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- redefinition of jazz in cas
Replies: 6 (Who?), Viewed: 676 times.
#1
16th Jun 2020 at 8:39 PM
Posts: 156
redefinition of jazz in cas
Hi creators, I can’t rewrite jazz, every time the game doesn’t play the animation, the sim just stands.
Quote:
Version: 0x00000003 PublicChunks: 0x00000001 Unused: 0x00000000 --- CountedTGIBlockList: Resources (0x0) --- --- --- ChunkEntryList: ChunkEntries (0x10) --- --- ChunkEntries[00] --- --- 0x02D5DF13-0x00000000-0x5E3CD5450CFF72A0 - S_SM --- Version: 0x00000202 NameHash: 0xD3BCECE0 --- ChunkReferenceList: ActorDefinitionIndexes (0x2) --- [0]: 0x00000000 (0x01 (Private)) [1]: 0x00000001 (0x01 (Private)) --- --- ChunkReferenceList: PropertyDefinitionIndexes (0x0) --- --- --- ChunkReferenceList: StateIndexes (0x5) --- [0]: 0x00000002 (0x01 (Private)) [1]: 0x00000003 (0x01 (Private)) [2]: 0x00000004 (0x01 (Private)) [3]: 0x00000005 (0x01 (Private)) [4]: 0x00000006 (0x01 (Private)) --- --- AnimationList: Animations (0x6) --- [0]: NameHash: 0xD10164C4; Actor1Hash: 0x8647C955; Actor2Hash: 0x8647C955 [1]: NameHash: 0xD10164C4; Actor1Hash: 0x050C5D67; Actor2Hash: 0x050C5D67 [2]: NameHash: 0xDDD5B50B; Actor1Hash: 0x8647C955; Actor2Hash: 0x8647C955 [3]: NameHash: 0xDDD5B50B; Actor1Hash: 0x050C5D67; Actor2Hash: 0x050C5D67 [4]: NameHash: 0x57C5663F; Actor1Hash: 0x8647C955; Actor2Hash: 0x8647C955 [5]: NameHash: 0x57C5663F; Actor1Hash: 0x050C5D67; Actor2Hash: 0x050C5D67 --- Properties: 0x00000001 (UnilateralActor) AutomationPriority: 0x00002710 (Normal) AwarenessOverlayLevel: 0x00000002 (OverlayHead) Unknown2: 0x00000000 Unknown3: 0x00000000 Unknown4: 0x00000000 Unknown5: 0x00000000 ---- --- ChunkEntries[01] --- --- 0x02EEDB2F-0x00000000-0x0000000000000000 - S_AD --- Version: 0x00000100 NameHash: 0x8647C955 Unknown1: 0x00000000 ---- --- ChunkEntries[02] --- --- 0x02EEDB2F-0x00000000-0x0000000000000000 - S_AD --- Version: 0x00000100 NameHash: 0x050C5D67 Unknown1: 0x00000000 ---- --- ChunkEntries[03] --- --- 0x02EEDAFE-0x00000000-0x0000000000000000 - S_St --- Version: 0x00000101 NameHash: 0x40969046 DecisionGraphIndex: 0x00000007 (0x01 (Private)) Properties: 0x00000101 (Public, Explicit) --- ChunkReferenceList: OutboundStateIndexes (0x1) --- [0]: 0x00000005 (0x01 (Private)) --- AwarenessOverlayLevel: 0x00000006 (Unset) ---- --- ChunkEntries[04] --- --- 0x02EEDAFE-0x00000000-0x0000000000000000 - S_St --- Version: 0x00000101 NameHash: 0x8D31B469 DecisionGraphIndex: 0x00000008 (0x01 (Private)) Properties: 0x00000103 (Public, Entry, Explicit) --- ChunkReferenceList: OutboundStateIndexes (0x2) --- [0]: 0x00000005 (0x01 (Private)) [1]: 0x00000006 (0x01 (Private)) --- AwarenessOverlayLevel: 0x00000006 (Unset) ---- --- ChunkEntries[05] --- --- 0x02EEDAFE-0x00000000-0x0000000000000000 - S_St --- Version: 0x00000101 NameHash: 0xCFE882E0 DecisionGraphIndex: 0x00000009 (0x01 (Private)) Properties: 0x00000000 (None) --- ChunkReferenceList: OutboundStateIndexes (0x1) --- [0]: 0x00000006 (0x01 (Private)) --- AwarenessOverlayLevel: 0x00000006 (Unset) ---- --- ChunkEntries[06] --- --- 0x02EEDAFE-0x00000000-0x0000000000000000 - S_St --- Version: 0x00000101 NameHash: 0x01994745 DecisionGraphIndex: 0x0000000A (0x01 (Private)) Properties: 0x00000105 (Public, Exit, Explicit) --- ChunkReferenceList: OutboundStateIndexes (0x0) --- --- AwarenessOverlayLevel: 0x00000006 (Unset) ---- --- ChunkEntries[07] --- --- 0x02EEDAFE-0x00000000-0x0000000000000000 - S_St --- Version: 0x00000101 NameHash: 0x292FEA37 DecisionGraphIndex: 0x0000000B (0x01 (Private)) Properties: 0x00000109 (Public, Loop, Explicit) --- ChunkReferenceList: OutboundStateIndexes (0x3) --- [0]: 0x00000002 (0x01 (Private)) [1]: 0x00000004 (0x01 (Private)) [2]: 0x00000005 (0x01 (Private)) --- AwarenessOverlayLevel: 0x00000006 (Unset) ---- --- ChunkEntries[08] --- --- 