View Full Version : Problem with object cloned from the rose bush
31st May 2009, 5:46 PM
Hey all! I cloned the rose bush to make some grasses, but someone has left a comment on the OP (http://nene.modthesims2.com/download.php?t=329829) that they flash blue and crash the game after 2 sim days. I assume this has to do with the state change from kempt to unkempt, but I don't know what the problem could be. Was wondering if someone would mind taking a look at the file and see if there's something I missed. Thanks so much!
31st May 2009, 11:20 PM
Sorry for the double post, but I just noticed I posted this in the modding forum rather than the object repair forum. If there are any mods out there checking, would you mind moving this thread? Sorry about the inconvenience, but thanks for your help!
1st Jun 2009, 8:23 PM
Don't have a lot of experience with plants or multi-state objects, but if you look in the GMND of the overgrown, the tsMaterialsMeshName is blank. When I compared to an EA one it appears to have the CRES of the original mesh (not the overgrown one).
Logically it makes sense if the crash happens when it reaches the overgrown state, since the mesh name is empty.
2nd Jun 2009, 10:42 PM
Thanks so much, HL! I'll take a look at that.
Edit: Okay, I looked, but it appears that it's exactly the same as the original. I made a new clone, no changes, and tsMaterialsMeshName in the overgrown state has no name attached to it either. Would you mind showing me a screenshot of what you see?
2nd Jun 2009, 11:49 PM
I originally cloned the M&G Fountain Grass, so I went and cloned the rose bush just to make sure they were the same. If you look at the GMND of shrubRosebushOvergrown, select the tsMaterialsMeshName, and you will see that the rosebush subset is pointing to the same cres as the shrubRosebush GMND.
The states are listed in the Model Names (STR#), you have a GMDC with with the kept/unkept mesh, and there is a GMND to go with both of those.
A very weird thing about cloning this bush, is when using default checkboxes it leaves the tsMaterialsMeshName empty. When I cloned it with all boxes unchecked, it had the properly listed tsMaterialsMeshName. I think it's a bug in SimPE. I have changed yours in my game, but not had a chance to test it since I had class last night.
3rd Jun 2009, 7:41 AM
Wow, that's good to know! Thanks, HL.
I'll have to play around with it tomorrow. At least now I'll know what to look for. Thanks again for all your help!
5th Jun 2009, 11:44 PM
Okay, now I'm really confused...
I added the tsMaterialsMeshName strings in the GMND, and that fixed the master file (Fallout High-Rise Dead Grass), but that didn't fix the repository grasses. So I went to change those (they already had tsMaterialsMeshName strings from when I made them repository). Originally, they were pointing to the master CRES, not the "overgrown" one, so I changed that. It works for about half the remaining grasses, the rest are still flashing blue. Why would it work for some and not all?
6th Jun 2009, 10:01 PM
Why don't you just clone a deco item and change catalogue and in game placement?
Longterm it would be much easier since originally you never intended to have this stuff growing and you are getting into murkier waters the more you delve.
I have no solutions (I looked over your package and having found no distinct references in the BHAVS did not know where else to search). At the point where you are, I would have a tendancy to start over from the beginning with an item that does not change states.
I know its tough when you have put a lot of work into the original but sometimes its a hell of a lot easier to start again with fresh packages . I now do that all the time if its any consolation:D
7th Jun 2009, 12:49 AM
Buggy, I'm thinking about doing just that, though I've never changed catalogue placement before. (There's probably a tutorial on that somewhere, right?) I'm at my wit's end with this--I got the two repository grasses working, or thought I did, because they changed state and didn't flash blue, but then I had my Sim trim them, and wouldn't you know half of them started flashing blue when they returned to their original state. Aaargh! I'm still perplexed as to how exactly two identical meshes with identical parameters, under identical conditions can behave in completely opposite ways. I'm not a programmer, but it seems to me that 1's and 0's are pretty black and white, so where the heck are these shades of grey coming from?!!
Okay, end of rant. I think I'm going to have to start from square one like you suggested. :|
7th Jun 2009, 3:39 AM
Sorry I couldn't look at the package again sweetswami, my game appears to be having issues. I have stuff going invisible.
And this game defininetely has shades of grey! I have shelves that only hold plants, yet in my testers games they hold all deco objects. I would agree with buggy, it would be less hassle to start over and save yourself some sanity. To change the catalog placement look in the OJBD, in the Catalog sort tab, you will see check boxes for all categories, plus a drop down box. Just choose where you want it.
8th Jun 2009, 9:00 PM
Thanks anyhow, HL! I'm in the process of starting over, so hopefully my sanity will remain somewhat intact. ;) I appreciate all your help!
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