View Full Version : Model Messed Up
brettsmods
17th Feb 2011, 9:26 PM
Ok, well I am trying to make a functional security camera mod. I thought I had everything ready to go, but the model shows up weird ingame. I can't find anything wrong, so I'm posting here for help. The thumbnail view is fine, but the model on the wall is VERY distorted:
http://img130.imageshack.us/img130/4919/helpmb.png
Any help as to how to fix this is greatly appreciated! Anybody who helps will have their names in the credits if I release it. I have attached the package below if anybody thinks they can find what is wrong/fix it.
I know that the shadows aren't done yet, because I'm not done with the mod. I still have things to change. All I need is to fix the camera model for now.
Thanks!
cmomoney
18th Feb 2011, 3:56 PM
The problem is that the burglar alarm has four geometry states. What you're seeing is one of those geostates being applied to your mesh. One solution is to make all the geostates show the full mesh. this is done by opening the package in s3pe and opening the MODL resource in Grid. Then selecting the ChunkEntry that contains the meshes, open the meshes and change the geostate indexes and counts to match the original mesh's(see pic). This has to be done for every geostate, in every mesh containing geostates.
Fortunately, I saved you the trouble and fixed it. :) (no credit necessary).
brettsmods
18th Feb 2011, 4:12 PM
Oh I see. I guess there's more to meshing the Sims 3 then there was in The Sims 2.
Thank you!!
brettsmods
18th Feb 2011, 4:23 PM
Oh, ok. One more question:
You know that little green dot on the regular burglar alarm that glows green? Well, I moved the dot to a position on my camera where I would like it to glow red. However, now it doesn't glow any color. Any idea how to get it to be red? Thanks.
cmomoney
18th Feb 2011, 4:27 PM
Well, if the object you cloned didn't have geostates(which most objects don't) this wouldn't have been a problem and you mesh would shown correct in-game.
cmomoney
18th Feb 2011, 6:02 PM
It is glowing. But it's still mapped to the same place on the old image, while using the new image. So it's glowing dark grey, because that the color that is where it's mapped. You'll have to move the dot's UV map(in the UV map its the little part on the left) up to the red part on your new image.
brettsmods
18th Feb 2011, 7:12 PM
Oh, I thought it was mapped separately. Okay, I'll have to change that.
Thanks again!
cmomoney
18th Feb 2011, 7:59 PM
It is mapped separately, but to the same image.
brettsmods
18th Feb 2011, 9:39 PM
Okay, well now I re-mapped the red dot and fixed the shadow. But now my new package doesn't even show up in-game at all (not even in the catalog)!! Here is the package if you want to take a look at it, but I'm ready to give up...
cmomoney
18th Feb 2011, 10:06 PM
It works for me.
brettsmods
18th Feb 2011, 10:31 PM
Would clearing a certain cache fix it?
cmomoney
18th Feb 2011, 10:42 PM
Maybe, but I just saved over the previous version.
brettsmods
18th Feb 2011, 10:45 PM
*sigh* Which cache's are safe to delete?
simsample
18th Feb 2011, 11:27 PM
These:
http://www.simswiki.info/wiki.php?title=Game_Help:TS3_GCCTSU_1_Refresh_cache
brettsmods
19th Feb 2011, 12:56 AM
Well, that still didn't work. I'm about out of ideas.
teko
19th Feb 2011, 9:40 AM
For future reference to make correctly working geostates like for example bookcases, here is explained how:
http://wiki.thesimsresource.com/index.php?title=Geostates
blakegriplingph
21st Feb 2011, 11:55 AM
I'm having a similar problem with my Playstation 3 mesh. I was about to edit the geostates, but I can't find the geostate entries in the MODL resources. I tried editing it in TSRW but the app throws up an exception whenever I try to access the GS tool.
cmomoney
21st Feb 2011, 1:39 PM
They're in the same place I showed in this pic:
http://thumbs2.modthesims.info/img/2/5/4/5/4/5/7/MTS2_cmomoney_1176826_ex1.jpg
blakegriplingph
21st Feb 2011, 2:02 PM
They're in the same place I showed in this pic:
http://thumbs2.modthesims.info/img/2/5/4/5/4/5/7/MTS2_cmomoney_1176826_ex1.jpg
Apparently, those fields aren't present in my package. Even the stock EA model doesn't have it.
