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Lab Assistant
#201 Old 28th Jan 2006 at 2:16 PM
Quote:
Originally Posted by Numenor
Calidan, your first idea can't be done, as long as I know, neither in an "automated" way (SimPE doesn't have such a function), nor manually (because "unlinked" vlocks in the CRES are vely likely to crash the game).

But the second solution is widely used, both in Maxis and custom objects. Look at My Chimera lamp, for instance: each light colour is associated to a separate CRES. All the CRES must be listed iin Text List 0x85 (starting from position #1), and it is possible to "swap" the CRES reference via BHAV: the instructions involved are basically:
0x0002 Expression - Stack object's graphic := [entry# in the Text List 0x85]
followed by
0x0007 Refresh Stack object's graphics

Most of these objects use also a private attribute to store the current model number.


Thanks Numenor. I suspected as much but felt the need for some 2nd opinion advice on the matter. To clarify however - I was not thinking of leaving the edit blocks unlinked, only that they could be unlinked to merge them so the modder could then relink them all under the single CRES. But that doesn't matter atm.

As for the 2nd part of the question (multi CRES entries). Can all CRES entries be used at the same time. For example, having an object which has several componants which are in seperate CRES entries, however in the game you see all componants displayed as a single object.

I know maxis make use of this for some things, just unsure 'what' it is in a package that lets the game know they are all part of that 'one' object (or is it just the entries in the STR#)

--
Calidan
Lab Assistant
#202 Old 29th Jan 2006 at 12:11 PM Last edited by chrissy6930 : 30th Jan 2006 at 9:12 PM.
Hi all,

after seeing your comment about the combination of two different types of items I got the idea to create some stairs with embedded lights. only while you stated I should clone the lamp and then edit its mesh to achieve that I simply couldn't come up with an idea on how to squeeze some modular stairs into a light package. so for now my mesh is a stair package with some deco lights. and yep I also saw you saying thats highly advanced stuff. yet I still would like to get them to work. and as the lights are on stairs I think I should also ask for some lessons in custom lights because I'd like to have them directed downwards not on a horizontal line, shine at a wide angle of about 130 degrees and also see a light pattern on the steps if possible.

could you please show me how to get there? provided all of this is possible at all?

thanx in advance!
Test Subject
#203 Old 29th Jan 2006 at 1:12 PM
Default Back again...
I made a glass lamp and I would like to recolor it. So I made a recolor package and changed the material definition to another color. But it does not show up in game. I have seen this done....
Did I do a mistake along the way or are there another way to do it?
Part-time Hermit
#204 Old 29th Jan 2006 at 1:17 PM
Quote:
Originally Posted by linegud
I made a glass lamp and I would like to recolor it. So I made a recolor package and changed the material definition to another color. But it does not show up in game. I have seen this done....
Did I do a mistake along the way or are there another way to do it?


Does the lamp appear to have two recolorable subsets in the game? Which lamp did you clone? Feel free to post the mesh and recolor packages here and I can take a look.
Test Subject
#205 Old 29th Jan 2006 at 8:38 PM Last edited by linegud : 30th Jan 2006 at 8:51 AM.
Thank you IgnorantBliss, I would be very gratefull if you would take a look....
Lab Assistant
#206 Old 29th Jan 2006 at 8:47 PM Last edited by chrissy6930 : 29th Jan 2006 at 8:54 PM.
Quote:
Originally Posted by linegud
I made a glass lamp and I would like to recolor it. So I made a recolor package and changed the material definition to another color. But it does not show up in game. I have seen this done....
Did I do a mistake along the way or are there another way to do it?


the Material Overrides of the recolor package do not have the same GUID as your mesh. if u replace the GUIDs in your recolor package with that of your mesh your problem should be solved...

EDIT:: well not quite. the Material Definitions on both your mesh and your recolor package are empty files. there needs to be some information in each of them ... which lamp did u clone?
Test Subject
#207 Old 29th Jan 2006 at 9:34 PM
well I cloned one of my own lamps..... hmm I don´t recall wich maxis lamp I cloned that from, but I think I did alter it to have a glass shade.
The lamp it self works fine in game and I can alter the material definition to another color.... I don´t understand if it´s empty?

The 2 files I uploaded are one main mesh file and one recolor file and as far as I know I can´t alter the guid in the recolor file....can I?
Lab Assistant
#208 Old 29th Jan 2006 at 9:40 PM
Quote:
Originally Posted by linegud
well I cloned one of my own lamps..... hmm I don´t recall wich maxis lamp I cloned that from, but I think I did alter it to have a glass shade.
The lamp it self works fine in game and I can alter the material definition to another color.... I don´t understand if it´s empty?

