View Full Version : Have my mesh done but why this?
The Regal Sim
30th Oct 2011, 01:42 PM
Hey all, My mesh seems to be perfectly fine, i made a 1 story tall paintings frame with historical paintings on it, looks nice except for the fact my paintings keep coming up crunchy or pixelated. The pictures i'm using are very clear, i am not expanding them to a large extent. And they look clear when i put them on.
Is there anyway to stop them from looking so blurry?
Please help!
I want to upload here when done im so you guys can enjoy it ;)
orangemittens
30th Oct 2011, 04:51 PM
Hey all, My mesh seems to be perfectly fine, i made a 1 story tall paintings frame with historical paintings on it, looks nice except for the fact my paintings keep coming up crunchy or pixelated. The pictures i'm using are very clear, i am not expanding them to a large extent. And they look clear when i put them on.
Is there anyway to stop them from looking so blurry?
Please help!
I want to upload here when done im so you guys can enjoy it ;)If you changed the size of the Overlay .dds without changing the object's MaskWidth and MaskHeight this will result in blur when you view the object outside of Buy mode in-game.
Esmeralda
30th Oct 2011, 07:35 PM
Take a look at post #11 in this thread, which gives you step by step instructions on how to fix the issue orangemittens mentions above, and see if it helps you with your problem - it enabled me to fix a similar problem a while back: http://www.modthesims.info/showthread.php?p=2904190
The Regal Sim
30th Oct 2011, 07:58 PM
Thanks guys ill try that, and come back if it doesn't work :)
orangemittens
30th Oct 2011, 08:16 PM
Take a look at post #11 in this thread, which gives you step by step instructions on how to fix the issue orangemittens mentions above, and see if it helps you with your problem - it enabled me to fix a similar problem a while back: http://www.modthesims.info/showthread.php?p=2904190This is the old way to fix the problem and will only work for people who are still using ObjTool to get MLOD's and MODL into an editor.
If you aren't using ObjTool anymore you'll need to edit using s3pe.
Esmeralda
30th Oct 2011, 08:22 PM
This is the old way to fix the problem and will only work for people who are still using ObjTool to get MLOD's and MODL into an editor.
If you aren't using ObjTool anymore you'll need to edit using s3pe.
Oh, that's interesting to know, thank you! I haven't had the problem again on any further objects (so far!) since back then, but if I do, I'll look at editing it with s3pe.
EDIT: OM, if you're still looking at this thread, I've just had a look at an object with s3pe to see where we would now edit those properties by using s3pe instead, but can't for the life of me figure out where we're supposed to be looking - what section is that info under?? (Am assuming we're looking in MLOD / Grid etc.) Thanks!
EDIT AGAIN: Oh, never mind - found entries for Mask Width and Mask Height in Chunk Entries [1] and [5]. OP, hope that will help if you have to do it the new way!
orangemittens
30th Oct 2011, 09:37 PM
Oh, that's interesting to know, thank you! I haven't had the problem again on any further objects (so far!) since back then, but if I do, I'll look at editing it with s3pe.
EDIT: OM, if you're still looking at this thread, I've just had a look at an object with s3pe to see where we would now edit those properties by using s3pe instead, but can't for the life of me figure out where we're supposed to be looking - what section is that info under?? (Am assuming we're looking in MLOD / Grid etc.) Thanks!
EDIT AGAIN: Oh, never mind - found entries for Mask Width and Mask Height in Chunk Entries [1] and [5]. OP, hope that will help if you have to do it the new way!They are in multiple places for the 00000 and the 00001. Make sure to change them all.
blakegriplingph
31st Oct 2011, 02:39 AM
This is the old way to fix the problem and will only work for people who are still using ObjTool to get MLOD's and MODL into an editor.
If you aren't using ObjTool anymore you'll need to edit using s3pe.
How do I do that, btw? Would like to know about shooping the mask sizes without using ObjTool.
orangemittens
31st Oct 2011, 04:32 AM
How do I do that, btw? Would like to know about shooping the mask sizes without using ObjTool.Open your object in s3pe and click on the MLOD line. Click the Grid button near the bottom of the screen sorta in the middle. Click Chunk Entries and the little button on the far right that has three little dots in it. Expand each Chunk entry in turn until you find one that says Mtnf. Click the plus sign next to that. If it has SData click the button on the far right with three little dots. Click through the Elements until you find the MaskWidth and Height ones. Not all SData collections will have those fields. You need to find the ones that do.
There will be two Chunk Entries of this kind for the MLOD and two for the MODL.
Alternatively you can look on the right hand side in the grey area to see where these fields are located so you aren't hunting around randomly. That thing basically provides a list of everything in the resource you've clicked on.
The numbers you need to use are posted in the link Esmerelda posted above.
The Regal Sim
31st Oct 2011, 02:42 PM
I'm using TSR workshop and milkshape. How would i go about fixing my problem since all the options you have given me use other tools? :)
orangemittens
31st Oct 2011, 02:53 PM
I'm using TSR workshop and milkshape. How would i go about fixing my problem since all the options you have given me use other tools? :)I have no idea how to do this with TSRW since I don't use that tool at all. You might try the TSRW forums for information about it...they probably have a tutorial on it. :)
BloomsBase
31st Oct 2011, 03:35 PM
I'm using TSR workshop and milkshape. How would i go about fixing my problem since all the options you have given me use other tools? :)
I do not know how big your texture size is but the moment you import a bigger one(or smaller) then the original clone sizes, you will be asked if you want to auto correct the other sizes(specular/mask/overlay etc.)
If your mask texture is smaller then the multipier then you can end up with blurry textures.
So , if your not going to edit all the texture files you must atleast click yes so all textures have the same size.
Another thing you might want to check is the prop editor located in the meshtab under matererials.
Check if all your custom textures are there. Overlay, if used, multiplier, mask and specular.
If not edit it and use the browse function to relink them to the custom ones.
You did update all textures and not just one right?
It is not a problem when working with just a overlay texture(or stencil) as those overrule all others.
Your object will not be recolourble then.
But mask/multiplier and specular must have the same size.
Oh,
another thing that is important that you stick to the correct format of the textures.
So before importing(or even starting) check the format of the original texture.
Overlay is DXT5interpolatedalpha
Mask is either DXT1noalpha or DXT5interpolatedalpha(4 recol objects)
Multiplier is often DXT1noalpha
Spec is DXT1noalpha
The Regal Sim
31st Oct 2011, 05:14 PM
I do not know how big your texture size is but the moment you import a bigger one(or smaller) then the original clone sizes, you will be asked if you want to auto correct the other sizes(specular/mask/overlay etc.)
If your mask texture is smaller then the multipier then you can end up with blurry textures.
So , if your not going to edit all the texture files you must atleast click yes so all textures have the same size.
Another thing you might want to check is the prop editor located in the meshtab under matererials.
Check if all your custom textures are there. Overlay, if used, multiplier, mask and specular.
If not edit it and use the browse function to relink them to the custom ones.
You did update all textures and not just one right?
It is not a problem when working with just a overlay texture(or stencil) as those overrule all others.
Your object will not be recolourble then.
But mask/multiplier and specular must have the same size.
Oh,
another thing that is important that you stick to the correct format of the textures.
So before importing(or even starting) check the format of the original texture.
Overlay is DXT5interpolatedalpha
Mask is either DXT1noalpha or DXT5interpolatedalpha(4 recol objects)
Multiplier is often DXT1noalpha
Spec is DXT1noalpha Thanks so much, its a cloned mesh that i re-sized and edited a but i never touched the multiplier overlay or mask. What would you recommend doing? if you need any specific info let me know. And all the sizes are the same.
BloomsBase
31st Oct 2011, 07:35 PM
Well, if you resize a mesh your texures will resize along with it wich explains why they are blurry.
So you have to redo the texture on a bigger resolution.
The Regal Sim
31st Oct 2011, 08:06 PM
Well, if you resize a mesh your texures will resize along with it wich explains why they are blurry.
So you have to redo the texture on a bigger resolution. Ok thanks. Btw it seems that even when i didn't edit the mesh and im working on custom paintings they always come up blurry. I remember on the TSR how to they said to flatten the image then do something called Bevel and Emboss, i don't see that option on gimp. Would not doing that really affect the painting? Because i cant think of why this is happening. I must be missing some step when pasting the image over the other, because its clear on gimp but in-game weather i'm talking about my mesh or EA mesh its always blurry. :|
Its funny i can mesh but i cant do a simple painting :rofl:
orangemittens
31st Oct 2011, 11:12 PM
Ok thanks. Btw it seems that even when i didn't edit the mesh and im working on custom paintings they always come up blurry. I remember on the TSR how to they said to flatten the image then do something called Bevel and Emboss, i don't see that option on gimp. Would not doing that really affect the painting? Because i cant think of why this is happening. I must be missing some step when pasting the image over the other, because its clear on gimp but in-game weather i'm talking about my mesh or EA mesh its always blurry. :|
Its funny i can mesh but i cant do a simple painting :rofl:When you said above, " And they look clear when i put them on" did you mean that the image looks sharp when first applied in Buy Mode and then becomes blurry in play mode? If that's happening your problem is most likely a mismatch between the Mask Width and Mask Height and the dimensions of the actual .dds.
If TSRW won't work for you maybe give s3oc/3T a try...the method is very easy, takes little time to learn or do, and there's a tutorial for it on the Wiki. I make my paintings that way and I don't have any problems with blurriness.
The Regal Sim
1st Nov 2011, 02:02 AM
When you said above, " And they look clear when i put them on" did you mean that the image looks sharp when first applied in Buy Mode and then becomes blurry in play mode? If that's happening your problem is most likely a mismatch between the Mask Width and Mask Height and the dimensions of the actual .dds.
If TSRW won't work for you maybe give s3oc/3T a try...the method is very easy, takes little time to learn or do, and there's a tutorial for it on the Wiki. I make my paintings that way and I don't have any problems with blurriness. No i mean when i apply them when i use gimp they look clear but it look blurry in-game and the workshop. I use the .dds plug-in with gimp not the niveda or whatever its may be called would not using that affect the clearness? Because when i check the overlay its clear. I'm very confused :rofl:
I tried to use those tools but the file extensions where very tedious for me. I think its a nice program but i want to be a bit more experienced before i use it. TSR Workshop in my opinion is good for beginners.