Inge Jones
21st Feb 2011, 2:46 PM
Which version of s3pe do you have, and are you using atavera's wrappers?
blakegriplingph
22nd Feb 2011, 1:29 AM
Which version of s3pe do you have, and are you using atavera's wrappers?
I used an older version of S3PE, and no, I didn't have the wrappers when I last checked the resources out. Thanks for reminding me about the plugins, though... :)
teko
22nd Feb 2011, 7:25 AM
I tried editing it in TSRW but the app throws up an exception whenever I try to access the GS tool.
What kind of exception is that and what TSRW version do you use?
blakegriplingph
23rd Feb 2011, 12:56 AM
What kind of exception is that and what TSRW version do you use?
I used the latest version. It just gave me a notification that an error was detected (an index out of bounds error or something), with the usual send to developer button.
teko
23rd Feb 2011, 6:24 AM
Thank you. I'll try to recreate this and then file a bug report to the programmers.
teko
26th Feb 2011, 8:27 AM
I wasn't able to recreate this with the very latest internal testing release (2.0.15). The latest public preview release is 2.0.11 which you can get here:
http://trac.thesimsresource.com:8080/trac/workshop/wiki/WorkshopDownload
Please clone the burglar alarm in Workshop and then immediately test if you can work with the geostate tool to make sure the error isn't triggered by something else.
BloomsBase
4th Apr 2011, 2:35 AM
I made a object with Geostates and it worked perfect for me(with TSRW) http://www.modthesims.info/d/437887
Just keep in mind that the Geostate itself is usually the full mesh while the none Geostate is the object's mesh with missing parts, can be confusing.
melanise
29th May 2011, 6:13 PM
Hi, I've had some issues regarding this before but I was linked back here and followed the steps etc and I have the updated version of S3pe... I Dont use TSRW, I use the S3oc and S3pe.
I Copied all the instances from the main mesh (A) and Copied it to (B and C) (see Image) and I'm still left with a weird bookshelf... I dunno where Im going wrong... The Glass shows perfectly... and the ornaments (candles and plantpot) though... they appear with the Material on them when they shouldnt, and also the books are missing and legs.. But thing is in preview (In-game) it shows up fine... help would be appreciated ty.
http://i51.tinypic.com/2roro8y.jpg
http://i55.tinypic.com/ivhiya.jpg
orangemittens
29th May 2011, 6:46 PM
If you want to use s3pe and s3oc and have working geostate items in-game you'll need to transition your object through Blender using Cmo's Blender plugins. They're available in the downloads section. They work with the current stable version of s3pe.
melanise
29th May 2011, 7:14 PM
Im confused... so I cant use milkshape anymore ?? I only ever use blender for creating Baked textures, what would be the transition that the object makes through Blender... would it be to replace the former mesh and assign bones like in Milkshape or something else ? Im lost now... I figured this was possible done with what i have..
orangemittens
29th May 2011, 7:21 PM
If you want is a static item (ie. no appearing parts) you can use the test version of s3pe and the new Milkshape plugins. This will allow you to have an item that looks exactly like your mesh does in your editor and will not require additional editing in s3pe.
If you would like your item to have working geostates like the EA bookcase does you can use the current stable version of s3pe and the new Blender plugins. There are instructions for how to do this in the downloads thread for the Blender plugins.
melanise
29th May 2011, 8:02 PM
Oh Noo I dont want anything changing or moving lol thats the last thing I want to do as Im conjouring a headache just getting my head around this whole thing >.<, I just want a static object no changes upon full/empty states, I followed the steps which Cmo posted on the first page and I included what i changed above.. Hopefully he can come and check that I've done it correctly... but never the less its all messed up in game and Im gonna have to recreate the package anyway because since making those changes to the instances when decompiling... the Modl file is coming up with a read error.. so something i've altered is obviously wrong. I basically want what the former poster did... to merge all geostates to the base mesh so It doesnt change..
BloomsBase
29th May 2011, 8:17 PM
You dont need to change anything, just select all faces/verts from the mesh and set it as geostate.
