- Site Map >
- Modding and Creation >
- Sims 3 Creation >
- Meshing >
- Experimental Sims 3 Object Mesh Toolset (deprecated)
- Site Map >
- Modding and Creation >
- Sims 3 Creation >
- Meshing >
- Experimental Sims 3 Object Mesh Toolset (deprecated)
Posts: 2,832
Thanks: 6615 in 20 Posts
Thanks Wes. One more question do you think it is safe to post this so I can get some feedback on how it behaves in other peoples games? |
I used a less mature version of these tools to make my BioHazard sculpture. There is a furniture set posted on some other site that seems to work for people, the creator credited me, so I presume he used these tools (I haven't had time to test his work yet, too busy here).
I think if you either remake the thumbnails or try teko's advice, and you have renumbered it with the Object Cloner "fix" mode, set the proper room/package flags, updated all of the string tables, .model/.lod files, and all of the textures and tried it in the game, looking close up and from far away, and you are pleased with what you see, you should go for it. It should be as good technically as anything anyone can make right now.
I haven't made any restrictions on creators, although the caveat of experimental means the tools aren't finished yet, but they do seem to make files that the game can use. "Truth in advertising" and all that.
<* Wes *>
If you like to say what you think, be sure you know which to do first.
Posts: 2,832
Thanks: 6615 in 20 Posts
When I import it back, I choose the SelAssigned tab to check the vertices and they doesn't show up as assigned. |
I chased that problem down and fixed it, and updated the package to V0.06. It was a dumb programming mistake, and it was using the wrong values to decide if the vertex was weighted and assigned, which is why it seemed random.
I have noted that not all models have weights, even though they have bones. I do not know perhaps all of the practical effects of making assignments on these models, although they seemed to have no place in most of the vertex formats for joint assignments, so if you do assign joints, they will not be exported if the original didn't have them. I don't understand why EA would make meshes and put bones in the files and not use them, but maybe it is just a script they run that adds the bone definitions.
<* Wes *>
If you like to say what you think, be sure you know which to do first.
Posts: 211
Thanks: 3247 in 26 Posts
Posts: 35
Thanks: 1329 in 2 Posts
Posts: 211
Thanks: 3247 in 26 Posts
Posts: 334
Thanks: 27 in 4 Posts
Posts: 211
Thanks: 3247 in 26 Posts
Petallotus, delete the alpha image files from the package. The ones that look like black/grey outlines. Also, try redoing the package and don't check off to use default textures. |
Thanks Carrigon I will try this.
Posts: 334
Thanks: 27 in 4 Posts
Carrigon_DecoPitcher1TS3.rar (671.3 KB, 9 downloads) - View custom content | ||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- Carrigon_DecoPitcher1TS3.package 1577004 687264 43% 02-08-09 22:17 .....A. 13701B9C m3f 2.9 ------------------------------------------------------------------------------- 1 1577004 687264 43% |
||||||||||
Description: Carrigon's Crashing Pitcher File |
Posts: 2,832
Thanks: 6615 in 20 Posts
And there is only an "00010000" .lod file, and it has no mesh data in it, and no "00010001" .lod file to pair with the model file.
I don't know how you made the meshes in there come out that way, but they are defective, and one is missing.
<* Wes *>
EDIT: I was in a hurry, and came back because my brain told me it sounded too snippy, which was not intended. To fix the two main meshes, you just need to bring them back in and do a "smoothe all", reexport and they will be fine.
These is nothing but a shell for the "00010000" mesh (this is in the group values). No verts, no faces, no nothin'. That alone may be the crash, or the missing mate "00010001", or the commbination of them. I have not studied all of the ways we can crash the game, but this would be one for the books.
I only know what I have seen in working packages, and those generally have an .lod "00000000" (full detail mesh), a "00000001" reduced lod file wit the MODL included, and two shadow meshes "00010000" and "00010001" that are used in the creation of shadows. These are frequently located below and behind the two main meshes and are not visible, but lines drawn between them will cast a shadow where they intersect the ground.
Make a new clone of your starter package in the cloner and inventory the mesh contents, I bet you will find one .model and three .lod files. Look at their design height and positions. Make your package emulate their layout.
How are you importing these meshes for tghen to have no normals? I did a smoothe all on one and fixed it.
<* Wes *>
If you like to say what you think, be sure you know which to do first.
Posts: 334
Thanks: 27 in 4 Posts
I figured there was something wrong with the lod. I just kind of ignored that one since it seemed empty.
The base I used was the kitchen utensils sculpture.
I have no clue how they have no normals. The pitcher mesh is just an obj. Am I missing a setting somewhere?