The 2 files I uploaded are one main mesh file and one recolor file and as far as I know I can´t alter the guid in the recolor file....can I?



yes u can alter the GUID in the MMAT of a recolor package. they all have a GUID field which needs to hold the GUID of the mesh in order to show up ingame.

as for the empty MATDs is there a chance the files got corrupted upon upload? I mean do the files on your desktop come with MATDs with properties? if so could u pls reupload the packages?
Field Researcher
#209 Old 29th Jan 2006 at 9:51 PM
The really troublesome lamp is the one with the big bulb. The Mr. Arms chair (or whatever it's called) I'm going to try from scratch and just do a straight clone but leave the 'remove useless files' unticked. If that works, then it's a process of elimination.
Part-time Hermit
#210 Old 29th Jan 2006 at 9:55 PM Last edited by IgnorantBliss : 17th Feb 2006 at 9:44 PM. Reason: Removed old attachment
linegud, here's your fixed lamp and the recolor. Like chrissy said, the GUIDs in the MMATs were wrong. Once I fixed them, the lamp worked fine in my game. The Materials Definitions also looked just fine when I looked at them with SimPE, maybe Chrissy's download was corrupted somehow?

By the way, this is a very nice ceiling light, I will be using it in my own game .
Test Subject
#211 Old 29th Jan 2006 at 9:57 PM Last edited by linegud : 29th Jan 2006 at 10:12 PM.
I just tried to download my uploaded files..... as far as can see (if I understad you correctly) the properties tab in the TXMT does hold information.
So I`m quite confused....

IgnorantBliss... Just saw your reply. Thanks a million..... And thanks for the compliment. I am quite fond of the lamp :D

Oh.... and also thanks to you Chrissy
Field Researcher
#212 Old 30th Jan 2006 at 12:58 AM
how to you set up the wardrobe/dresser to open up a custom drawer?
The ModFather
retired moderator
Original Poster
#213 Old 30th Jan 2006 at 2:13 AM
Quote:
Originally Posted by Samekh
The really troublesome lamp is the one with the big bulb. The Mr. Arms chair (or whatever it's called) I'm going to try from scratch and just do a straight clone but leave the 'remove useless files' unticked. If that works, then it's a process of elimination.


Sameck, I've probably have missed some posts, and I'm not sure to understand what is the problem with the "Mr. Sectional with Arms".
But that "chair" is actually a modular sofa, and it works much as the kitchen counter: i.e. cloning them might be beyond the capabilities of SimPE

In any case, I don't think that unchecking the "Remove useless files" will help: you can read about that option in this thread.

I've finally started my Journal. Information only, no questions.

My latest activity: CEP 9.2.0! - AnyGameStarter 2.1.1 (UPD) - Scriptorium v.2.2f - Photo & Plaques hide with walls - Magazine Rack (UPD) - Animated Windows Hack (UPD) - Custom Instrument Hack (UPD) - Drivable Cars Without Nightlife (UPD) - Courtesy Lights (FIX) - Custom Fence-Arches - Painting-TV - Smarter Lights (UPD)


I *DON'T* accept requests, sorry.
The ModFather
retired moderator
Original Poster
#214 Old 30th Jan 2006 at 2:18 AM
Quote:
Originally Posted by JucIEJ1991
how to you set up the wardrobe/dresser to open up a custom drawer?


You can find useful information in the following threads (among the others):
http://www.modthesims2.com/showthread.php?t=93105
http://www.modthesims2.com/showthread.php?t=99056
http://www.modthesims2.com/showthread.php?t=86295

I've finally started my Journal. Information only, no questions.

My latest activity: CEP 9.2.0! - AnyGameStarter 2.1.1 (UPD) - Scriptorium v.2.2f - Photo & Plaques hide with walls - Magazine Rack (UPD) - Animated Windows Hack (UPD) - Custom Instrument Hack (UPD) - Drivable Cars Without Nightlife (UPD) - Courtesy Lights (FIX) - Custom Fence-Arches - Painting-TV - Smarter Lights (UPD)


I *DON'T* accept requests, sorry.
Field Researcher
#215 Old 30th Jan 2006 at 7:52 AM
Cool :banana:

I found something and im not sure what it is but id like it to work in my game. Should i just post it here or should i put in a new GUID and if it doesn't work put it up here?
Part-time Hermit
#216 Old 30th Jan 2006 at 11:31 AM
Quote:
Originally Posted by JucIEJ1991
Cool :banana:

I found something and im not sure what it is but id like it to work in my game. Should i just post it here or should i put in a new GUID and if it doesn't work put it up here?


I'm not sure what you're talking about. You found what? I suggest, whatever it is, to find out yourself first what it is and if it works or not.
Lab Assistant
#217 Old 30th Jan 2006 at 11:53 AM
Hello,

I need some help with a painting I made.
This object is not supposed to be a painting really, it should end up showing up as a decorative sort of curtain with a net structure with a lot of gaps in it:

http://people.freenet.de/simka3/sim...pha_256x256.png

I tried to get this effect through the alpha channel, but it always ends up in a solid square in game..