Here is a picture of them so you guys know what im working with http://www.thesimsresource.com/members/TDC952/screenshots/details/id/137864/ btw orangemittens your awesome :)
orangemittens
1st Nov 2011, 02:13 AM
No i mean when i apply them when i use gimp they look clear but it look blurry in-game and the workshop. I use the .dds plug-in with gimp not the niveda or whatever its may be called would not using that affect the clearness? Because when i check the overlay its clear. I'm very confused :rofl:
I tried to use those tools but the file extensions where very tedious for me. I think its a nice program but i want to be a bit more experienced before i use it. TSR Workshop in my opinion is good for beginners.
Here is a picture of them so you guys know what im working with http://www.thesimsresource.com/members/TDC952/screenshots/details/id/137864/ btw orangemittens your awesome :)Very lovely paintings :) What do you mean by s3pe file extensions being tedious? If possible, post one of your .dds images that you made with the Gimp plugin...I'd like to see if the issue is the plugin by trying your .dds myself. I use nvidia and haven't had a problem with it.
The Regal Sim
1st Nov 2011, 02:35 AM
Very lovely paintings :) What do you mean by s3pe file extensions being tedious? If possible, post one of your .dds images that you made with the Gimp plugin...I'd like to see if the issue is the plugin by trying your .dds myself. I use nvidia and haven't had a problem with it. Sure, and thanks for the complement once i stop messing around like a knuckle head and figure out how to do this im sure they will be nice :)
I have tried with different sizes my friend recommended 1024 x 1024 i sent her the uv map and the overlay but that new size didn't work it look the same. I'm attaching to my first post in 2 of the sizes i did the first and last size and they look the same on the painting blurry wise :faceslap:
The Regal Sim
1st Nov 2011, 02:40 AM
I'm going nuts trying to do this lol, i attached it ;)
I don't think its TSR workshop because on one of my friends meshes i did some paintings and they came crystal clear.
It could be my .dds plugin like you where saying.
Let me know how it goes ill be waiting your response, orangemittens= :king:
BloomsBase
1st Nov 2011, 03:59 AM
How big did you make the mesh, you say one story big but how big is that?
The Regal Sim
1st Nov 2011, 05:57 PM
How big did you make the mesh, you say one story big but how big is that? It is really almost 3 story's tall, but it exceeds over the top and bottom a bit on 1 floor, so you could say 3 walls high. But thats the size ;)
orangemittens
1st Nov 2011, 11:56 PM
It is really almost 3 story's tall, but it exceeds over the top and bottom a bit on 1 floor, so you could say 3 walls high. But thats the size ;)I made a painting using your .dds and the method I described in the tutorial I posted at SL. I made it a single Sim story tall. Here it is in-game with an EA painting next to it for comparison. I made this mesh and packaged it in about 2 minutes and didn't fix the shadow and didn't get the image mapping square on...but you get the idea.
http://jaue.com/om/nwol.jpg
It looks just fine in game and shows no blurriness. I think your issue is with some TSRW setting...probably your mask width and height. It isn't whatever you're using to make overlays with because this overlay works just fine. You could probably get it even sharper if you allocated more space on the map to the image part...on a 1024 x 1024 you have more room for expansion with this particular image. Maybe give s3oc/s3pe/3T a chance. Making a painting using these tools is very, very easy and fast.
ETA: Also, btw, a better way to guess how something is going to look in-game than looking in your image editor is to look at it in MS with the .dds applied to the mesh. That gives a pretty true estimation...if it looks ok there and not in-game then there is something going on with whatever you're using to change the mesh into a game object.
The Regal Sim
2nd Nov 2011, 12:03 AM
Thanks so much for updating me, yeah i think im starting to know what went wrong i didn't touch my UV map or any textures (exluding the over lay, and a bit of the multiplier), i basically just re-sized a EA mesh. I really am messed up lol, buts it my first object. I think ill give those tools another chance, i just made a fence and table, my meshing is fine but UV mapping is insane basically anything 2d for me lol, i really think it might be the mask now that you say it its the only thing i have yet to work with yet, my multiplier is still really small but even when i made a new big one it was still blurry. I think your my new BF now for helping me :p
Btw can i use the mesh i made with S3OC? i really don't want to start over again and i hope these tools work, if they dont i will honestly go nuts :lol:
orangemittens
2nd Nov 2011, 12:14 AM
Thanks so much for updating me, yeah i think im starting to know what went wrong i didn't touch my UV map or any textures (exluding the over lay, and a bit of the multiplier), i basically just re-sized a EA mesh. I really am messed up lol, buts it my first object. I think ill give those tools another chance, i just made a fence and table, my meshing is fine but UV mapping is insane basically anything 2d for me lol, i really think it might be the mask now that you say it its the only thing i have yet to work with yet, my multiplier is still really small but even when i made a new big one it was still blurry. I think your my new BF now for helping me :p
Btw can i use the mesh i made with S3OC? i really don't want to start over again and i hope these tools work, if they dont i will honestly go nuts :lol:NP :) The learning curve on making things for this game can be a little steep so most people, I think, end up with something not-optimal the first time around. Try mapping with MS if you aren't already. It's very straightforward...much easier than any other mapping method I've seen yet.
Not sure what you mean by can I use the mesh with s3oc. But with the s3oc/s3pe combo you can edit an object, try it in-game, edit it again to fix stuff, try it in game, and etc.
The Regal Sim
2nd Nov 2011, 12:21 AM
NP :) The learning curve on making things for this game can be a little steep so most people, I think, end up with something not-optimal the first time around. Try mapping with MS if you aren't already. It's very straightforward...much easier than any other mapping method I've seen yet.
Not sure what you mean by can I use the mesh with s3oc. But with the s3oc/s3pe combo you can edit an object, try it in-game, edit it again to fix stuff, try it in game, and etc. I am download the tools as we speak, can i just use s3oc to edit the paintings on my mesh or do i need another tool?
orangemittens
2nd Nov 2011, 12:45 AM
I am download the tools as we speak, can i just use s3oc to edit the paintings on my mesh or do i need another tool?Use this tutorial:
http://dino.drealm.info/den/denforum/index.php?topic=681.0
The Regal Sim
2nd Nov 2011, 01:17 AM
Use this tutorial:
http://dino.drealm.info/den/denforum/index.php?topic=681.0 Ok i used the texture tweaker to do the .dds files this time, i just exported my project from TSRW to a .package file, and i did the 1024 x 1024 size covered it over perfectly and it didnt come up clear, so its not TSRW causing the bug its something i didn't fix, because the others tools made it come up the same way. If you would like me to attach my painting and you can take a look at the .package file and see whats wrong i can do that.
Ok its attached you take a look and see what i did wrong point it out please.
Sorry im such a knuckle head and cant figure this out :faceslap:
orangemittens
2nd Nov 2011, 01:34 AM
Ok i used the texture tweaker to do the .dds files this time, i just exported my project from TSRW to a .package file, and i did the 1024 x 1024 size covered it over perfectly and it didnt come up clear, so its not TSRW causing the bug its something i didn't fix, because the others tools made it come up the same way. If you would like me to attach my painting and you can take a look at the .package file and see whats wrong i can do that.
Ok its attached you take a look and see what i did wrong point it out please.
Sorry im such a knuckle head and cant figure this out :faceslap:I'm thinking there is something wrong with your TSRW project and that's why it wasn't working in the first place. I recommend you start off with a new clone made with s3oc and then follow the tutorial to put your image on it. This is what I did using your .dds and as you can see...it looks very nice in the game :)
The Regal Sim
2nd Nov 2011, 01:52 AM
I'm thinking there is something wrong with your TSRW project and that's why it wasn't working in the first place. I recommend you start off with a new clone made with s3oc and then follow the tutorial to put your image on it. This is what I did using your .dds and as you can see...it looks very nice in the game :) ok I get it, I'm going to use just those tools for paintings mow, btw will I need to re-make my mesh in milkshape? Ill p.m you from now on if I have problems expect spam because I'm losing it lol thanks so much
orangemittens
2nd Nov 2011, 03:32 AM
ok I get it, I'm going to use just those tools for paintings mow, btw will I need to re-make my mesh in milkshape? Ill p.m you from now on if I have problems expect spam because I'm losing it lol thanks so muchIf you made your mesh in Milkshape already you shouldn't have to remake it...you can use that mesh to overwrite the .s3asc you would be exporting from a new .package you created using s3oc. I would convert it to .obj form before trying that though. I have no idea what format TSRW uses in Milkshape but .obj is safe for sure. There is a tutorial for how to use s3pe to export .s3asc to MS and reimport your edited version back into a .package here:
http://dino.drealm.info/den/denforum/index.php?topic=614.0
But if all you're doing is recoloring an EA mesh you shouldn't have to make any mesh at all.
The Regal Sim
2nd Nov 2011, 01:52 PM
If you made your mesh in Milkshape already you shouldn't have to remake it...you can use that mesh to overwrite the .s3asc you would be exporting from a new .package you created using s3oc. I would convert it to .obj form before trying that though. I have no idea what format TSRW uses in Milkshape but .obj is safe for sure. There is a tutorial for how to use s3pe to export .s3asc to MS and reimport your edited version back into a .package here:
http://dino.drealm.info/den/denforum/index.php?topic=614.0
But if all you're doing is recoloring an EA mesh you shouldn't have to make any mesh at all. I have the plug-ins installed into milkshape but im not seeing the option in S3PE to do what step 4 there is no s3asc from the drop-down menu.
orangemittens
2nd Nov 2011, 02:47 PM
I have the plug-ins installed into milkshape but im not seeing the option in S3PE to do what step 4 there is no s3asc from the drop-down menu.It may be the case that you do not have the meshExpImpHelper installed. You need this in order to get the .s3asc export option in s3pe even if you use the Easy Installer method to install s3pe.
http://dino.drealm.info/den/denforum/index.php?topic=689.0
The Regal Sim
2nd Nov 2011, 04:27 PM
It may be the case that you do not have the meshExpImpHelper installed. You need this in order to get the .s3asc export option in s3pe even if you use the Easy Installer method to install s3pe.
http://dino.drealm.info/den/denforum/index.php?topic=689.0 Thanks, and yes im using my new mesh.
