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| telefen |
Hi: I'm very new at object creation and yesterday I made a newer balletbarre. I didn't exactly follow any object creation tutorial and just cloned the maxis barre and when the big window poped up, I gave the cloned barre my own name,updated& saved. I exported it to milkshake but, upon covering it with blue grid, found out there was no patterns when I opened up the texture coordinate editor. I decide instead to extracted the GMDC the conventional way and then I could see all the pattrns in milkshake's texture coordinator.? This object has to be exported from SimPE as I understand but, why the blue grid patterns didn't show up?. Long story short, The new ballet barre I found out after uploading it here,it overwrites the original so, I just read thru these two object creation tutorials by jwoods and gave the new object all three guids and saved. My game crashes everytime it's beggining to load. The original object though overwritting, works fine no problem. As you can see I've done quite a few changes to it. Today i was testing and I took one barre and put it againt a wall and, notice also the shadow of the main bracket in contrast to my smaller bracket since i didn't touch any shadows. My bracket looks smaller. i guess that doesn't really matter cause when I put mirrors behind the barre bar, I didn't see no more shadows. Here i'm including the crashing file and a picture so that maybe someone can look at the package for me and see what I have done that's not correct. One thing that i was not able to do when i typed in the catologe description was, that change to default language botton was not activated since that's what the tutorial said one should activate or press on after writting catologe description. Note the picture is from yesterday and funny there seems to be no shadows contrary to what i saw today. Maybe cause I attached the new barre in another room which had a darker wall? I like to know what I'm doing that crashes the game Any help definetely appreciated, many thanks in advance.
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Last edited by telefen : 3rd Dec 2011 at 04:51 AM.
Reason: more info
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#2 |
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HugeLunatic
Not Suitable for Minors
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I'd recommend starting over and following the tutorial by Moune. http://www.modthesims.info/showthread.php?t=399438 The object shouldn't be crashing your game just from changing the GUIDs. The blue grid patterns, I'm not sure I follow this. There is no texture associated with object meshes unless you select and assign one. You need to put your walls up to be able to see the shadows. =) |
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#3 | |
| telefen |
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I have a couple of questions for you since, I might run into same problem again, One: When I changed the barre brackets to make them smaller, shouldn't I have made the corresponding shadows the same size? Maybe that's what's crashing the loading. Secondly: when I changed the catologe description, the tutorial pointed to the botton I was suppose to press (Change to default language) but, the botton was not activated and I couldn't press on it so, I went ahead and save as to conclude the operation. Something is not right. I will ask you one last question: Can one extract object meshes like the way is done on clothing &import using unimesh? or does it always have to be exported & reimported using wavefront obj.? If only the second option is true, then there might be the problem causing the crash. I think...
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#4 |
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HugeLunatic
Not Suitable for Minors
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Unimesh is for clothing. When using objects you export as .obj. For shadows, I would think the original shadow would have been fine since it's mostly the bar itself casting a shadow. You can change the catalog description later by editing the CTSS resource. |
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#5 | |
| telefen |
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#6 |
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leesester
Flaily Fish
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It could be that the object is OFF to one side of the uv map area and you cant see it - did it have the blue grid texture visible in the 3d viewport window? What you can do is go to the Texture Coordinate Editor (with mesh selected) and then click fit selection. If you see the lines of the mesh visible then you need to move the mesh uv in the Texture Coordinate Editor. Try scaling the map to .5 in the Texture Coordinate Editor. If you use CTRL you can drag the texture to the centre of the texture Coordinate Editor. |
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#7 | |
| telefen |
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Now I tried importing the right way and I discovered thru your instruction that indeed the map was directly underneath the blue grid. I wouldn't have discovered that without your advice. Thank you. Is this some bug or something with the import process maybe? as, why the mapp has to be manually move to center of the grid. Luckily I knew from looking at the previous mapp( the unimesh import one) approximately where to move the new mapp. MY friend Leesester ; my main problem is finding out what I did wrong upon registering a Guid following jwoods tutorial, I must be doing something wrong since, i tried twice and the game crashed upon first stages of loading screen. Maybe I should start over. Then How shall I do cause, I uploaded the stuff since, it worked fine in my game but, I discovered that I should have given it a new guid later on after uploading it. It overwrites the clumsy maxis but still, I didn't want that since, I'm planning to make a new one with double bars ( a uvmapp puzzle or maybe not) and that as well needs to have it's own guid registered. Any thoughts about how to do with the upload and the rest of this matter? . Many thanks
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#8 |
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leesester
Flaily Fish
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Hi Telefen I have had a similar issue to this - it was because I was cloning wrong, so even though I had done the guid right it was not working correctly in game. It could also be that the ballet barre is an object that refers to its GUID inside the bhavs. What I suggest you do - just to be sure that you are getting the cloning process and GUID process right - is to actually do the full tutorial, cloning a table. Once you have that working, then we can look at the barre. Do you have a SimPE username for the GUID database? What you need to do once you are sure on the process is to reclone the original ballet barre, starting from scratch, following Moune's tutorial as I think her SimPE was more recent so the pictures may make more sense. You can reuse the mesh you have already, so that is not a lot of work. |
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#9 |
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Honeywell
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telefen, the only thing that I saw in your package that was unusual was the name. I tried renaming your object without the first two hyphens you had and it still crashed but since you haven't figured out what's causing the crashing yet I think it would be worth re-doing the package with the normal naming convention just to see--maybe you'll get lucky. About the UV mapping, if you're just manipulating the existing mesh (that you already have mapped) there's no need to remap it unless you're going to give it a new texture that's laid out differently. ETA: I'm always so slow. lol Lee's advice sounds like the better way to go.
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#10 | |
| telefen |
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| telefen |
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As for username, yes I did get that long ago when I was attempting the jwoods's table tutorial. I'm still puzzled as to why the uvmap was displaced outside the grid. Any Idea's? I figure better get an answer now rather than wait untill I started adding mesh parts to existing mesh cause, then new problem maybe? Many thanks leesester.
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#12 |
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leesester
Flaily Fish
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I really have no idea why it is outside the grid - it just happens sometimes. What you can do though is have the whole object selected, go to the Texture Coordinate Editor and use the move button to realign the uv maps. There are two buttons with OFFSET: the left one is the x, the right one is the y. If you type -1 in the Y offset box it will move the uv map up 1 square - if you type -1 in the x offset box then it will move it one square to the left. |
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| telefen |
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Well, thanks a lot for your help Leesester and while I'm at it I wanna thank you for everything including correcting my spelling in one of my posts and taking away that other stuff.
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#14 |
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leesester
Flaily Fish
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lol its ok Telefen I think it is really cool that you don't give up and keep trying. That is the best thing you can do and in the end you will get there. When I first started simming I sucked at everything I tried and to this day I hate Photoshop. But I kept trying and yea, now I have a lot of fun making things in my game.
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