write down the instance number for each file (5th tab from the left).
The last 2 digits will do.

Next,

click the 3d ID in the left window
search for the first ID instance number you wrote down (again, sort by instance number to find quickly)
click that 3d ID file(the first time it will take some time before the bottom window (plugin view) show the results.) Be patient here!
choose Tool/PJSE/bodymesh tool/linking Tool from the menu
you get a popup with a small warning (ignore it unless you made earlier edits to some files) click ok
browse to your top showerproof mesh and select it
you get another popup, just some info / click ok
save you file or in this case go to the 2nd 3d ID filenumber you need to link and repeat all above steps, then the 3rd one and then save!"


Hope it helps!

mepwn
24th Jan 2010, 04:25 PM
lol i don't get a thing of thing of this tutorial
=S