The Regal Sim
2nd Nov 2011, 09:45 PM
Ok update, i remade it with all the tools you guys recommended and it came blurry again ugh. One thing i did notice though is when i went to Create a style and tried to re-color it with a different pattern in-game it came up 100% clear, but when i left create a style it came blurry again. Another thing i can mention is when i was recoloring in-game i had it on wood and the painting looked fine but as i clicked on different things like gold the little speckle's where showing up on the panting 0_o and when i would change to a lighter metal the painting would get lighter. Ok whats going on here?
orangemittens
2nd Nov 2011, 10:39 PM
Ok update, i remade it with all the tools you guys recommended and it came blurry again ugh. One thing i did notice though is when i went to Create a style and tried to re-color it with a different pattern in-game it came up 100% clear, but when i left create a style it came blurry again. Another thing i can mention is when i was recoloring in-game i had it on wood and the painting looked fine but as i clicked on different things like gold the little speckle's where showing up on the panting 0_o and when i would change to a lighter metal the painting would get lighter. Ok whats going on here?If it looks 100% clear in Create a Style but gets blurry in play mode you need to change the Mask width and height values. I'm not sure what you mean about the other issues. Could you post the .package so I can look at it? Also, if you aren't sure where/how to change the Mask width and height values from my post above let me know and I'll post some pictures illustrating it.
The Regal Sim
2nd Nov 2011, 11:21 PM
If it looks 100% clear in Create a Style but gets blurry in play mode you need to change the Mask width and height values. I'm not sure what you mean about the other issues. Could you post the .package so I can look at it? Also, if you aren't sure where/how to change the Mask width and height values from my post above let me know and I'll post some pictures illustrating it. Ok im attaching the file, and yes im not sure, do i re-size in gimp? And its only 100% clear in Create a style, not build mode buy, or play. What i ment was the pattern seems to be leaking into the painting in game like if im using wood i cant really see the grain but if im using metal that has speckles they will seep through onto the painting in-game. Or if im using any shiny metal the painting seems to get lighter and light reflective.
orangemittens
2nd Nov 2011, 11:31 PM
Ok im attaching the file, and yes im not sure, do i re-size in gimp? And its only 100% clear in Create a style, not build mode buy, or play. What i ment was the pattern seems to be leaking into the painting in game like if im using wood i cant really see the grain but if im using metal that has speckles they will seep through onto the painting in-game. Or if im using any shiny metal the painting seems to get lighter and light reflective.You need to change the mask width and height using s3pe so the .package values match the mesh map you've made. I gave instructions for that in post #9 of this thread. :)
The Regal Sim
2nd Nov 2011, 11:59 PM
You need to change the mask width and height using s3pe so the .package values match the mesh map you've made. I gave instructions for that in post #9 of this thread. :) Thank you, this is very confusing, but ill take a shot at it, is there a size that i need to put in to be exact or what? this is the first time i have done this :help:
orangemittens
3rd Nov 2011, 12:05 AM
Thank you, this is very confusing, but ill take a shot at it, is there a size that i need to put in to be exact or what? this is the first time i have done this :help:Look in the thread that Esmeralda posted. Wes posted the numbers you need in post #13 there. I checked your painting in my game and I'm not seeing any issue except the blurriness. I'm not getting any bleeding from the frame onto the image. If you're having that maybe it's a video card problem (?). Again, if you have problems with the method of changing the mask width and height using s3pe post again and I'll post some pictures of it. Hang in there...this does become easier with practice :)
The Regal Sim
3rd Nov 2011, 02:04 PM
Look in the thread that Esmeralda posted. Wes posted the numbers you need in post #13 there. I checked your painting in my game and I'm not seeing any issue except the blurriness. I'm not getting any bleeding from the frame onto the image. If you're having that maybe it's a video card problem (?). Again, if you have problems with the method of changing the mask width and height using s3pe post again and I'll post some pictures of it. Hang in there...this does become easier with practice :) Ok i found what i'm supposed to but i'm not seeing any number in the posts to change it to, here is the info under [01] ChunkEntry \ RCOLBlock \ Mtnf \ SData
[5] SData Field 0x707F712F (MaskWidth) Data 0x00000100
[6] SData Field 0x849CDADC (MaskHeight) Data 0x00000200
What needs to be changed and to what size?
BloomsBase
3rd Nov 2011, 06:19 PM
I have to agree you will learn alot this way but my advice would be to clone a billboard next time. ;)
I think it comes closer to your needs and it has all the correct settings.
orangemittens
4th Nov 2011, 12:03 AM
Ok i found what i'm supposed to but i'm not seeing any number in the posts to change it to, here is the info under [01] ChunkEntry \ RCOLBlock \ Mtnf \ SData
[5] SData Field 0x707F712F (MaskWidth) Data 0x00000100
[6] SData Field 0x849CDADC (MaskHeight) Data 0x00000200
What needs to be changed and to what size?You're in the right place. The last three digits of the number you posted is what needs changing. You change them so the value matches your .dds size like this:
00000080 is 128
00000100 is 256
00000200 is 512
00000400 is 1024
So a .dds that's 256 x 512 would need to be like what you have there now. A 1024 x 1024 should have both numbers changed to 400.
And Base is right...when you're first learning it's very helpful to choose a clone that has characteristics close to what you want to make...later after you're familiar with s3pe you can take almost any object and make it into what you want. Of course, it isn't always easy to know which is going to be the best clone and it's sometimes easier to learn how to fix the one you picked than it is to wade through all the choices to find the most optimal one :)
The Regal Sim
4th Nov 2011, 12:29 AM
You're in the right place. The last three digits of the number you posted is what needs changing. You change them so the value matches your .dds size like this:
00000080 is 128
00000100 is 256
00000200 is 512
00000400 is 1024
So a .dds that's 256 x 512 would need to be like what you have there now. A 1024 x 1024 should have both numbers changed to 400.
And Base is right...when you're first learning it's very helpful to choose a clone that has characteristics close to what you want to make...later after you're familiar with s3pe you can take almost any object and make it into what you want. Of course, it isn't always easy to know which is going to be the best clone and it's sometimes easier to learn how to fix the one you picked than it is to wade through all the choices to find the most optimal one :) Ok i have tested after looking every where in every chunk entry in ever Sdata file in ever extension and changed it to the new size of 400. And yet its still blurry. And yes i did this for both the MLOD file and MODL.
I have uploaded the latest file after updating the mask. and you Take a look and tell me what might be going wrong im really sad i cant fix this :cry:
orangemittens
4th Nov 2011, 02:34 AM
Ok i have tested after looking every where in every chunk entry in ever Sdata file in ever extension and changed it to the new size of 400. And yet its still blurry. And yes i did this for both the MLOD file and MODL.
I have uploaded the latest file after updating the mask. and you Take a look and tell me what might be going wrong im really sad i cant fix this :cry:I checked the mask width/height and all looks good there. Next I looked at the painting in-game and the image is fine...there is no blurriness.
http://jaue.com/om/nb.jpg
I'm thinking you may have a game settings issue or a problem with your video card...but this looks just fine except the frame needs to be remapped to match the changes you made to the mesh. There is nothing wrong with the image. :)
The Regal Sim
4th Nov 2011, 03:12 AM
I checked the mask width/height and all looks good there. Next I looked at the painting in-game and the image is fine...there is no blurriness.
http://jaue.com/om/nb.jpg
I'm thinking you may have a game settings issue or a problem with your video card...but this looks just fine except the frame needs to be remapped to match the changes you made to the mesh. There is nothing wrong with the image. :) Thanks for all the help, that looks really pretty and i cant believe i made that :lol:
How would my game setting affect this? Everything is on high. I think its my video card, ill update.
How would i go about Remapping the frame? I think the carvings from the multiplier look nice but it is a little blurry like you said. Can i keep the fancy carvings and adjust them to the new frame size?
Btw sorry about all the P.M's :faceslap:
orangemittens
4th Nov 2011, 03:46 PM
Thanks for all the help, that looks really pretty and i cant believe i made that :lol:
How would my game setting affect this? Everything is on high. I think its my video card, ill update.
How would i go about Remapping the frame? I think the carvings from the multiplier look nice but it is a little blurry like you said. Can i keep the fancy carvings and adjust them to the new frame size?
Btw sorry about all the P.M's :faceslap:If your game settings are all on high maybe working the video card angle will help.
As far as the frame goes I shouldn't have said mapping because unless you changed it from EA's mapping the mapping is fine. The issue is the .dds files you're using for the multiplier and the mask. I'm not sure there's a way to easily use the carvings on EA's multiplier and not have them be blurry because you've increased the size of the frame so much compared to the original size of it. You could try enlarging the mask and multiplier to the same size as the overlay and see if that works but my bet is the carvings will still look blurry. Another thing you might consider is fixing the tiling on the frame because currently you have it set to the old ratio (for a rectangular .dds) and the patterns are coming in expecting the new ratio (which is square). You'll notice what I mean if you apply a geometric pattern to your frame in CAS...the pattern will be somewhat distorted.
Although you would lose the fancy carving you could bake the resized painting in Blender and make a new multiplier that fits your frame and would look very nice in the game.
The Regal Sim
4th Nov 2011, 04:33 PM
If your game settings are all on high maybe working the video card angle will help.
As far as the frame goes I shouldn't have said mapping because unless you changed it from EA's mapping the mapping is fine. The issue is the .dds files you're using for the multiplier and the mask. I'm not sure there's a way to easily use the carvings on EA's multiplier and not have them be blurry because you've increased the size of the frame so much compared to the original size of it. You could try enlarging the mask and multiplier to the same size as the overlay and see if that works but my bet is the carvings will still look blurry. Another thing you might consider is fixing the tiling on the frame because currently you have it set to the old ratio (for a rectangular .dds) and the patterns are coming in expecting the new ratio (which is square). You'll notice what I mean if you apply a geometric pattern to your frame in CAS...the pattern will be somewhat distorted.