In TSRW you can select them in your preview and reading OM's post you can do something similar with the Blender plugin.
melanise
29th May 2011, 8:23 PM
Im not using TSRW Im using Sp3e and S3oc... so Its not as simple as you make it sound lol theres nowhere for me to select faces then set them as geostates, Im not using the Blender plugin from cmo...
orangemittens
29th May 2011, 8:32 PM
Mel, if you want a static object without the headache of editing you can get the test version of s3pe, the test helper linked in same thread, and the new Milkshape plugins by WesHowe. If you use those you will get a static object without any further editing in s3pe.
melanise
29th May 2011, 8:44 PM
Ok so I have the s3pe current version 11-0402-0951, and I have the wesh Howe plugins because I use them to import/export my other meshes, what is it that Im missing exactly because Im doing the same method as if I was creating a table package or chair... but my end result is missing areas of the mesh so what steps do I take differently from normal meshes? bare in mind this is a Bookshelf.. Because I need the geostates to be all one so that the mesh doesnt show in parts like how it is now..
orangemittens
29th May 2011, 8:56 PM
Ok so I have the s3pe current version 11-0402-0951, and I have the wesh Howe plugins because I use them to import/export my other meshes, what is it that Im missing exactly because Im doing the same method as if I was creating a table package or chair... but my end result is missing areas of the mesh so what steps do I take differently from normal meshes? bare in mind this is a Bookshelf.. Because I need the geostates to be all one so that the mesh doesnt show in parts like how it is now..
s3pe 0951 is the stable version...not the test version. If you haven't updated your plugins within the last couple weeks they aren't the latest plugins.
melanise
29th May 2011, 11:10 PM
Ok I had a look at the test version... does this get put in the s3pe folder ? because alone it wont run.. and I get a windows message saying program stopped working. http://dino.drealm.info/den/denforum/index.php?topic=469.0 from the forum, where do all these files go >.< ugh so confused what goes where :faceslap: just so close to giving up I've tried this crap 3 times now can I just have a straight direction as to what I have to do please regarding the s3pe helper and all that other stuff... how did the former poster of this thread rectify this problem.. :wtf:
orangemittens
30th May 2011, 2:00 AM
Ok I had a look at the test version... does this get put in the s3pe folder ? because alone it wont run.. and I get a windows message saying program stopped working. http://dino.drealm.info/den/denforum/index.php?topic=469.0 from the forum, where do all these files go >.< ugh so confused what goes where :faceslap: just so close to giving up I've tried this crap 3 times now can I just have a straight direction as to what I have to do please regarding the s3pe helper and all that other stuff... how did the former poster of this thread rectify this problem.. :wtf: The new materials were not available when the former poster was having this issue. Get item #1, 2, and 4 from the list in the thread you linked above. Create a new folder for the new s3pe and use the exe button in there to run it. Helpers go in the folder labeled Helpers which is within your s3pe folder.
melanise
30th May 2011, 2:49 AM
Ty Orange, and when you say create a new folder for the new s3pe what do you mean ? would I need to download another s3pe... and place it in a folder along with that exe..
orangemittens
30th May 2011, 3:13 AM
Ty Orange, and when you say create a new folder for the new s3pe what do you mean ? would I need to download another s3pe... and place it in a folder along with that exe..Item number 1 on that list is the test version of s3pe. Put the whole thing into its own folder since it is still a test version. Get the helpers and put them in the helpers folder in your new s3pe folder. Run it using the exe in the main s3pe folder that you've created.
melanise
31st May 2011, 6:48 PM
When I go to download the test version it alerts me of that fact I already have S3pe on my pc and states for me to remove that version first... how do I by pass this ?
orangemittens
31st May 2011, 7:34 PM
Download the unpack it yourself version. Create a new folder for it and empty everything in the .7z into that folder. Add the helpers. Click the .exe button.
melanise
31st May 2011, 10:08 PM
OK i downloaded the beta version put all the files in... did the usualy methods to get the obejct in game and no show... I get the same result as the Image I posted before... are you sure I dont have to do anything else could I maybe post the package for you to have a look ?
orangemittens
31st May 2011, 10:13 PM
Please post it :)
melanise
31st May 2011, 10:18 PM
heres the Bookshelf in all its messed up Glory lol :faceslap: Thankyou again x
orangemittens
31st May 2011, 10:31 PM
Make a new clone. Open it in s3pe. Click on the MLOD and choose to s3asc option near bottom of list. Don't decompile it with ObjTool. If you have the new MS plugins Wes posted you no longer need to do that when using s3asc format. Just open the s3asc in MS and replace old clone with your new mesh. Assign the joints. Export so you overwrite the original. Don't recompile. Import that back to s3pe by selecting from s3asc. Test in game.
melanise
31st May 2011, 11:27 PM
thanks so much Om, so I just simply choose "To S3asc.. with all 4 mesh files on the list ? and then export them to a location then put them straight into ms.