0x02EEDB18-0x00000000-0x0000000000000000 - S_DG --- Version: 0x00000101 Unknown1: 0x00000000 --- ChunkReferenceList: OutboundDecisionGraphIndexes (0x0) --- --- --- ChunkReferenceList: InboundDecisionGraphIndexes (0x0) --- --- ---- --- ChunkEntries[09] --- --- 0x02EEDB18-0x00000000-0x0000000000000000 - S_DG --- Version: 0x00000101 Unknown1: 0x00000000 --- ChunkReferenceList: OutboundDecisionGraphIndexes (0x0) --- --- --- ChunkReferenceList: InboundDecisionGraphIndexes (0x0) --- --- ---- --- ChunkEntries[0A] --- --- 0x02EEDB18-0x00000000-0x0000000000000000 - S_DG --- Version: 0x00000101 Unknown1: 0x00000000 --- ChunkReferenceList: OutboundDecisionGraphIndexes (0x3) --- [0]: 0x0000000C (0x01 (Private)) [1]: 0x0000000D (0x01 (Private)) [2]: 0x0000000E (0x01 (Private)) --- --- ChunkReferenceList: InboundDecisionGraphIndexes (0x1) --- [0]: 0x0000000C (0x01 (Private)) --- ---- --- ChunkEntries[0B] --- --- 0x02EEDB18-0x00000000-0x0000000000000000 - S_DG --- Version: 0x00000101 Unknown1: 0x00000000 --- ChunkReferenceList: OutboundDecisionGraphIndexes (0x0) --- --- --- ChunkReferenceList: InboundDecisionGraphIndexes (0x0) --- --- ---- --- ChunkEntries[0C] --- --- 0x02EEDB18-0x00000000-0x0000000000000000 - S_DG --- Version: 0x00000101 Unknown1: 0x00000000 --- ChunkReferenceList: OutboundDecisionGraphIndexes (0x0) --- --- --- ChunkReferenceList: InboundDecisionGraphIndexes (0x0) --- --- ---- --- ChunkEntries[0D] --- --- 0x02EEEBDD-0x00000000-0x0000000000000000 - Prop --- Version: 0x00000100 ActorDefinitionIndex: 0x00000000 (0x01 (Private)) ParameterDefinitionIndex: (unset) PropResource: 0x139F7591-0x78000000-0x000000000098B005 Unknown2: 0x00000000 Unknown3: 0x00000000 Unknown4: 0x00000000 Unknown5: 0x00000000 --- ChunkReferenceList: DecisionGraphIndexes (0x2) --- [0]: 0x0000000D (0x01 (Private)) [1]: 0x0000000E (0x01 (Private)) --- ---- --- ChunkEntries[0E] --- --- 0x02EEDB5F-0x00000000-0x0000000000000000 - Play --- Version: 0x00000105 ClipResource: 0x6B20C4F3-0x78000000-0x6D4525ED3A8043D2 TkmkResource: 0x00000000-0x00000000-0x0000000000000000 Unknown1: 0x00000000 Unknown2: 0x00000000 Unknown3: 0x00000000 --- ActorSlotList: ActorSlots (0x0) --- --- --- ActorSuffixList: ActorSuffixes (0x0) --- --- AdditiveClipResource: 0x00000000-0x00000000-0x0000000000000000 Animation: AdditiveAnimation: AnimationNodeFlags: 0x00000001 (Default) AnimationPriority1: 0x00002710 (Normal) Unknown9: 0,0000 BlendInTime: 0,0000 BlendOutTime: 0,0000 Unknown11: 0,0000 Speed: 1,0000 ActorDefinitionIndex: 0x00000000 (0x01 (Private)) TimingPriority: 0x00002710 (Normal) Unknown13: 0x00000010 Unknown14: 0x00000000 Unknown15: 0x00000000 Unknown16: 0x00000000 Unknown17: 0x00000000 Unknown18: 0x00000000 --- ChunkReferenceList: DecisionGraphIndexes (0x0) --- --- ---- --- ChunkEntries[0F] --- --- 0x02EEDB5F-0x00000000-0x0000000000000000 - Play --- Version: 0x00000105 ClipResource: 0x6B20C4F3-0x78000000-0x05915EA3D844EBA8 TkmkResource: 0x00000000-0x00000000-0x0000000000000000 Unknown1: 0x00000000 Unknown2: 0x00000000 Unknown3: 0x00000000 --- ActorSlotList: ActorSlots (0x0) --- --- --- ActorSuffixList: ActorSuffixes (0x0) --- --- AdditiveClipResource: 0x00000000-0x00000000-0x0000000000000000 Animation: AdditiveAnimation: AnimationNodeFlags: 0x00000001 (Default) AnimationPriority1: 0x00002710 (Normal) Unknown9: 0,0000 BlendInTime: 0,0000 BlendOutTime: 0,0000 Unknown11: 0,0000 Speed: 1,0000 ActorDefinitionIndex: 0x00000001 (0x01 (Private)) TimingPriority: 0x00002710 (Normal) Unknown13: 0x00000010 Unknown14: 0x00000000 Unknown15: 0x00000000 Unknown16: 0x00000000 Unknown17: 0x00000000 Unknown18: 0x00000000 --- ChunkReferenceList: DecisionGraphIndexes (0x0) --- --- ---- --- |
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#2
16th Jun 2020 at 10:06 PM
Posts: 3,860
Thanks: 8561 in 67 Posts
Heya!