Although you would lose the fancy carving you could bake the resized painting in Blender and make a new multiplier that fits your frame and would look very nice in the game. I really want to keep the carving s, they look ok if I use a metal like gold, and the video card update is a bad idea I just updated and it screwed a lot of things up so I had to do a system restore to fix it, so I'm stuck with my painting still blurry but it just seems to be my painting because the other cc ones I have come up clear, this is getting very irritating I have the object detail on high not all my setting. I just want my image to be clear for me but I guess it won't ever be -_- what is the multiplier called in the chunk entries ill try re-sizing It. The point was to get a cool fancy frame but I guess that just isn't going to work out. Its strange how it will work for you, and my card was already up to date, there was just another software that was newer that could replace it. Why is this happening to me!?!?!?!? Can milk shape bake or just blender? Because I don't like using blender to much I find it annoying. Like my paintings at this point......
orangemittens
4th Nov 2011, 05:55 PM
I really want to keep the carving s, they look ok if I use a metal like gold, and the video card update is a bad idea I just updated and it screwed a lot of things up so I had to do a system restore to fix it, so I'm stuck with my painting still blurry but it just seems to be my painting because the other cc ones I have come up clear, this is getting very irritating I have the object detail on high not all my setting. I just want my image to be clear for me but I guess it won't ever be -_- what is the multiplier called in the chunk entries ill try re-sizing It. The point was to get a cool fancy frame but I guess that just isn't going to work out. Its strange how it will work for you, and my card was already up to date, there was just another software that was newer that could replace it. Why is this happening to me!?!?!?!? Can milk shape bake or just blender? Because I don't like using blender to much I find it annoying. Like my paintings at this point......Could you show a picture of your painting in your game next to an EA painting and a CC one? There's no reason yours and yours alone should be showing up blurry...and there is nothing wrong with it in my game. I'm curious to see what it shows up like.
Milkshape cannot bake but there are Sim 3 tools that make baking in Blender a very simple process.
You wouldn't change the multiplier and mask in s3pe...you would change them basically how you changed the overlay...edit them in your image editor and import them to your .package using 3T.
The Regal Sim
4th Nov 2011, 06:01 PM
Ok after I restored my system I went back in-game to test and I re-colored
them as usual but now after I hit the check in CAS it stayed clear and I go in-game to play mode and its clear, I just have 2 recolor it in game once I'm so happy :) wonder why though I have to recolor it once to make it clear, it doesn't bother me that i have to do that as long as no one else does i will finish them and upload ^^
orangemittens
4th Nov 2011, 06:21 PM
Ok after I restored my system I went back in-game to test and I re-colored
them as usual but now after I hit the check in CAS it stayed clear and I go in-game to play mode and its clear, I just have 2 recolor it in game once I'm so happy :) wonder why though I have to recolor it once to make it clear, it doesn't bother me that i have to do that as long as no one else does i will finish them and upload ^^You cleared your caches before you checked your fixed version didn't you? If not you can get the old cached image showing instead of updates you've made to the .package IMGs.
The Regal Sim
4th Nov 2011, 06:53 PM
You cleared your caches before you checked your fixed version didn't you? If not you can get the old cached image showing instead of updates you've made to the .package IMGs. Gotcha i'm working on the rest of the overlays i just finished them going to test and ill let ya know how it goes :)
You think i can upload it here? i'd love to :)
The Regal Sim
4th Nov 2011, 07:28 PM
Ok great news i fixed the bug where you have to recolor to make it clear and i added 16 more paintings to the frame i posted pic's they look lovely in my opinion, what do you think? :D im so happy!!!!!!!!!!!!!!!!!!!!! I hope they would be excepted since it is a new mesh :)
orangemittens
4th Nov 2011, 10:24 PM
Ok great news i fixed the bug where you have to recolor to make it clear and i added 16 more paintings to the frame i posted pic's they look lovely in my opinion, what do you think? :D im so happy!!!!!!!!!!!!!!!!!!!!! I hope they would be excepted since it is a new mesh :)They look really nice...I'm glad it all worked out for you :)
The Regal Sim
4th Nov 2011, 11:43 PM
They look really nice...I'm glad it all worked out for you :) Thanks so much for all your help, i mean this in a non romantic way when i say, i love you!!!!!!!!!!! lol :lol:
BTW i will be remaking this in different shapes and sizes if i need help, mind if i p.m you? i wont excessively ;)
orangemittens
5th Nov 2011, 01:09 AM
Thanks so much for all your help, i mean this in a non romantic way when i say, i love you!!!!!!!!!!! lol :lol:
BTW i will be remaking this in different shapes and sizes if i need help, mind if i p.m you? i wont excessively ;)Yw. ]If you have questions it's very likely that other people do too...so best to post questions here or in tutorial thread. I'm happy to help and I do watch my tutorial threads and answer questions in them. :)
The Regal Sim
9th Nov 2011, 08:52 PM
Yw. ]If you have questions it's very likely that other people do too...so best to post questions here or in tutorial thread. I'm happy to help and I do watch my tutorial threads and answer questions in them. :) Hey im almost ready to upload just need to work on one more thing, you know those little green squares in-game that are on the floor to show you how much space the object will take up when your placing it? My object only has 2 i'd like to make it 4 how would i do that? :faceslap:
orangemittens
10th Nov 2011, 02:40 AM
Hey im almost ready to upload just need to work on one more thing, you know those little green squares in-game that are on the floor to show you how much space the object will take up when your placing it? My object only has 2 i'd like to make it 4 how would i do that? :faceslap:Those green squares are the FTPT. You need to edit that to match the FTPT of an object like yours that has 4 instead of two.
The Regal Sim
10th Nov 2011, 02:56 PM
Those green squares are the FTPT. You need to edit that to match the FTPT of an object like yours that has 4 instead of two. Would i go under chunk entries like i did for the mask on sp3e?
orangemittens
11th Nov 2011, 12:16 AM
Would i go under chunk entries like i did for the mask on sp3e?If there's a painting with four tiles you should be able to copy the FTPT of that painting, rename it so it has the FTPT name of your painting, and then import it into your painting .package. If there isn't a four tile painting you'll have to change the values in s3pe...there's a tutorial in the tutorials section.
I was able to change mine from one tile to two tile by just changing the FTPT so I'm thinking the only part of that you'd need is the part that talks about FTPT...not the rig and vpxy part.
The Regal Sim
11th Nov 2011, 02:11 PM
If there's a painting with four tiles you should be able to copy the FTPT of that painting, rename it so it has the FTPT name of your painting, and then import it into your painting .package. If there isn't a four tile painting you'll have to change the values in s3pe...there's a tutorial in the tutorials section.
I was able to change mine from one tile to two tile by just changing the FTPT so I'm thinking the only part of that you'd need is the part that talks about FTPT...not the rig and vpxy part. Ok thanks, i also made another painting its 2 storys tall and its not blurry thanks to you :anime:
What tutorial is it under?
orangemittens
12th Nov 2011, 12:16 AM
Ok thanks, i also made another painting its 2 storys tall and its not blurry thanks to you :anime:
What tutorial is it under?It's here:
http://www.modthesims.info/showthread.php?t=382724
If I were you I'd try just changing the FTPT part first...I was able to change my painting's in-game footprint by just changing that and leaving the other resources mentioned in that tutorial alone.
The Regal Sim
18th Nov 2011, 11:32 PM
It's here:
http://www.modthesims.info/showthread.php?t=382724
If I were you I'd try just changing the FTPT part first...I was able to change my painting's in-game footprint by just changing that and leaving the other resources mentioned in that tutorial alone. Hey orangemittens i have the FTPT done, i have just been considering what you said about baking a new multiplier in blender, i think i might but is there any way to get some what of a fancy carving? could i put one on my mesh or what would make it possible? I really like the look i have on the frame, but its just so blurry it distracts from my clear painting. In any way could i incorporate carvings on a new multiplier or mesh so the frames still look a little fancy? :)
Here is an idea of what i originally wanted when i first started http://www.alibaba.com/product-gs/210715404/Hand_Carved_Picture_Frames/showimage.html
Or maybe something like this http://www.dreamstime.com/gold-plated-wooden-picture-frame--image10180382
is it possible?
orangemittens
19th Nov 2011, 01:29 PM
Hey orangemittens i have the FTPT done, i have just been considering what you said about baking a new multiplier in blender, i think i might but is there any way to get some what of a fancy carving? could i put one on my mesh or what would make it possible? I really like the look i have on the frame, but its just so blurry it distracts from my clear painting. In any way could i incorporate carvings on a new multiplier or mesh so the frames still look a little fancy? :)
Here is an idea of what i originally wanted when i first started http://www.alibaba.com/product-gs/210715404/Hand_Carved_Picture_Frames/showimage.html
Or maybe something like this http://www.dreamstime.com/gold-plated-wooden-picture-frame--image10180382
is it possible?There are ways of creating a multiplier from a color picture if the picture is of sufficient size and quality to serve as the base for it. Cmo wrote a tutorial showing one way of going about this. Although the example he was using is a rug the same basic process would work for many things...especially things which are essentially flat like the painting frame you're wanting to make. The tutorial is here:
http://simswiki.info/wiki.php?title=Tutorial:_Designer_Rugs
You would prolly have to tinker around with the settings to make it look how you want it and you could skip the making a mask part if you want the frame a single solid color. To get a better idea of what you're aiming to make take a look at one of EA's carved painting multipliers.
Congrats on getting your FTPT to work :)
The Regal Sim
21st Nov 2011, 03:42 PM
Thank you for the help. but the multiplier isn't lining up properly does that mean i have to edit the mask to?
I'm attaching my New multipliers that i made have a look and tell me what i did wrong.
BloomsBase
21st Nov 2011, 07:55 PM
There is a way of making high resolution paintings with the use of multiple overlays and speculars.(and even 2 normalmaps)
You can use the multiplier for your frame while you use a 2nd overlay for your painting.
That way you can use a full 1024x1024 texture for the frame and one for the painting.
Ill post a link the moment i have the tutorial finished. ;)
The Regal Sim
21st Nov 2011, 08:00 PM
There is a way of making high resolution paintings with the use of multiple overlays and speculars.(and even 2 normalmaps)
You can use the multiplier for your frame while you use a 2nd overlay for your painting.
That way you can use a full 1024x1024 texture for the frame and one for the painting.
Ill post a link the moment i have the tutorial finished. ;) Just saw your post thanks :D i attached my multipliers in my last post ;)
You guys are awesome :beer:
orangemittens
22nd Nov 2011, 11:16 PM
Thank you for the help. but the multiplier isn't lining up properly does that mean i have to edit the mask to?