Edit: I keep getting a program not responding message when ever I click that option on the drop down list... it just freezes then releases and does nothing.. Im gonna delete the S3AscExpImp and redownload not sure if thats the problem...
orangemittens
31st May 2011, 11:37 PM
thanks so much Om, so I just simply choose "To S3asc.. with all 4 mesh files on the list ? and then export them to a location then put them straight into ms.Yes. You want to be sure on reimportation back to s3pe to make sure you click the line of the one you want to import unless they're all in the same folder. If you have them in the same folder s3pe will select the right one. If they aren't it will attempt to import whatever you point it to and overwrite whichever line you clicked.
You're sure you put helpers in helpers folder and not help files folder? The ExpImp goes in main folder...not the helpers folder.
melanise
31st May 2011, 11:47 PM
Yep I've done just that and I keep getting the "s3pe s3asc helper has stopped working".. it holds for a bit then just goes back to normal.. but doesnt do nothing else... Do I drag the files from the S3pe s3asc Helper file and put them in the helper folder or just take the files from that folder and put them in the helpers folder...
orangemittens
1st Jun 2011, 2:39 AM
Ok...try this. Throw out that folder because something isn't right in there. Download #1 (s3pe) from the list in that link again. Create a new folder and empty the contents of the .7z into it. Then download #2 (ExpImp) on that list. Put that into the folder along with the contents of the .7z. It should say it's replacing an existing file named the same thing. Say ok to that. Then try hitting the .exe that is inside the folder. Again, the ExpImp file does *not* go into the helpers folder...it goes in the main folder. Only items with the extension .helper go into the helpers folder. It looks like Peter has all the current ones loaded for you so you don't need to worry about those at this time.
melanise
1st Jun 2011, 1:58 PM
Hi Om, It doesnt say its replacing an existing file it just goes straight in when I download the S3AscExpImp .exe..
melanise
1st Jun 2011, 2:18 PM
I've included exact images of the folder made for s3pe plus the location of where the files are meant to be and are... and also to show that the helper is showing when right clicking on the MODL resourse but once I click on it I get a freeze (stopped working notice) *pulls hair out* :(
http://i53.tinypic.com/11tbvgh.jpg http://i55.tinypic.com/huiq0y.jpg http://i53.tinypic.com/2j2i7wk.jpg http://i53.tinypic.com/6fxid1.jpg
cmomoney
1st Jun 2011, 3:09 PM
You downloaded the source code instead of the actual helper. Only the files that have the extension .helper belong in the Helper folder. The correct thing to download is the link under: '2) The test version of s3pe s3asc helper .exe'. Do not download the link at the bottom of the post, just what is on #2. This is whats causing the error.
melanise
1st Jun 2011, 3:43 PM
Ok I see... so do I extract the files from the s3pe s3asc helper.exe (The one I circled) image 2) ? because right now if you look I circled it and its inside the main folder.. I've now deleted the source code files.. but now that i deleted them from the helper folder I no longer get the "To S3ac" option on the drop down menu .... ugh im so confused.. :faceslap:
cmomoney
1st Jun 2011, 3:59 PM
From what I can see, what you have in your main folder is what should be there. You do need to keep the S3AscImport.helper and S3AscExport.helper in the Helper folder
melanise
1st Jun 2011, 4:00 PM
So what exactly is stopping it from even showing up... because Right now I just got a normal s3pe.. without the additional options *Scratches head*.
orangemittens
2nd Jun 2011, 12:31 AM
I think you should start fresh Mel. Go to this link and download s3pe...get the 32 bit Unpack Yourself version. http://dino.drealm.info/den/denforum/index.php?topic=571.0
Create a new folder and empty the contents of the .7z into it.
