View Full Version : Fixing the PermaWood Stairs
Menaceman44
15th Nov 2011, 7:15 PM
Firstly I hope I'm posting in the right forum.
I noticed today during play (after having previously noticed and then forgot) that the PermaWood Stairs do not recolour correctly.
They can have the CASt tool used on them fine BUT...
They have four active channels but only one of them has any effect.
I assumed that EA simply hadn't updated the IMG files when they made stairs recolourable and was going to do it myself. I found out that thought was wrong though. The stairs DO have a correctly coloured and mapped mask but for some reason the game isn't using it.
I'm now guessing there is a link within the file that is not correct but I don't have any knowledge of how a stair package is structured to be able to check.
The thing I find odd is that if cloned with s3oc the preview image shows the stairs with the correct recolour regions but only includes the 2 original IMG files from the base game at the time when they weren't recolourable.
When cloning with TSRW the recolour mask is included with 4 IMG files total but has no effect on the mesh.
I've attached a picture to show the differences between s3oc and TSRW. s3oc is on the left and TSRW on the right. The TSRW preview is how the stairs actually appear in game.
Any thoughts on how to fix it?
BloomsBase
15th Nov 2011, 8:03 PM
clone the file with s3OC(as default replacement).
clone the file with TSRW'.
Delete all the files in the project contents(menu TSRW)
import the s3OC package files.
Check wat is wrong with the file, repair it and export.
Love making replacements this way, it is very easy :)
I would not upload a default replacement as sims3pack tho.
Could not check em myself, dont have WA
Inge Jones
15th Nov 2011, 8:19 PM
I just want to clarify that the image you see in s3oc comes from a different source than TSRW. TSRW creates the preview from compositing the data, while s3oc simply displays the thumbnail that EA already made for the object.
Menaceman44
15th Nov 2011, 9:35 PM
Bloombase, these AREN'T from WA. They are from the base game. I'll attempt the method you have suggested though, thanks.
Thanks for the info, Inge.
ETA: Just realised there are two listings of each of the base game stairs in s3oc. There is a regular named version and then a version with "Comp" on the end. Which should I be using to clone?
ETA2: Can't follow your instructions Bloom. Whenever I try to import anything to TSRW I get an error message; "The method or operation is not implimented." I just downloaded a fresh copy of TSRW and s3oc is the latest public release.
ETA3: Starting a new TSRW project by using the import option with the file which DOESN'T have "Comp" on the end results in a package with no textures. Using the "Comp" file to begin with I get a recolourable package that still fails to read the mask. If I make the mask empty then it uses the material set to Pattern A. If I leave the mask as it is then it uses Pattern D.
Menaceman44
17th Nov 2011, 9:51 PM
The Import/Export options do not work in the Project Contents window of TSRW! I don't know why this is and I don't know where to find the info or ask about it over at TSR. The forums are down for "database conversion".
Anybody here know?
Also, I apologise for not editing my previous post to add this but it's been two days since the last reply and I want people to know I am still trying to investigate how to fix this.
Inge Jones
17th Nov 2011, 9:54 PM
What version of TSRW do you have? They work for me.
Menaceman44
17th Nov 2011, 10:17 PM
I have 2.0.28.0 and I have also tried with version 2.0.27.0. The options are always greyed out on the right-click menu and if I try and use the buttons I am told "The method or operation is not implimented."
Inge Jones
17th Nov 2011, 10:21 PM
So, with a project loaded, Edit, then Project Contents, then Export (and use "to .package")? That gives you that error?
BloomsBase
18th Nov 2011, 12:12 PM
i know CASp are not supported but it does work on objects.
You do need to clone a object first with TSRW, then menu/project contents and delete all the files.
When done you import the files from s3OC.
BloomsBase
18th Nov 2011, 12:29 PM
I opened the stairs and they are easy to fix.
Both the overlay and mask are saved as DXT1 while they should be saved as DXT5interpolatedalpha.
You might have to fiddle a bit with the channels on the mask texture.(like i did)
So when creating a fix you only have to include these 2 textures in your package. :)
I did notice some strange things on the mesh but i have no experience with them to detemine if they are build correct.
See screenshot, seems as it has duplicates orso(could be a TSRW display error tho...have not checked the s3OC file or the ingame stairs.)
Menaceman44
18th Nov 2011, 3:27 PM
Great to know that they can be fixed but I still have to get my version of TSRW working first.
Following Bloom's instructions I first cloned the stairs with s3OC and then closed the s3OC program. Then I opened TSRW and created a new project and selected the same stairs as the base. I then went to the Edit Menu and chose Project Contents. A new window opens which lists all of the contents currently within the file with a little preview window for images. There is an Import button and an Export button along the top and these option both appear when right-clicking. I can't use the options on the right-click menu as they are greyed out. So, I deleted all of the contents by clicking on the first item, scrolling to the bottom of the list and then shift-clicking the last file before hitting the Remove button. Then when I attempt to use the Import button on the top of the window it throws the error I gave previously.