I'm attaching my New multipliers that i made have a look and tell me what i did wrong.Editing the mask won't help line your mesh up on the object. All the mask does is assign which channel governs what part of your object. I would need to see the whole .package to be able to start trying to figure out why things aren't lining up. Which version of s3pe are you using to make your .package. One or two of the deprecated test versions caused some image slipping as a known bug that was weeded out during testing.
The Regal Sim
24th Nov 2011, 03:39 PM
Editing the mask won't help line your mesh up on the object. All the mask does is assign which channel governs what part of your object. I would need to see the whole .package to be able to start trying to figure out why things aren't lining up. Which version of s3pe are you using to make your .package. One or two of the deprecated test versions caused some image slipping as a known bug that was weeded out during testing. My version of S3PE is 11-1001-1447 i am attaching the .package file with the multipliers, thank you for looking :D
orangemittens
24th Nov 2011, 04:53 PM
My version of S3PE is 11-1001-1447 i am attaching the .package file with the multipliers, thank you for looking :DThe .package you attached has the EA multiplier in it instead of your new one and the multipliers you have in the zip don't have the same mapping as the .dds's you have in the .package with your images on them. Apply the new multiplier to your object in MS and you'll see that the frame won't fall in the right place on your object. You need to have the object mapped so that all the .dds you put in the .package show up on it in MS how you want them to be in-game.
Inge Jones
24th Nov 2011, 05:16 PM
If you are using the s3pe mesh export/import helper please be aware that the latest version is here: http://dino.drealm.info/den/denforum/index.php?topic=736.0 and fixes various issues related to "slippage"
The Regal Sim
25th Nov 2011, 02:48 AM
The .package you attached has the EA multiplier in it instead of your new one and the multipliers you have in the zip don't have the same mapping as the .dds's you have in the .package with your images on them. Apply the new multiplier to your object in MS and you'll see that the frame won't fall in the right place on your object. You need to have the object mapped so that all the .dds you put in the .package show up on it in MS how you want them to be in-game. Show me the mapping tutorial im retarded :lol:
orangemittens
25th Nov 2011, 03:25 AM
Show me the mapping tutorial im retarded :lol:I wrote this one for Sims 2 but it will work for Sims3. The only difference is that in S3 everything has to be on one map unlike in S2 where many things had two maps. If you have questions post 'em here.
http://jaue.com/om/OM_TextureMappingwithMilkshape.rar
The Regal Sim
13th Dec 2011, 07:53 PM
I wrote this one for Sims 2 but it will work for Sims3. The only difference is that in S3 everything has to be on one map unlike in S2 where many things had two maps. If you have questions post 'em here.
http://jaue.com/om/OM_TextureMappingwithMilkshape.rar
Hey, ok so the paintings i have done, i have another issue with a mesh, im converting a mesh from the sims 2 its simnuts large 2 story window and in milkshape the one side of the mesh is black and the other is normal. Why is this happening? when i view it in TSRW one the black side is invisible and its the same in-game. This has nothing to do with TSRW because i got the mesh via SIMPE
I'd also like to let you know when i try to bake this mesh the multiplier keeps coming up black with nothing on it.
orangemittens
14th Dec 2011, 02:45 AM
Hey, ok so the paintings i have done, i have another issue with a mesh, im converting a mesh from the sims 2 its simnuts large 2 story window and in milkshape the one side of the mesh is black and the other is normal. Why is this happening? when i view it in TSRW one the black side is invisible and its the same in-game. This has nothing to do with TSRW because i got the mesh via SIMPE
I'd also like to let you know when i try to bake this mesh the multiplier keeps coming up black with nothing on it.Things that are all black like that in MS are invisible on the black parts in game...that's how MS lets you know. I'm not sure what the issue is with the mesh you're having problems baking. Could you post it or at least a picture of it?
The Regal Sim
14th Dec 2011, 09:56 PM
Things that are all black like that in MS are invisible on the black parts in game...that's how MS lets you know. I'm not sure what the issue is with the mesh you're having problems baking. Could you post it or at least a picture of it? ill attach the mesh in obj. i tried to bake it in blender but the multiplier comes out black :/
Also since this window only has one side (since the other is black and flat ) i have to duplicate the window molding part and flip it around and put it on the back side so it has the molding on the outside of the build and the in-side of the room but when i do that the one side looks like glass :wtf: im attaching the two mesh files that came in SIMPE import them together and you will see one is flipped
orangemittens
14th Dec 2011, 10:11 PM
ill attach the mesh in obj. i tried to bake it in blender but the multiplier comes out black :/
Also since this window only has one side (since the other is black and flat ) i have to duplicate the window molding part and flip it around and put it on the back side so it has the molding on the outside of the build and the in-side of the room but when i do that the one side looks like glass :wtf: im attaching the two mesh files that came in SIMPE import them together and you will see one is flippedI'm not sure what you mean by when you flip it around the one side looks like glass. It looks like solid glass in-game?
The Regal Sim
14th Dec 2011, 11:37 PM
I'm not sure what you mean by when you flip it around the one side looks like glass. It looks like solid glass in-game? what im saying is there is 2 sides the the window 1 the back side which is black in the 3D design tools, and 2 the front side which looks like a normal mesh on the design tools, the black side even when i cover it up with the tools, will turn into glass in-game, this being the back side of the window.
orangemittens
15th Dec 2011, 12:11 AM
what im saying is there is 2 sides the the window 1 the back side which is black in the 3D design tools, and 2 the front side which looks like a normal mesh on the design tools, the black side even when i cover it up with the tools, will turn into glass in-game, this being the back side of the window.As far as the bake issue goes, you need to make sure the map is actually on the map in MS if you know what I mean. Sims 2 maps had this weird property of coming into MS with the map being off of the image in the TCE. You need to move it back onto the map before putting it in Blender or Blender isn't going to see anything there to bake. I did that and the bake worked albeit a little oddly...most prolly because the thing isn't mapped correctly for a bake.
http://www.modyourpanties.com/hosting/32620_111214190410window1.jpg
Before I baked it, of course, I removed the plane that represents the glass since this shouldn't need a shadowmap and I removed the back shadowplane since in S3 this part of the mesh isn't going to be required.
As far as the rest of what you're saying goes, I confess I'm still not sure what you mean. What are the design tools and what do you mean by cover it up with the tools?
The Regal Sim
15th Dec 2011, 12:21 AM
As far as the bake issue goes, you need to make sure the map is actually on the map in MS if you know what I mean. Sims 2 maps had this weird property of coming into MS with the map being off of the image in the TCE. You need to move it back onto the map before putting it in Blender or Blender isn't going to see anything there to bake. I did that and the bake worked albeit a little oddly...most prolly because the thing isn't mapped correctly for a bake.
http://www.modyourpanties.com/hosting/32620_111214190410window1.jpg
Before I baked it, of course, I removed the plane that represents the glass since this shouldn't need a shadowmap and I removed the back shadowplane since in S3 this part of the mesh isn't going to be required.
As far as the rest of what you're saying goes, I confess I'm still not sure what you mean. What are the design tools and what do you mean by cover it up with the tools? Ok thanks for clearing up the multiplier thing i see what you mean by they are not in the right position to be baked so i moved it. Its still acting nuts, maybe it has to be re-mapped The shadowplane is what? what i meant by cover up is the back of the window where its black in milkshape is hollow, so i duplicated the trim and rotated it to cover up the hollow invisible part. that way when i actually place the window in-game it has trim on both sides of the wall.
EDIT:I attached what i keep getting when i hit bake in blender to this post
orangemittens
15th Dec 2011, 02:12 AM
Ok thanks for clearing up the multiplier thing i see what you mean by they are not in the right position to be baked so i moved it. Its still acting nuts, maybe it has to be re-mapped The shadowplane is what? what i meant by cover up is the back of the window where its black in milkshape is hollow, so i duplicated the trim and rotated it to cover up the hollow invisible part. that way when i actually place the window in-game it has trim on both sides of the wall.
EDIT:I attached what i keep getting when i hit bake in blender to this postThe two objects you sent me are the front and back of a window but offset from one another incorrectly in MS. The two share the same position on a map so if you simply merge them, without moving one on the map, this could cause an issue with your baked multiplier.
The window frame group is accompanied by two other groups which aren't needed for the bake and which are, most likely, borking your bake. Remove all but the group named windowtrim and try that. It will still need to be remapped but you shouldn't end up with a solid black multiplier if you do this. Blender can only bake what you give it...if you have front, back, and some shadow plane all mapped to the same place it isn't going to be able to bake that for you.
What tool are you using to create the object that you're putting in-game?
The Regal Sim
15th Dec 2011, 03:22 AM
The two objects you sent me are the front and back of a window but offset from one another incorrectly in MS. The two share the same position on a map so if you simply merge them, without moving one on the map, this could cause an issue with your baked multiplier.
The window frame group is accompanied by two other groups which aren't needed for the bake and which are, most likely, borking your bake. Remove all but the group named windowtrim and try that. It will still need to be remapped but you shouldn't end up with a solid black multiplier if you do this. Blender can only bake what you give it...if you have front, back, and some shadow plane all mapped to the same place it isn't going to be able to bake that for you.
What tool are you using to create the object that you're putting in-game? ok thank you once more, yes just poping those two meshes on and them baking won't work, I don't even use that shadow one I just use 1 glass and 2 of the trim for the mesh, and its because of my multiplier the one side is like glass because I tried it on another window and the multiplier that came with that made the two sides non transparent, should I only use 1 side of the trim and bake it?
orangemittens
15th Dec 2011, 10:47 AM
ok thank you once more, yes just poping those two meshes on and them baking won't work, I don't even use that shadow one I just use 1 glass and 2 of the trim for the mesh, and its because of my multiplier the one side is like glass because I tried it on another window and the multiplier that came with that made the two sides non transparent, should I only use 1 side of the trim and bake it?That's what I would do if I were you. Get one mapped how you want it to be, bake it, then double it, and use it for the other side also...it looks like the two .objs you sent are identical. They can share the same space on the multiplier after you've baked it. I would also remove the glass plane for baking because it's going to give shadows based on it being a solid plane where in game it is transparent and wouldn't be expected to cast shadows.