Do you happen to have the snippet of C# code that you use in orde to execute the jazz script? And if possible, as well as the Jazz script code itself? That will be a bit easier Since the S3PE's preview stuff is all compiled code, which makes it quite difficult to see why it isn't working.
What might be interesting to get a good grasph on the subject might be this tutorial I did recently: https://www.modthesims.info/showthread.php?t=642029
Do you happen to have the snippet of C# code that you use in orde to execute the jazz script? And if possible, as well as the Jazz script code itself? That will be a bit easier Since the S3PE's preview stuff is all compiled code, which makes it quite difficult to see why it isn't working.
What might be interesting to get a good grasph on the subject might be this tutorial I did recently: https://www.modthesims.info/showthread.php?t=642029
#3
18th Jun 2020 at 9:01 PM
Last edited by whiteman-Dara : 19th Jun 2020 at 1:51 PM.
Posts: 156
Lyralei, informative textbooks, across 'moviemakercheatsenabled' no problem. When playing animation in cas, the problem is relevant. I think the problem is in the scanner.
#4
19th Jun 2020 at 10:59 AM
Posts: 3,860
Thanks: 8561 in 67 Posts
Quote: Originally posted by whiteman-Dara
Lyraley, informative textbooks, across 'moviemakercheatsenabled' no problem. When playing animation in cas, the problem is relevant. I think the problem is in the scanner. |
Now if it works with moviemakercheatsenabled (not sure what animation you're trying to replace/having played, if you could elaborate on that a bit more that would be awesome! ) Then, it's probably the CAS jazz script. Since the moviemakercheatsenabled cheat only plays the animation like pose player would.
Again, it would be easier to see what the issue is with seeing the jazz script's code
#5
20th Jun 2020 at 1:31 AM
Posts: 156
Lyralei, I do not know where is it. this debug jazz. the scanner is the object that is needed in the animation, And yes, I remade jazz and the animation works but this scanner itself i does not see. As if would only playing the animation clip file
#6
20th Jun 2020 at 9:55 AM
Posts: 3,860
Thanks: 8561 in 67 Posts
Quote: Originally posted by whiteman-Dara
Lyralei, I do not know where is it. this debug jazz. the scanner is the object that is needed in the animation, And yes, I remade jazz and the animation works but this scanner itself i does not see. As if would only playing the animation clip file |
Code:
base.EnterStateMachine("SewingTable", "Enter", "x"); base.SetActor("sewingtable_table", base.Target); base.SetActor("chairDining", base.Actor.Posture.Container); base.EnterState("x", "Enter");
Else I'm afraid I can't really help you or give any advice due to the lack of code or even package file.
One thing that you can check, but that's even the bare basics, is that the instance id is exactly the same as the original Jazz script you're overwriting.
#7
21st Jun 2020 at 9:26 AM
Posts: 156
Quote: Originally posted by Lyralei
Okay so then it might well just be the code, hence why I've been asking to share it Even a snippet like this would help:
Code:
base.EnterStateMachine("SewingTable", "Enter", "x"); base.SetActor("sewingtable_table", base.Target); base.SetActor("chairDining", base.Actor.Posture.Container); base.EnterState("x", "Enter"); Else I'm afraid I can't really help you or give any advice due to the lack of code or even package file. One thing that you can check, but that's even the bare basics, is that the instance id is exactly the same as the original Jazz script you're overwriting. |
I found out that jazz is tied to the instance objd object specified in this jazz; I managed to change the animation and the object remained and the object's animation was the same. I could not change the object in jazz. The question is, does the blender work with jazz files?
Who Posted
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