Inge, exporting works without a problem.
I'm going to see about a total uninstallation of TSRW and reinstall to see if it makes a difference.
Menaceman44
18th Nov 2011, 6:34 PM
Okay, I SERIOUSLY have NO idea why I cannot get the Import function to work in TSRW. I've just done a complete uninstall, including the files it leaves behind to remember username and TSR account stuff and it still wont work!
Am I missing a plugin or is there a setting I need to activate or something?!
I tried tracking down the relevant image files in the game files without cloning but the alterations I made had no affect in game what so ever.
I want to cry! This shouldn't be this difficult.
Inge Jones
18th Nov 2011, 7:29 PM
Can you send me the package in question and I'll try it in my version? It is possible, I guess, that there is something it doesn't like about your particular package. Letting someone who can *normally* do this try, would be able to work out where exactly the problem is. Email it to
[email protected] if you have no better way of getting it to me.
BloomsBase
18th Nov 2011, 8:14 PM
well, you dont need TSRW and those import function to create your replacement package.
Just use TSRW and the TSRW stairs clone to fix the 2 textures.
you will end up with 2 custom testures, the overlay and the mask.
No need to export the files or anything, those 2 textures are all you need.
Then clone the stairs with s3OC(as replacement).
Open that package with s3PE and delete all the files except the overlay and mask texture.
At last right click each texture and choose replace and replace it with the custom texture you created earlier.
Menaceman44
18th Nov 2011, 9:11 PM
I'm really confused now.
Neither of the packages from s3OC (Comp version or not) include the images which need to be replaced. The version without "Comp" in its name has only a specular and a full colour stair texture and the version with "Comp" in its name just has a burnt texture image. The faulty images aren't in there to be replaced.
Which package are you after Inge? The one I tried in my game, the ones I cloned from s3OC or...?
Inge Jones
18th Nov 2011, 10:03 PM
The one you were trying to import in TSRW and failed to.
BloomsBase
18th Nov 2011, 10:06 PM
The needed textures are only in the Comp version, you need to clone that one.
You need to tick deepclone and untick the rename/renumber internally.
Then open with s3PE and delete everything but the overlay and mask texture.
Then replace them with your fixed ones.
Lol, im this close to finishing the file. :)
Menaceman44
18th Nov 2011, 10:37 PM
I thought it would have been much quicker if you released your version but I have now got a file with the correct images in it (well, fingers crossed).
Who knew a single tick box could cause me so much stress? I've never needed to use the Deep Clone option before so didn't realise it was needed until you just said.
I'll continue tomorrow (it's 10:30pm here) and report back, hopefully with good news.
As for TSRW, it still won't import from package even with this newly created s3OC clone. I did notice though that if I try to use the Import on a NON-stair object it does actually attempt it but then throws a hissyfit about the group numbers or names not matching and negative numbers or something. According to TSR that happens when the groups don't match in a mesh which is kind of understandable as I was trying to import stair data into a juice bar just to see what would happen.
BloomsBase
18th Nov 2011, 10:52 PM
i thought of uploading it but you wont forget after creating it yourself ;)
I have no idea why you can not import from package....:(
Menaceman44
19th Nov 2011, 8:37 PM
Would you mind uploading your version please, Bloom?
Even the file I've made from the deep clone version doesn't have any effect in game.
I'm at a complete loss. I've made objects before as well as default texture and mesh replacements so why these stairs won't work I don't know.
I'll send the files to you in a mo, Inge.
BloomsBase
19th Nov 2011, 10:25 PM
This is my file but keep in mind i gave it a empty overlay.
The kinda gold metal thingy is no longer a overlay, i used it in one of the recolour channels.
Inge Jones
19th Nov 2011, 10:32 PM
The kinda gold metal thingy.
Stair rod :)
Menaceman44
19th Nov 2011, 10:33 PM
That suits me fine as I was considering doing that myself before all the issues with it NOT WORKING! ):<
Thank you SO MUCH to the both of you for trying so hard to get this working for me.
My computer just isn't having it though so I am very greatful that you have taken the time to do this Bloom.
BloomsBase
19th Nov 2011, 11:07 PM
stair rod, thats it :)
Your welcome Menace
Menaceman44
19th Nov 2011, 11:08 PM
I'm back!
Bloom have you tested your fix with the autorail feature on?
I've just run my game with your fix in and whilst the stairs now recolour, it appears to have altered how the railing recolours. The first channel of the railing appears to have no use now so by default the entire railing is white.
ETA: S'all right. I altered the channels myself and now the stairs still recolour correctly and the railing keeps its proper channels too.
Menaceman44
22nd Nov 2011, 1:18 PM
So who's going to release this to the public?