Posts: 334
Thanks: 27 in 4 Posts
Posts: 2,832
Thanks: 6615 in 20 Posts
I have no clue how they have no normals. The pitcher mesh is just an obj. Am I missing a setting somewhere? |
Well, whatever way you are importing them, they have no normals (all zeroes) so it isn't going to look good at all unless you fix that. I did a "smooth all" in MilkShape and exported again, that gave them the normals.
I told you that one "0001xxxx" .lod file is missing, and the other "0001xxxx" is empty (no verts, no faces, no bones). I don't think the game is going to stop crashing until you fix those broken files in your package.
<* Wes *>
If you like to say what you think, be sure you know which to do first.
Posts: 334
Thanks: 27 in 4 Posts
Carrigon_DecoPitcherTest2.rar (617.4 KB, 8 downloads) - View custom content | ||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- Carrigon_DecoPitcherTest2.package 1631871 632142 38% 03-08-09 10:42 .....A. 2C33EFD9 m3f 2.9 ------------------------------------------------------------------------------- 1 1631871 632142 38% |
||||||||||
Description: Carrigon's Broken Pitcher |
Posts: 699
Thanks: 34135 in 57 Posts
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
Posts: 334
Thanks: 27 in 4 Posts
Posts: 2,832
Thanks: 6615 in 20 Posts
However, I haven't tested the object in game. If it continues, I suspect that some other, non-mesh issue could be biting you. For most objects, the file with "00000000" for the group seems to be the most detailed mesh, while "00000001" is a reduced poly version. "00010000" is a shadow mesh of "00000000" and is usually displaced in on all three axes down, back and left. "00010001" is a shifted version of "00000001".
Since I don't have your original clone source, there are some things I noticed that may or may not be significant. "00000000" has a groundmesh in it as group 0. "00000001" does not. I know I programmed the exporter not to export if the export and the original group counts differ, but the exporter is not smart enough to not be tricked by starting with a different .model file.
There are some elements of things like the VPXY that we do not have all analyzed, and I do not know if the group numbers and presence/absence of the group count is specified only in the MLOD chunks, or if it is also specified in some other part of the object clone. So I have always tried to make the structure of the meshes just like the original, as far as group count, but of course with different mesh data inside them. The compiler knows how to update the vertex and face counts for all groups, so that is not fixed.
You may want to revert back to the original cloned object and put the meshes in them freshly, as the old decompiled files may not be usable.
Anyway, thanks for the report, let's see what you come up with.
<* Wes *>
If you like to say what you think, be sure you know which to do first.
Posts: 334
Thanks: 27 in 4 Posts
Posts: 334
Thanks: 27 in 4 Posts
So the way to make fully recolorable decorative items is to clone the small cow plant sculpture. Redo the one DDS that has all grays in it. Make it a plain light gray. Do the same for the other Alpha, the one with the white in it, but that one, I didn't seem to have to redo, I was able to just put the same light gray layer on it. That's it. The original recolors of the object will show in game and you can use the design tool to change the pattern or colors to anything you like. Also, by using the small cowplant sculpture, you are getting the right placement in game. It's set to be placeable on nearly any surface.
Thanks for your help, Wes. And thanks for all your hard work on these tools.
My new Pitcher can be found here:
http://www.sims2workshop.com/viewtopic.php?t=3262
Posts: 2,832
Thanks: 6615 in 20 Posts
But there was something wrong with the mesh... it may ultimately not have been the source of the crash, but the shadow meshes were not made properly, and would undoubtedly made flawed shadows, if nothing else.
I'm glad you got this working... an example of why the pioneers wear Arrow shirts.
If you like to say what you think, be sure you know which to do first.
Posts: 334
Thanks: 27 in 4 Posts
Posts: 2,832
Thanks: 6615 in 20 Posts
<* Wes *>
EDIT: So I did it, and tested it with the biggest MLOD/MODL file I could find in the game.
If you like to say what you think, be sure you know which to do first.
Posts: 227
Thanks: 8414 in 17 Posts
Posts: 334
Thanks: 27 in 4 Posts
Carrigon_MisterBananaTS3.rar (98.0 KB, 8 downloads) - View custom content | ||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- Carrigon_MrBanana3.jpg 13677 13299 97% 06-08-09 02:36 .....A. AC31A9D8 m3b 2.9 Carrigon_MrBanana2.jpg 13828 13552 98% 06-08-09 02:30 .....A. 43219935 m3b 2.9 Carrigon_MrBanana1.jpg 6281 6079 96% 06-08-09 02:20 .....A. B7060DDB m3b 2.9 Carrigon_MisterBananaTS3.package 82040 66677 81% 06-08-09 02:14 .....A. E3D9AEE9 m3b 2.9 README.txt 717 447 62% 06-08-09 02:58 .....A. C1CC7F26 m3b 2.9 ------------------------------------------------------------------------------- 5 116543 100054 85% |
Who Posted
|