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Vondure
16th Mar 2011, 4:22 AM
***Previous Problem***How do I increase the footprint of an object? I found threads with the same topic but they were all for TS2.

Well, I cloned a single tile painting(paintingModern, to be exact), and made it into a much larger portrait. Now, in the suddenness of it all, my ever so clever sim couldn't seem to hold back the unspeakable urge to walk right through it, every single wretched chance that he could possibly get. He may have a grudge on me.

Here are pictures(excuse the ugly meshing, I just started out):
http://i.imgur.com/4oitF.png

I expected that this would be a more common topic, but I can't seem to find any discussion about it for TS3. I'm sure there a few out there. If so, could you link them to me?

Are textures normally this blurry? Or is there something that I can do to at least make it a bit clearer? I used a 1024x1024 clear image.
http://i.imgur.com/0xn0a.jpg

PS: If none of you graceful people mind, I will use this thread for all of my frustrations about the Sims 3. I have a lot, trust me. I'm just a newbie, which I know, is a running trite 'round these corners of the Interwebz, but I am. So please spare this inferior-being of all the fancy-schmancy terminolgy and take the liberty to dumb down the details. Thank you. <3

ashillion
16th Mar 2011, 4:56 AM
http://www.modthesims.info/wiki.php?title=Sims_3:Modding
to
---> http://www.modthesims.info/wiki.php?title=Tutorials:TS3_Extended_Object_Creation
or just
here http://www.modthesims.info/showthread.php?t=392523

that should lead you in the right direction...

HugeLunatic
16th Mar 2011, 5:26 AM
What you need to do is alter the footprint, the green squares, to be the size of the objects. Tiling refers to the size of the texture and how it "tiles" across an object.

http://www.modthesims.info/showthread.php?t=382724

Vondure
16th Mar 2011, 12:52 PM
http://www.modthesims.info/wiki.php?title=Sims_3:Modding
to
---> http://www.modthesims.info/wiki.php?title=Tutorials:TS3_Extended_Object_Creation
or just
here http://www.modthesims.info/showthread.php?t=392523

that should lead you in the right direction...
What you need to do is alter the footprint, the green squares, to be the size of the objects. Tiling refers to the size of the texture and how it "tiles" across an object.

http://www.modthesims.info/showthread.php?t=382724
Thank you for the response, Ash and HL.

It makes sense that I couldn't find the appropriate thread - I was looking for the wrong thing the entire time.
I blame those damned TS2 threads. But thank you, HL. Footprints. I'll keep that in mind.

***Previous Problem***Anyhow, I followed your tutorial, but I couldn't seem to get the grasp of it? What I did was I took the Bounding Box values of another object(a table) and applied it onto my mesh. Using the VPXY editor. But as soon as I replace the original proxy file using S3PE, I get this error:
http://i.imgur.com/J1n6d.png
I get the feeling that what I'm doing wrong is just out of my own immense stupidity. Here is the modification I did to the VPXY file:
http://i.imgur.com/2vV7b.png
I'm not very good with numbers. I need your guidance. Am I not suppose to take the BB value of another object?
What am I doing wrong exactly? Am I following your tutorial properly?
***UPDATE***

I restarted all over again. I managed to replace the proxy file without an error. I decided not to copy BB values from another object anymore and just start experimenting with the values using random numbers. So far, I have gotten the main footprint the way I want it(four tiles), but my mesh still needs some work(-x, +z and +x, -z directions are hollow).

I feel like this is a problem that should be fixed through the ClosedPolygons menu inside the FTPT file.
But I'm probably wrong. Is it another problem? If it is the former, which values do I type where? I'm frustrated.

HugeLunatic
16th Mar 2011, 3:17 PM
Honestly I don't think you have to change anything in the VPXY. The only part I think you have to change is the FTPT. To start with change the values in the FTPT including the closed polygon section and see if that gives you the result you want in game. The RIG and RLST have to do with a sim interacting with the object. If you cloned a deco, I don't think you'd have to change either of those since you want the interactions to remain the same. FTPT should be enough to prevent the sim from walking through it.

The closed polygons numbers the outside defining point, high school geometry FTW! Not. But basically that is what your doing, graphing the exterior points of your mesh. Each one is the x,y coordinate for an outside corner.

ie: 1x3 object (x,y) starting back left corner going clockwise:

-1.5, -.25
1.5, -.25
1.5, .25
-1.5, .25

Vondure
16th Mar 2011, 4:08 PM
This gets me wishing that I actually listened to a single thing back in high school.

Now I can't say I fully understand the concept, but I did solve it. With all thanks to you, of course, you sexy thang.

Now if someone could just tell me how to make a custom TV channel name appear in the pie menu, my week will be made.

I know, I know, that is for another forum. But do you by any chance know someone who could possibly help me with that?

Once again, thank you! <3

Vondure
17th Mar 2011, 6:02 AM
***UPDATE***

HugeLunatic
17th Mar 2011, 2:07 PM
Glad you got it solved! I typically use graph paper when laying things out like this, I need to visualize it. It will be awesome when I find a useful one online. And yes the tv channel is another forum, there is a thread regarding it so post there. To make a guess though I'd say go read the tutorial by Buzzler for language localization, pretty sure that is the only way to get custom pie menus. Something in the STBL. *nods*

EDIT:

If you've changed the texture size then you need to update a few values. Tutorials:TS3_Meshing_FAQ#My_texture_is_Blurry

Vondure
18th Mar 2011, 6:40 AM
Finally, fixed it. After a few dozens of attempts, it turns out it was more than just the texture itself.
I had to alter the tiling as well inside the OBJD file. Here is the final result:
http://i.imgur.com/bnudq.png
That's another worry straight down the drain. Thank you. <3 :D