Inge Jones
22nd Nov 2011, 1:19 PM
You are.
Menaceman44
22nd Nov 2011, 1:59 PM
Righto. I wanted to make sure I wasn't treading on anyone's toes seeing as Bloom did most of the work. I just tweaked the channels to make sure the railings weren't adversely affected.
Inge Jones
22nd Nov 2011, 2:05 PM
You can credit him for helping, obviously :)
Menaceman44
22nd Nov 2011, 2:22 PM
Oh of course. Your good self too.
BloomsBase
22nd Nov 2011, 3:27 PM
If you release it i would try to keep the rod texture as overlay.(as suggested by yourself :))
The extra channel you could use for the left and right side of the steps.
Those have now 2 shades of grey on the multiplier resulting in 2 diffrent shades of the color.
I would split those up. :)
Menaceman44
22nd Nov 2011, 5:09 PM
I'm quite happy with how it works currently now that I have fixed the issue with the railings.
I see more benefit from being able to customise the stair rod than being able to colour each side of the stairs seperately. I can't actually see which part of the multiplier you mean with different shades of grey to be honest.
I suppose I best go get some before and after shots taken.
Inge Jones
22nd Nov 2011, 5:59 PM
I agree with having the rod castable, actually. When I made my Sims2 stair carpet, it had a choice of rod colors. Though, you could have different overlays per colorway option? Say, brass, steel, black, and invisible (for people who don't want rods)
BloomsBase
22nd Nov 2011, 6:28 PM
I agree, just thought you wanted it close to the default stairs.
You must have noticed the color diffrence on the steps?
The sides are more bright then the center, it could be caused by the specularmap.(didn't check)
Menaceman44
22nd Nov 2011, 9:22 PM
Ah, I think I misunderstood which part of the step you meant. I'll take another look.
Menaceman44
23rd Nov 2011, 4:58 PM
Okay, took a look. It appears to be the normals of the mesh creating the difference in texture colour at the edges of the steps and not the actual textures. When viewed from certain angles the colour does match. Because of that I am going to leave it as it is. I originally set out to get the recolouring fixed and that's been done now.
BloomsBase
24th Nov 2011, 1:56 PM
with one channel disabled then?
Menaceman44
24th Nov 2011, 5:59 PM
For what reason?
BloomsBase
24th Nov 2011, 10:26 PM
nm, im prolly misunderstanding. :P
Menaceman44
25th Nov 2011, 9:10 PM
Right, as the file stands the stairs have the default 4 channels enabled in the CASt tool and actually have four channels mapped to them now which includes the stair rod being changed from an overlay to one of the 4 channels.
This simply means that any of these stairs already in use in game will end up with white stair rods when this mod is added unless the user has changed the corrisponding channel already.
That being said, can the CSTR that defines the preset materials be edited to include a golden material for that channel? I'll go look now.
Inge Jones
25th Nov 2011, 9:38 PM
Yes it can.
BloomsBase
26th Nov 2011, 1:15 AM
You do need to start over then as other files are needed.
Inge Jones
26th Nov 2011, 9:15 AM
What are you referring to BloomsBase? I can't fit your observation into the context?
Menaceman44
26th Nov 2011, 9:00 PM
Hmm. Well I included the CSTR in the mod file and edited the reference to the material for the third channel but it seems to have had no effect, so I either missed something or there is other file info needed like Bloom says.
Menaceman44
27th Nov 2011, 3:23 PM
So I continued to mess around with the CSTR today and have so far managed to make the misc. material of the third channel the correct colour, then make it so that the stairs couldn't be recoloured, and finally have now ended up changing the material to a fabric but I have no idea what alterations I made to have such results.
Ideally I want to change the material to the GoldLeaf01Med_1 materail in the Metals sort but don't know how to point to that pattern. I changed all references of miscellaneous patterns for the third channel to the gold metal but it never showed up. All I got were the above results.
I shall keep on messing about and see what else I end up doing.
Inge Jones
27th Nov 2011, 3:53 PM
Use my TextureTweaker tool.
BloomsBase
27th Nov 2011, 4:00 PM
What are you referring to BloomsBase? I can't fit your observation into the context?
He uses my replacement package with only the 2 texture files in it.
If he wants to edit the colors he should reclone the stairs so he can edit the other files with your texture tweaker.
Inge Jones
27th Nov 2011, 4:52 PM
No, TextureTweaker will let him bring in just the ones he wants to edit, or else simply point to other EA patterns in the game files. No need to include them in the package.
Menaceman44
27th Nov 2011, 5:46 PM
Bloom, I've already imported the CSTR from the stairs cloned with s3oc into the package you created originally that I have since carried on tweaking.
Thank you Inge, the tool worked a treat!
I've attached the file as it stands now, if you wouldn't mind testing it in your games and letting me know how/if it works that would be great.
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