The Regal Sim
15th Dec 2011, 03:18 PM
Ok i am now just baking one side of the window trim im at attaching picture of what im baking, no glass mesh, no shadow no shadow mesh, just 1 window trim and the multiplier keeps coming up black :blink:
orangemittens
15th Dec 2011, 11:24 PM
Ok i am now just baking one side of the window trim im at attaching picture of what im baking, no glass mesh, no shadow no shadow mesh, just 1 window trim and the multiplier keeps coming up black :blink:Are you using the EZ Bake feature of Cmo's Blender tools to bake with? If not give that a try. I wrote a mini-tutorial for that which is in the tutorials section. It takes about 5 minutes to learn, works perfectly every time, and makes things very easy. If you're already using that and things aren't working could you post the .obj you've made so I can give it a try and see what happens?
The Regal Sim
16th Dec 2011, 02:27 AM
Are you using the EZ Bake feature of Cmo's Blender tools to bake with? If not give that a try. I wrote a mini-tutorial for that which is in the tutorials section. It takes about 5 minutes to learn, works perfectly every time, and makes things very easy. If you're already using that and things aren't working could you post the .obj you've made so I can give it a try and see what happens? i am using the EZ bake, but please give me the link to the tutorial maybe i'm doing something wrong. ( i cant find it in the tutorial section )
Im attaching the mesh im trying to bake in this post, and the picture's in my last post is what it looks like.
orangemittens
16th Dec 2011, 03:11 AM
i am using the EZ bake, but please give me the link to the tutorial maybe i'm doing something wrong. ( i cant find it in the tutorial section )
Im attaching the mesh im trying to bake in this post, and the picture's in my last post is what it looks like.The map is still not on the image in the TCE. If it isn't there Blender doesn't see anything that requires baking so you end up with an all black image.
In MS select the item so it turns all red. Assign a material to it that is the size you want your map to be. Then open the TCE. You should see white lines and dots there representing where your object is mapped. On this object there are no white lines and dots until you slide them onto the image. This is always the case with anything coming out of Sims 2 afaik. :)
Here's the link to the tutorial...but that isn't the issue here:
http://www.modthesims.info/showthread.php?t=435938&page=1
The Regal Sim
16th Dec 2011, 03:39 AM
The map is still not on the image in the TCE. If it isn't there Blender doesn't see anything that requires baking so you end up with an all black image.
In MS select the item so it turns all red. Assign a material to it that is the size you want your map to be. Then open the TCE. You should see white lines and dots there representing where your object is mapped. On this object there are no white lines and dots until you slide them onto the image. This is always the case with anything coming out of Sims 2 afaik. :)
Here's the link to the tutorial...but that isn't the issue here:
http://www.modthesims.info/showthread.php?t=435938&page=1 :D thanks for all the help, i see what i was doing wrong now as usual :lol: i got a multiplier but it looks really strange its still clear on the one side of the mesh, and the glass is not transparent, lol what a mess, whats the nest step? :lol:
orangemittens
16th Dec 2011, 12:17 PM
:D thanks for all the help, i see what i was doing wrong now as usual :lol: i got a multiplier but it looks really strange its still clear on the one side of the mesh, and the glass is not transparent, lol what a mess, whats the nest step? :lol:I'm not sure what you mean when you say your multiplier is clear on one side of the mesh and the glass isn't transparent. Using your object, with the map pulled onto the img in the TCE, shrinking it a touch so it isn't sitting on the edges of the map, and baking that, I got this:
http://www.modyourpanties.com/hosting/32702_111216070530win1.jpg
You should be getting something similar and it should look the same on both sides when you apply this multiplier to your object in MS. It has those black lines on it because there are parts of the window that shouldn't be baked the same way mapped onto the same part of the map. That area near the top left corner, for example, represents the little bars crossing the area that is glass + the arch. A portion of this is mapped on top of another part of the window. To perfect your multiplier you would have to remap some of the parts of the window that are currently mapped so that they are sharing space on the map.
Once you have the multiplier how you want it you can duplicate this group, flip it so that it is facing the opposite direction of the first, and then use that as the back part of your window. Remember, the current back side of the window will show up invisible in game because this window group is made from single-sided planes for the most part. Once the window itself is constructed you can add the glass plane back in and make sure it is assigned to a group that has glass material in the game.
Hope that helps :)
The Regal Sim
16th Dec 2011, 02:36 PM
I'm not sure what you mean when you say your multiplier is clear on one side of the mesh and the glass isn't transparent. Using your object, with the map pulled onto the img in the TCE, shrinking it a touch so it isn't sitting on the edges of the map, and baking that, I got this:
http://www.modyourpanties.com/hosting/32702_111216070530win1.jpg
You should be getting something similar and it should look the same on both sides when you apply this multiplier to your object in MS. It has those black lines on it because there are parts of the window that shouldn't be baked the same way mapped onto the same part of the map. That area near the top left corner, for example, represents the little bars crossing the area that is glass + the arch. A portion of this is mapped on top of another part of the window. To perfect your multiplier you would have to remap some of the parts of the window that are currently mapped so that they are sharing space on the map.
Once you have the multiplier how you want it you can duplicate this group, flip it so that it is facing the opposite direction of the first, and then use that as the back part of your window. Remember, the current back side of the window will show up invisible in game because this window group is made from single-sided planes for the most part. Once the window itself is constructed you can add the glass plane back in and make sure it is assigned to a group that has glass material in the game.
Hope that helps :) thanks, your multiplier doesnt look like the one i got :rofl: so i guess i have to re-map this thing then bake it...... Just as i feared, i have the UV mapper classic, its very tedious and i think ill be pulling the hair out of my head. I know there is a UV mapper pro but idk where to get it, is it the demo im supposed to use?
Also its not my multiplier that's clear its just weird for some reason, and it did not even cover either side of my mesh so the trim was thus clear since the multiplier was not covering it. This is a real pain i hope everyone will like this thing when its done...... Show me the mapping tutorial :lol:
orangemittens
16th Dec 2011, 02:57 PM
thanks, your multiplier doesnt look like the one i got :rofl: so i guess i have to re-map this thing then bake it...... Just as i feared, i have the UV mapper classic, its very tedious and i think ill be pulling the hair out of my head. I know there is a UV mapper pro but idk where to get it, is it the demo im supposed to use?
Also its not my multiplier that's clear its just weird for some reason, and it did not even cover either side of my mesh so the trim was thus clear since the multiplier was not covering it. This is a real pain i hope everyone will like this thing when its done...... Show me the mapping tutorial :lol:Before moving on to mapping it may be best to figure out why your multiplier is so odd. Could you post a picture of the object's map, that is, take a picture of your map showing in the TCE, like the one I posted. Also, post a picture of the multiplier you're getting when you bake the object mapped that way. Make sure the multiplier you're making is being made from the map you think it is :)
To get the multiplier I'm getting all you should need to be doing is sliding the map onto a 512 x 512 image in the TCE, shrinking it a bit to get it off the edges of the map, and then baking that onto a 512 x 512 multiplier in Blender. That's all I did and it works fine, although, as I said, to look perfect you'll have to tweak the mapping a bit.
The Regal Sim
17th Dec 2011, 10:14 PM
Before moving on to mapping it may be best to figure out why your multiplier is so odd. Could you post a picture of the object's map, that is, take a picture of your map showing in the TCE, like the one I posted. Also, post a picture of the multiplier you're getting when you bake the object mapped that way. Make sure the multiplier you're making is being made from the map you think it is :)
To get the multiplier I'm getting all you should need to be doing is sliding the map onto a 512 x 512 image in the TCE, shrinking it a bit to get it off the edges of the map, and then baking that onto a 512 x 512 multiplier in Blender. That's all I did and it works fine, although, as I said, to look perfect you'll have to tweak the mapping a bit. Hey thanks for helping, im attaching the multiplier, today has been crazy my friends funeral was today then another one of my friends died. :|
orangemittens
18th Dec 2011, 01:23 AM
Hey thanks for helping, im attaching the multiplier, today has been crazy my friends funeral was today then another one of my friends died. :|Could you post a picture of the map you're seeing in MS that goes with this multiplier?
I'm really sorry to hear about your losses. :( I hope you're doing ok.
The Regal Sim
18th Dec 2011, 03:00 AM
Could you post a picture of the map you're seeing in MS that goes with this multiplier?
I'm really sorry to hear about your losses. :( I hope you're doing ok. thanks you, sorry I forgot to post the map, I'm not sure on how to take a picture of the map could you tell me how? I know you open the TCE but I'm not sure of how too take a picture when the TCE is opened I tried right clicking but I didn't see an option to take a snapshot.
orangemittens
18th Dec 2011, 01:41 PM
thanks you, sorry I forgot to post the map, I'm not sure on how to take a picture of the map could you tell me how? I know you open the TCE but I'm not sure of how too take a picture when the TCE is opened I tried right clicking but I didn't see an option to take a snapshot.I just hit the print screen button and then paste that into my image editor.
The Regal Sim
18th Dec 2011, 06:22 PM
I just hit the print screen button and then paste that into my image editor. I hope this is what your looking for
orangemittens
19th Dec 2011, 06:09 AM
I hope this is what your looking forI applied your .png to the object you sent me before and it shows up just fine although the mapping is off. I'm not getting the same odd effects you're describing. Could you post the full .package with your mapped object in it...the one that isn't showing up right in game.
