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- Frankenstein Clothing with CTU - Solved
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- Frankenstein Clothing with CTU - Solved
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~Perfectionist, Workaholic, Friendly, Artistic, Good sense of humor~
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Hi I'm Paul!
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Also the lighting freaks out in MS for somereason when deleting parts of meshes and companing them together. The odd lighting will show in CAS as very dark shadows - So how to prevent that?
My main purpose with this mesh is that I could learn how to combine many different pieces from various meshes to create new mesh which boneassigments will remain, and then I will create completely new Morphstates since I really prefer using CTU and morphmaker over TSRW. (so this prototype has been created with CTU and BMM)
I would really appreciate any help to get this kind of mesh done, - prevent the odd lighing happening in MS to CAS, and well the boneassigment problem.
I attached MS file and the package if it's needed to be checked out.
Dress.rar (403.4 KB, 11 downloads) - View custom content | ||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- Wendy'sDress.ms3d 1289672 257266 19% 04-02-11 14:13 .....A. C88F8200 m3f 2.9 WendywithsimpleMorphstates.package 471627 155702 33% 04-02-11 13:35 .....A. D1696BEB m3f 2.9 ------------------------------------------------------------------------------- 2 1761299 412968 23% |
~Perfectionist, Workaholic, Friendly, Artistic, Good sense of humor~
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nevermind, you mean losing boneassignements like in the screenshot?
Robodl had this because he had a older version of TSRW.
ll have a look.
Edit,
the package is missing the normalmap, the reason you get those odd lightning and shadow
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Edit: if there is any possibility for me to make Frankenstein meshes with CTU and not with TSRW I'd be greatful to know how it would work without problems.
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EDIT: tried SelUnAssigned but it brought no difference.
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*You create a package and add a new design
*Attache your custom lod1 and if possible lod2 and 3
Make sure those GEOMS have the correct comments and change the FVFItems into 6(instead of 7) to bypass the sliders
*Attache a normalmap(either custom or blanc)
*Change the meshname and click commit
*Import your custom textures
*Add the desired designs and attache a diffrent customthumb to each design(you can not add them later but this way you can update them with Postal or s3PE)
*Save the package by using ''save as''
Note,
The moment you save your package the meshcomments get changed by CTU, it changes the first TGI reference(normalmap) because you added a custom one.
All other references get overwritten by the design texture files
The last TGI reference is the skeleton
Test the file ingame
If all looks ok you continue but keep in mind you no longer can use CTU for updating the GEOMS or Normalmap!!
You can however update the other textures/category's/patterns and colors.
Just make sure you use ''save'' NOT ''save as''(you will lose the links to the GEOMS and normalmap if you use save as on a custom package.)
The normalmap and GEOM's you can update with either Postal or S3PE If the mesh looks ok you can duplicate it in Milkshape and make a morph out of it
Give it the correct comments and change back the FVFItems to 7 on the basemesh.
At this point you also need to change the normalmap link that CTU created earlier!!(or export the base GEOM from the package and use that one)
Use the autonum tool to give both meshes their vertID's, then export both
Use BMM to create the slider files
Use Postal or S3PE and update the GEOM(as the FVFItems got updated) and the Bgeo/Bblend files.
Note,
Wes his GEOM exporter has a silly bug that if you update the meshcomment box with new data and try to overwrite your existing GEOM on export the changes dont get saved.
Always save your GEOM by giving it a new name
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~Perfectionist, Workaholic, Friendly, Artistic, Good sense of humor~
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The normals on each meshpart are alligned seperate wich gives you the nice sharp edges
If you now select both vertices(one from each meshpart on the seam) and then choose alligne normals you kinda screw up things.
When you want to realligne those parts you have to select each meshpart on its own by selecting its faces instead of the vertices and then alligne the normals.
So select the top of the collar and alligne the normals, then select the sides of the collar and alligne them
Same thing for the faces arround the collar(outfit)
In most cases you can repair the seams this way but sometimes those seams contain welded vertices.
When thats the case you need to regroup that specific meshpart, alligne its normals, then regroup it back again.
No need to tell you you can not use the normal merge tool on those seams.
If i want to manual alligne normals on diffrent parts of a mesh(i cant figure out the smoothing groups in Milkshape....)i use Demon's alligne normals(MTS2)
Milkshape sometimes has a strange display on close zoom when smooth shaded is selected.