Then go to this link: http://dino.drealm.info/den/denforum/index.php?topic=469.0 And download the link that is number 2 in the list there.
Add that right into the folder you just emptied the .7z into. It *will* replace a file.
Now go through the folder and find the s3pe .exe and click it. S3pe will open and you will be able to export and import .s3asc files. I just went through this again myself to make sure all the links are good and all the files right and it worked just fine. Just take your time...it *will* work. :)
melanise
2nd Jun 2011, 8:24 AM
Om !!! your a star Thanks so much the 2nd file replaced something this time round... wonder what it was before O.o ty so much I really appreciate it ^.~x Now the Modl file exports.. wooo :-P
Also I noticed theres only one MLOD File that can be exported and imported this way... is that normal ? because with all the others Including the MODL file I get an error message. And its the only file which allowed me to commit the changes made.. the rest havnt crossed out indicating that I've replaced it with an updated version *scracthes head* another brick wall -.-
http://i51.tinypic.com/24qmiq8.jpg
orangemittens
2nd Jun 2011, 12:28 PM
Can you post the package?
melanise
2nd Jun 2011, 12:50 PM
Gladly... I also added S3asc files which I successfully extracted and altered in Milkshape.. but they wont go back.. so I added those too and I also updated the images files.
orangemittens
2nd Jun 2011, 1:02 PM
Are you sure this is the right folder? The extensions that are in here are .model and .lod. They should be .s3asc.
melanise
2nd Jun 2011, 1:15 PM
hey Om those files were exactly what had extracted when I "To S3asced" them, Anyway I updated the rar file above and added all the files this time incase I grabbed the wrong ones.. so Grab the new rar. Ty
orangemittens
2nd Jun 2011, 1:25 PM
Mel I just opened that package and successfully imported each of the .s3ascs you have in that rar. Are you sure you're clicking on the right lines when you go to import? Click on the 00000 and import the 00000. Click on the 00001 and import the 00001 and so on. Also, make sure you aren't inadvertantly trying to import the lods and model you have there.
melanise
2nd Jun 2011, 1:57 PM
Om you done it again that was the problem seems more to it than how it used to be not just select all and import back lol TY again your a star x ^.~
orangemittens
2nd Jun 2011, 1:58 PM
Cool :) Let me know how it looks in-game :)
cmomoney
2nd Jun 2011, 2:06 PM
Actually it's less to it than it was before. :)
melanise
2nd Jun 2011, 3:06 PM
@ Cmo Lol ya that is very true but just in terms of having to click on the exact right line... more detail than before if you understand what I mean.
Anyway more annoying problems have cropped up just as everything was going so silky smooth Everething looking good... I bump into this blooper in game :-(
When i saw it I thought maybe i accidently with all excitment or laziness jolted the mouse on a random vertex ... but I was very wrong I went back into s3pe and got the file back in Milkshape and there it was...so again i replaced the mesh with a new one and saved everything removed cache files just in case this was a problem got in game and boo its still there.. So before I Go all britney and lose all my blonde hair lol I thought I'd see if there is an explanation for this, its like a mini explosion lol, thing is its coming from one of the little Bloosom Flowers in the cabinet.. -.- Help!! :-(
http://i51.tinypic.com/ka5ocg.jpg http://i53.tinypic.com/2gtq45t.jpg http://i54.tinypic.com/28wgp42.jpg
I removed that flower inparticular and its moved to another petal... why is it doing this lol IM starting to turn looney :wtf: I know if I delete another one the same thing is gonna happen... -.- sigh
Edit: Ok I just had a quick chek over to see if it was maybe me... but everythings fine once I save the S3asc file but as soon as i export it back to s3pe... it does the little rupture but only on those leaves... Im thinking I might have to scrap them and remodel them theres something thats just not digesting well here... but thing is each time I change a petal the distortion jumps to another one... why is this happening..I dont want to remodel the petals only to have the same problem again.. :faceslap:
Edit: Ok In the end I remodeled the whole plant... now the petals are not the problem its the vase I made.. certain parts keep shooting out to the exact same spot... and Its always after export..
orangemittens
3rd Jun 2011, 12:06 AM
I just sent you a pm Mel.
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