The Regal Sim
19th Dec 2011, 09:23 PM
I applied your .png to the object you sent me before and it shows up just fine although the mapping is off. I'm not getting the same odd effects you're describing. Could you post the full .package with your mapped object in it...the one that isn't showing up right in game. Hey im trying to re-create the .package right now, S3PE is giving me a hard time when i try to put the low quality mesh on it it says something like invalid bone assignment , this is getting on my nerves :cry: then i try again and it says im putting a group of 3 into one that originally had 0, it exactly says "ERR:Defined bone [0] 0xCD68F001 not located in model" Why is this happening to me -_-
EDIT: ok so this has the mesh in it i have not tested it in-game yet because i know something isn't right take a peek at it, i attached it on this post.
orangemittens
20th Dec 2011, 02:22 AM
Hey im trying to re-create the .package right now, S3PE is giving me a hard time when i try to put the low quality mesh on it it says something like invalid bone assignment , this is getting on my nerves :cry: then i try again and it says im putting a group of 3 into one that originally had 0, it exactly says "ERR:Defined bone [0] 0xCD68F001 not located in model" Why is this happening to me -_-
EDIT: ok so this has the mesh in it i have not tested it in-game yet because i know something isn't right take a peek at it, i attached it on this post.Those messages sound like the messages Milkshape gives you when you've stripped off the bone from an object and then try to save it over the original .s3asc (that gives the defined bone error) or when you try to save over one that already has the bone stripped off (that will give you the too many groups into one with 0 error). If you tried using the direct-x thing directly on your low lod to lower the poly count this will strip off the bone and cause those errors. The best thing to do at that point is re-export the lod to get a fresh copy of it. If you've already overwritten it with something you stripped the bone off of you're prolly best off recloning and starting fresh.
ETA: I looked at this window in s3pe and it looks like it was made with TSRW. Going back and forth between two tools may be part of the issues you're having. It's prolly best to pick one tool and stick with it while you're learning how to make something like a window or else it becomes more difficult to figure out where you're going wrong. Anyway, this object currently has double the number of just about every resource including LITE, FTPT, and VPXY. The original version of each resource which came with the object is there and then there is some other one that looks like it may be from or for a different object. All the IMG resources, however, are missing.
The Regal Sim
21st Dec 2011, 11:10 PM
Those messages sound like the messages Milkshape gives you when you've stripped off the bone from an object and then try to save it over the original .s3asc (that gives the defined bone error) or when you try to save over one that already has the bone stripped off (that will give you the too many groups into one with 0 error). If you tried using the direct-x thing directly on your low lod to lower the poly count this will strip off the bone and cause those errors. The best thing to do at that point is re-export the lod to get a fresh copy of it. If you've already overwritten it with something you stripped the bone off of you're prolly best off recloning and starting fresh.
ETA: I looked at this window in s3pe and it looks like it was made with TSRW. Going back and forth between two tools may be part of the issues you're having. It's prolly best to pick one tool and stick with it while you're learning how to make something like a window or else it becomes more difficult to figure out where you're going wrong. Anyway, this object currently has double the number of just about every resource including LITE, FTPT, and VPXY. The original version of each resource which came with the object is there and then there is some other one that looks like it may be from or for a different object. All the IMG resources, however, are missing. Ok, ill stick to S3OC & S3PE when creating it now, ill post back when i have it re-created
The Regal Sim
23rd Dec 2011, 10:13 PM
Just one question, will i have to get the mesh again from SIMPE? becuase you said start over and i did, this time just using MTS tools, and im still getting the error, i have not used the mesh i edited i deleted it and when back to the original one extracted from SIMPE why this is happening idk but im starting to get really annoyed with this. I'm attaching the mesh im using in .obj forum and the .package i made with s3oc, and the mutltiplier from blender, the .package has had no alterations yet since i'm having problems with putting the mesh into it.
Also im posting a picture of the mesh in 3D view the map is the same as the last picture. I combined two sides so the black part is not viable. I will demonstrate what i mean by that by splitting the the sides apart to show you
As you can see in the second picture there is 2 sides to the mesh front and back, i have the black parts of them touch so that there is no invisible part. Normally the mesh is together but i split it so you know what i mean by two viable sides of the mesh.
BloomsBase
23rd Dec 2011, 10:30 PM
nm, thought windows would work like the EP hotubs
orangemittens
23rd Dec 2011, 11:44 PM
Just one question, will i have to get the mesh again from SIMPE? becuase you said start over and i did, this time just using MTS tools, and im still getting the error, i have not used the mesh i edited i deleted it and when back to the original one extracted from SIMPE why this is happening idk but im starting to get really annoyed with this. I'm attaching the mesh im using in .obj forum and the .package i made with s3oc, and the mutltiplier from blender, the .package has had no alterations yet since i'm having problems with putting the mesh into it.
Also im posting a picture of the mesh in 3D view the map is the same as the last picture. I combined two sides so the black part is not viable. I will demonstrate what i mean by that by splitting the the sides apart to show you
As you can see in the second picture there is 2 sides to the mesh front and back, i have the black parts of them touch so that there is no invisible part. Normally the mesh is together but i split it so you know what i mean by two viable sides of the mesh.I don't think you should have to re-extract the mesh from SimPe. Which error are you getting? If this is the specific joint error again take a look at the joint names for each of your lods. Chances are they have different joint names. If this is the case you'll have to bring in each lod separately and overwrite rather than try to overwrite using the same joint. If that isn't clear let me know and I'll explain it better. But if you try to overwrite one lod that has one joint with the joint from another lod it will give you that error. When we first talked about this before I hadn't run into an object like this (that has different joint numbers for various lod joints). I think with the Pets patch some objects now have this...or maybe they did before and I didn't happen to clone one. Anyway, I cloned one that is like this and got the same error as you got about the specific joint and was very surprised :P Never had that happen before...in any case that cleared up my idea about what was going on with your object.
I don't blame you for getting frustrated but remember...conversions from Sims2 are not a simple project. It takes time to get the hang of it and even then it can be a pia. Windows are not necessarily an easy project either. So you've taken on a challenge with this...stick with it and you'll get it done :)
I'll take a look at the zip you posted.
The Regal Sim
24th Dec 2011, 08:52 PM
I don't think you should have to re-extract the mesh from SimPe. Which error are you getting? If this is the specific joint error again take a look at the joint names for each of your lods. Chances are they have different joint names. If this is the case you'll have to bring in each lod separately and overwrite rather than try to overwrite using the same joint. If that isn't clear let me know and I'll explain it better. But if you try to overwrite one lod that has one joint with the joint from another lod it will give you that error. When we first talked about this before I hadn't run into an object like this (that has different joint numbers for various lod joints). I think with the Pets patch some objects now have this...or maybe they did before and I didn't happen to clone one. Anyway, I cloned one that is like this and got the same error as you got about the specific joint and was very surprised :P Never had that happen before...in any case that cleared up my idea about what was going on with your object.
I don't blame you for getting frustrated but remember...conversions from Sims2 are not a simple project. It takes time to get the hang of it and even then it can be a pia. Windows are not necessarily an easy project either. So you've taken on a challenge with this...stick with it and you'll get it done :)
I'll take a look at the zip you posted. Yes it was the ERR:Defined bone [0] 0xCD68F001 again, so whats the recommended step to take and how do it do it? you said something about a LOD but im not sure about what to do please explain.
orangemittens
25th Dec 2011, 02:42 PM
Yes it was the ERR:Defined bone [0] 0xCD68F001 again, so whats the recommended step to take and how do it do it? you said something about a LOD but im not sure about what to do please explain.When you open the original window...the EA one that is numbered 00000 and look at it in MS it will have a joint which typically appears as a blue dot in MS. Go to the joints tab and look at the number there. Then close MS and open the other lod...the one numbered 00001 and do the same thing. If those joint numbers are different you will have to overwrite each one separately after assigning the joint. If they are the same then I still think the problem is that somehow you're stripping the joint off the mesh prior to overwriting.
If you're using Direct-X to lower the polys on your window mesh you need to be sure you're not doing that when the joint is present because it will strip the joint off the object. If neither of these is the problem please list the steps you're taking that are resulting in this error.
I looked at your double-sided window .obj and you still don't have the map on the image in the TCE. Open your .obj in Milkshape, select the group called windowtrim so that it lights up red. Then apply your AO.dds to it. Then open the TCE and you will see your AO.dds there but there will be no white lines on it. This is because your map isn't in the right place. Click the button called Fit Selection. What will happen is you will now see the white lines but not the AO.dds. This is because your map is actually located above the .dds. Click the Reset button so you can see your AO.dds again. Put a check in the Lock X box, select Move, and then move your mouse so that you're sliding your map downward. You will see the white lines moving downward over your .dds. This will get your map onto the image. You'll have to do this for the other windowtrim piece also.
The Regal Sim
31st Dec 2011, 01:15 AM
When you open the original window...the EA one that is numbered 00000 and look at it in MS it will have a joint which typically appears as a blue dot in MS. Go to the joints tab and look at the number there. Then close MS and open the other lod...the one numbered 00001 and do the same thing. If those joint numbers are different you will have to overwrite each one separately after assigning the joint. If they are the same then I still think the problem is that somehow you're stripping the joint off the mesh prior to overwriting.
If you're using Direct-X to lower the polys on your window mesh you need to be sure you're not doing that when the joint is present because it will strip the joint off the object. If neither of these is the problem please list the steps you're taking that are resulting in this error.
I looked at your double-sided window .obj and you still don't have the map on the image in the TCE. Open your .obj in Milkshape, select the group called windowtrim so that it lights up red. Then apply your AO.dds to it. Then open the TCE and you will see your AO.dds there but there will be no white lines on it. This is because your map isn't in the right place. Click the button called Fit Selection. What will happen is you will now see the white lines but not the AO.dds. This is because your map is actually located above the .dds. Click the Reset button so you can see your AO.dds again. Put a check in the Lock X box, select Move, and then move your mouse so that you're sliding your map downward. You will see the white lines moving downward over your .dds. This will get your map onto the image. You'll have to do this for the other windowtrim piece also. Strangely when i go to the joints tab with the custom mesh im working with i see nothing the list is blank ( i'm not referring to the EA mesh but the one im trying to convert) . When you say assign the joints separately what do you mean, im not sure please clarify. and im not using Direct-X so i'm not stripping any joints off by that means. Sorry for asking more questions im new :faceslap:
orangemittens
31st Dec 2011, 06:57 PM
Strangely when i go to the joints tab with the custom mesh im working with i see nothing the list is blank ( i'm not referring to the EA mesh but the one im trying to convert) . When you say assign the joints separately what do you mean, im not sure please clarify. and im not using Direct-X so i'm not stripping any joints off by that means. Sorry for asking more questions im new :faceslap:The mesh you're trying to convert isn't going to have any joints because it's a .obj and those don't carry joint information. What you need to do to convert one to a Sims 3 object is this:
1. Get your mesh all made and ready for import to the .package and save it.
2. Delete your mesh from Milkshape after it is saved. At this point there should be nothing open in Milkshape.
3. Import the EA window into Milkshape. Import your new mesh into Milkshape with the EA mesh.
4. Position your window so that it's in the right place using the EA window as a guide.
Make sure the groups of your mesh are in the same order the groups of EA's mesh are. So where EA has a group that is glass yours is glass and etc.