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If you want to create stuff with CTU you best test it without the sliders and morphs first. *You create a package and add a new design *Attache your custom lod1 and if possible lod2 and 3 Make sure those GEOMS have the correct comments and change the FVFItems into 6(instead of 7) to bypass the sliders *Attache a normalmap(either custom or blanc) *Change the meshname and click commit *Import your custom textures *Add the desired designs and attache a diffrent customthumb to each design(you can not add them later but this way you can update them with Postal or s3PE) *Save the package by using ''save as'' Note, The moment you save your package the meshcomments get changed by CTU, it changes the first TGI reference(normalmap) because you added a custom one. All other references get overwritten by the design texture files The last TGI reference is the skeleton Test the file ingame |
So I got that far and The mesh still doesn't look good. It has the same problem even if has no morphs (FVFItems is 6)
So Is there no possible way to accomplish a mesh like this with CTU?
I was planning to cut of 3 mesh parts and make a new clothing/ dress like this girl, Wendy, in this picture I attached has.
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I also switched back to TSRW RCV4_V3 and CTU because of the skin/normals bug in the latest version.
Ill have look at the file today, promise
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I attached the current newtry with this dress, that has no morphs if you rather look this file than the first.
NewTry.rar (365.7 KB, 10 downloads) - View custom content | ||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- cfWendy.package 589513 277169 47% 05-02-11 15:26 .....A. 0A2597CF m3e 2.9 WendyLod1.simgeom 194575 97143 49% 05-02-11 14:47 .....A. 1A457099 m3e 2.9 ------------------------------------------------------------------------------- 2 784088 374312 47% |
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It has the same errors as the one i fixed a few weeks ago, full of holes
Can you tell me exactly wat steps you take to combine these meshparts?
Think these errors have something to do with one of the plugins, not your meshing skillzz
This is something that shouldn't give all those errors...maybe direct x/Framework needs a update, no idea.
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*I Deleted the body of the first dress, and the sleeves of the second dress (rather than selecting faces with face tool, I selected the mesh parts by Uvmap and moved them from the body and then deleted those faces)
*Then I made similar boneassigments to both seams on the sleeves area.
*Used Weshis merge tool to connect those sleeves
*Lastly I regrouped them and copy/pasted new comments.
*And created the morph by selecteting the whole regrouped dress and made duplication, and pasted Morph comments.
Edit: when it comes to skills in 3Ds I can do basicly everything but Milkshape? - with it I will have list of problems So I've been doing these different meshing projects in MS to learn the program better. if I could get this Frankenstein thing figured, I might be finally able to make mostly anything I want for sims
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I selected the mesh parts by Uvmap and moved them from the body and then deleted those faces. |
How you do that?
You can combine meshparts with all kinds of meshes, shouldn't be a problem.
Just do not make a morph in the same process, it will prolly screw things up.
Create you new GEOM from the 2 meshes and export your file, thats it.
Then start new in Milkshape and import your new fullbody GEOM wich you then can duplicate for the morph.
EDIT
Ill try to write a small step by step process as i keep forgetting things....
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Anyhow about the morph, I will create it then as you told but the Newtry package has no morphs and the frankenstein dress still wont work for somereason.
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* Import the 2nd GEOM
* Delete the parts you do not want on both meshes
* Set the FVFItems to 6 for both meshes
* Export both meshes as seperate GEOMS
* Start new
* Reimport both meshes
* Fix the seams if there are any, use the normal/vertex data tools or snap the verts together and update the boneassignements
* Regroup both meshes into one
* Export the new GEOM mesh
* Start new
* Reimport the new GEOM
* duplicate the mesh
* Fix the comments on the duplicate(set as morph)
* Change the shape of the new morph
* Change back the FVFItems to 7 for the base mesh.
* Autonumber both meshes(vertID)
* Export both meshes
Finally remembered wat is causing your errors.
Things get screwed up when you use the merge tools on vertices with a diffrent vertID, thats wat i forgot..
So you first have to unassigne all vertID's by exporting both meshes with FVFItems set to 6
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were did you get that GEOM?
Combining the sleeves with the upperbody works fine but there is something with the lowerpart
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Edit: although I am not using the lower part of that mesh but the skirt belongs to that Ea's base game mesh
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Oh, nevermind, found it(the jumperdress)
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Sleeves.rar (74.3 KB, 10 downloads) - View custom content | ||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- Sleeveparts.simgeom 152052 76044 50% 25-01-11 17:48 .....A. 4CB4C587 m3c 2.9 ------------------------------------------------------------------------------- 1 152052 76044 50% |
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All work fine
Ill try to regroup em now to see if it messes things up
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I was convinced you could could combine parts as long as you create new morphs for it but i was wrong....
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