5. Delete the EA mesh's groups and then go the the Joints tab. Click SelUnassigned and then click Assign. This will assign the EA joint to your object. I think the window has only one joint but if it has more than that you'll need to figure out which joint goes with what part and assign them accordingly to your object.
6. Export your new mesh to overwrite the EA mesh.
Is your map working now?
The Regal Sim
1st Jan 2012, 09:23 PM
The mesh you're trying to convert isn't going to have any joints because it's a .obj and those don't carry joint information. What you need to do to convert one to a Sims 3 object is this:
1. Get your mesh all made and ready for import to the .package and save it.
2. Delete your mesh from Milkshape after it is saved. At this point there should be nothing open in Milkshape.
3. Import the EA window into Milkshape. Import your new mesh into Milkshape with the EA mesh.
4. Position your window so that it's in the right place using the EA window as a guide.
Make sure the groups of your mesh are in the same order the groups of EA's mesh are. So where EA has a group that is glass yours is glass and etc.
5. Delete the EA mesh's groups and then go the the Joints tab. Click SelUnassigned and then click Assign. This will assign the EA joint to your object. I think the window has only one joint but if it has more than that you'll need to figure out which joint goes with what part and assign them accordingly to your object.
6. Export your new mesh to overwrite the EA mesh.
Is your map working now? Thanks for the info :) just one thing im wondering about is...... the window i chose to clone wasn't a normal one it only had a MODL with 2 groups and a MLOD with 3 groups. Most windows have like 6 groups per MODL and 8 per MLOD.
There was 2 France windows to clone and i chose the one with less groups to work with, since it had almost the same amount of groups as my custom one.
But when i import the EA mesh into milkshape the EA mesh comes in diagonal :wtf:
do you think i should try cloning the other France window? because this one is a bit of an odd ball.
BTW that 6 step guide actually helped a lot i could actually import my custom mesh into the MODL file but i got some error when i put the new MODL in S3PE, different from the one i originally had, so im thinking its just this EA window clone that i shouldnt mess with. What do you think?
orangemittens
4th Jan 2012, 10:59 PM
Thanks for the info :) just one thing im wondering about is...... the window i chose to clone wasn't a normal one it only had a MODL with 2 groups and a MLOD with 3 groups. Most windows have like 6 groups per MODL and 8 per MLOD.
There was 2 France windows to clone and i chose the one with less groups to work with, since it had almost the same amount of groups as my custom one.
But when i import the EA mesh into milkshape the EA mesh comes in diagonal :wtf:
do you think i should try cloning the other France window? because this one is a bit of an odd ball.
BTW that 6 step guide actually helped a lot i could actually import my custom mesh into the MODL file but i got some error when i put the new MODL in S3PE, different from the one i originally had, so im thinking its just this EA window clone that i shouldnt mess with. What do you think?The reason it's coming in diagonal is because you cloned the diagonal window. I think you're prolly better off cloning the one that isn't diagonal. What was the error you got on import to s3pe?
The Regal Sim
7th Jan 2012, 01:28 AM
The reason it's coming in diagonal is because you cloned the diagonal window. I think you're prolly better off cloning the one that isn't diagonal. What was the error you got on import to s3pe? Hi again :) i change to the normal France window (non diagonal) and i got a new error Mesh: 0xCD0A6E60
JointReferences with no assigned (via BlendIndex) vertex: 1
(0xCD68F001) I dont know what that means but at least i can import the window into my .package file now :lol:
:EDIT well the issue i said above in this post has been fixed ( it didn't come up when i imported this time ) im going to test im-game and see how this thing looks lol
:EDIT#2 Ok so i tested it in-game and my first reaction was ------> :wtf: then :lol:
I dont honestly know what happened but look at this lol im attaching the file im working with and pictures :lol:
I need help :lol: i exported the mlod and modl just wondering what it looked like and it looks completely different from what i imported its like a tornado hit it 0_0 what have i done to make it so crazy?
orangemittens
7th Jan 2012, 04:46 PM
Hi again :) i change to the normal France window (non diagonal) and i got a new error Mesh: 0xCD0A6E60
JointReferences with no assigned (via BlendIndex) vertex: 1
(0xCD68F001) I dont know what that means but at least i can import the window into my .package file now :lol:
:EDIT well the issue i said above in this post has been fixed ( it didn't come up when i imported this time ) im going to test im-game and see how this thing looks lol
:EDIT#2 Ok so i tested it in-game and my first reaction was ------> :wtf: then :lol:
I dont honestly know what happened but look at this lol im attaching the file im working with and pictures :lol:
I need help :lol: i exported the mlod and modl just wondering what it looked like and it looks completely different from what i imported its like a tornado hit it 0_0 what have i done to make it so crazy?I exported your 00000 and looked at it in MS. Some of your groups look a bit odd. This is group02 which I'm guessing is supposed to be a simple plane because it's one of the glass groups:
http://www.modyourpanties.com/hosting/33332_120107113958window.jpg
Can I see your edited 00000 that you imported into the .package for comparison's sake? This would be the one in your working folder that you overwrote with your mesh.
The Regal Sim
7th Jan 2012, 10:25 PM
I exported your 00000 and looked at it in MS. Some of your groups look a bit odd. This is group02 which I'm guessing is supposed to be a simple plane because it's one of the glass groups:
http://www.modyourpanties.com/hosting/33332_120107113958window.jpg
Can I see your edited 00000 that you imported into the .package for comparison's sake? This would be the one in your working folder that you overwrote with your mesh. Here is What i do. 1 i export the original EA mesh then import it into milkshape.
2 i then import my custom mesh.
3 Then i delete the EA mesh, create a new texture and use my multiplier and assign it to my window trim groups 1 and 2 and open the TCE and hit fit selection for windowtrim groups 1 & 2.
4 Then assign the EA mesh joints to my custom mesh.
5. Then i over-wright the EA s3asc file that i exported from S3PE with my custom one i made in milkshape, then i close milkshape.
6. Now that the s3asc file now contains my new custom mesh i open milkshape again i re-import it just to take a look and see if everything looks like its supposed to i don't edit the mesh anymore since it doesn't need it and this step is just testing.
No errors have occurred so far.
7. Since i have taken a look in milkshape and it seemed to be perfect i import into S3PE nothing pops up other than the bounding box thing.
8. i export the MLOD/MOLD file that i just overwrote and import it into milkshape at this point the mesh looks nothing like it did before it entered S3PE, it looks like i took a hammer to it and beat to poo out of it. Its at this point that you see the nasty looking picture you posted above.
Tell me what i did wrong please.
orangemittens
7th Jan 2012, 10:55 PM
Here is What i do. 1 i export the original EA mesh then import it into milkshape.
2 i then import my custom mesh.
3 Then i delete the EA mesh, create a new texture and use my multiplier and assign it to my window trim groups 1 and 2 and open the TCE and hit fit selection for windowtrim groups 1 & 2.
4 Then assign the EA mesh joints to my custom mesh.
5. Then i over-wright the EA s3asc file that i exported from S3PE with my custom one i made in milkshape, then i close milkshape.
6. Now that the s3asc file now contains my new custom mesh i open milkshape again i re-import it just to take a look and see if everything looks like its supposed to i don't edit the mesh anymore since it doesn't need it and this step is just testing.
No errors have occurred so far.
7. Since i have taken a look in milkshape and it seemed to be perfect i import into S3PE nothing pops up other than the bounding box thing.
8. i export the MLOD/MOLD file that i just overwrote and import it into milkshape at this point the mesh looks nothing like it did before it entered S3PE, it looks like i took a hammer to it and beat to poo out of it. Its at this point that you see the nasty looking picture you posted above.
Tell me what i did wrong please.Which version of s3pe are you using? Can you post the original 00000 that you exported to make this window?
The Regal Sim
8th Jan 2012, 12:24 AM
I'm using version 11-1001-1447, sure ill attach it to this post.
I'd have to say that doing this conversion has taught me a lot. Its one positive thing about it :lol:
I attached the file ;) sorry about putting 11 in there i always get mixed up with those since the groups export with it :|
orangemittens
8th Jan 2012, 03:56 AM
I'm using version 11-1001-1447, sure ill attach it to this post.
I'd have to say that doing this conversion has taught me a lot. Its one positive thing about it :lol:
I attached the file ;) sorry about putting 11 in there i always get mixed up with those since the groups export with it :|How are you exporting this? You should be exporting as .s3asc.
The Regal Sim
8th Jan 2012, 02:01 PM
How are you exporting this? You should be exporting as .s3asc. I am in S3PE i right click on my MLOD file and a list pops up, an option to export as .s3asc is on the list and i click it. And like 5 files come out 4 are the groups to the mesh and 1 is the entire mesh with all the groups. Isn't that whats its supposed to do? Its always done that when i have exported. And yes i have tried uninstalling and re-installing no difference.
When i export using milkshape i use the "Sims3 Object Export 1.01 - by Wesley Howe"
What am i doing wrong> :help:
orangemittens
8th Jan 2012, 03:14 PM
I am in S3PE i right click on my MLOD file and a list pops up, an option to export as .s3asc is on the list and i click it. And like 5 files come out 4 are the groups to the mesh and 1 is the entire mesh with all the groups. Isn't that whats its supposed to do? That is what it's supposed to do. I looked at your pre-import 00000 and the object is still not mapped on the map...all the mapping is above the actual map in MS. I'm not sure if this, in and of itself, is sufficient to cause the kind of distortion you're seeing in-game but it's definitely going to cause problems. If I were you I'd get the object mapped on the actual map in MS and then try this again with a fresh clone. :)
The Regal Sim
8th Jan 2012, 04:12 PM
So basically what your saying is I need to re-map this thing right?
orangemittens
8th Jan 2012, 04:40 PM
So basically what your saying is I need to re-map this thing right?Just sliding the object's existing mapping onto the map will probably help your distortion issue although I can't guarantee that this is the only thing causing it. But to get the patterns looking right on the object in-game you'll have to remap it.
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