I think I need to adjust some more settings, but I don't know which?
The ModFather
retired moderator
Original Poster
#218 Old 30th Jan 2006 at 1:07 PM
Simka, the image you have posted is intended to be the alpha channel? If so, be sure to correctly embed it into the main image (you can do this in your paint program, or using the "Import Alpha Channel" function available when you right-click on the imange in SimPE).

Also, be sure that - in the TXMT (Material Definition) related to this texture - the Alpha Mode is set to "blend" (i don't remember the exact name of the TXMT parameter... something like stdMatAlphaBlend...)

I've finally started my Journal. Information only, no questions.

My latest activity: CEP 9.2.0! - AnyGameStarter 2.1.1 (UPD) - Scriptorium v.2.2f - Photo & Plaques hide with walls - Magazine Rack (UPD) - Animated Windows Hack (UPD) - Custom Instrument Hack (UPD) - Drivable Cars Without Nightlife (UPD) - Courtesy Lights (FIX) - Custom Fence-Arches - Painting-TV - Smarter Lights (UPD)


I *DON'T* accept requests, sorry.
Field Researcher
#219 Old 30th Jan 2006 at 8:10 PM Last edited by simnuts101 : 31st Jan 2006 at 4:20 AM.
Hi Numenor:

Thanks for your quick reply! Below is the original post I put in "SimPE Handbook: Cloning and Recolouring options - *14SEPT: UPD to new v.48b*" I have also attached the file as requested. I forgot to mention that when you are looking at the door from a distance you can see the lines quite clearly and when you zoom in, they slowly disappear.

Thanks again for your help!

Hi everyone:

I hope someone can help me with this one, I've almost got it working!

I've made some two story doors, and am just testing them in my game. Everything works great, but I'm just having a problem with the texture on the doors. As you can see from the picture below, there seems to be small white lines going up and down and horizontaly (I've also recolored the doors light brown and the lines are lighter brown). I'm not sure what is causing this, I have spent about 8 hours trying to figure it out. The base mesh does have a window in the middle of the door, but I did change the format in the texture image from DXT3 Format to DXT1 Format. Even when I used the DXT3, I still got these lines. You have to excuse the picture, I have not spend the time yet to really recolor it as it is still in the testing phase.

Thanks!
Simnuts101
Screenshots

"Mozart is sunshine" Antonin Dvorak (1841 - 1904)

See my other creations at
Simnuts Creations - Sims 3
Lab Assistant
#220 Old 30th Jan 2006 at 9:39 PM Last edited by chrissy6930 : 3rd Feb 2006 at 2:57 PM.
I just gave my stairs with lights another try following your instructions in your LGHT thread - apart from keeping it a stair package.
sooo I imported some globals and BHAVs. I also added a LGHT and text list 0x8e. and I edited the resource nodes. the scenegrapher looks alright and ingame I actually see the light go on. only its looking all wrong.

could u pls have a look? and show me what it takes to make the light work properly?
thanx in advance!
Field Researcher
#221 Old 30th Jan 2006 at 10:04 PM
Ok i will test and if i cant get it working ill post it up here
Manipulator of messy meshes
retired moderator
#222 Old 30th Jan 2006 at 10:46 PM
Quote:
Originally Posted by simnuts101
Hi Numenor:

Thanks for your quick reply! Below is the original post I put in "SimPE Handbook: Cloning and Recolouring options - *14SEPT: UPD to new v.48b*" I have also attached the file as requested. I forgot to mention that when you are looking at the door from a distance you can see the lines quite clearly and when you zoom in, they slowly disappear.

Thanks again for your help!

Hi everyone:

I hope someone can help me with this one, I've almost got it working!

I've made some two story doors, and am just testing them in my game. Everything works great, but I'm just having a problem with the texture on the doors. As you can see from the picture below, there seems to be small white lines going up and down and horizontaly (I've also recolored the doors light brown and the lines are lighter brown). I'm not sure what is causing this, I have spent about 8 hours trying to figure it out. The base mesh does have a window in the middle of the door, but I did change the format in the texture image from DXT3 Format to DXT1 Format. Even when I used the DXT3, I still got these lines. You have to excuse the picture, I have not spend the time yet to really recolor it as it is still in the testing phase.

Thanks!
Simnuts101


Hi Simnuts

I has a look at your package and it seems the UV mapping of the doors needs re-doing....

This is what I saw.... I cant see anything else a the moment....but ( I'm sure as you know) the vertices of your mesh should be within the texture file...

try remapping them and see what happens...
Screenshots
Field Researcher
#223 Old 31st Jan 2006 at 4:25 AM
Quote:
Originally Posted by boblishman
Hi Simnuts

I has a look at your package and it seems the UV mapping of the doors needs re-doing....

This is what I saw.... I cant see anything else a the moment....but ( I'm sure as you know) the vertices of your mesh should be within the texture file...

try remapping them and see what happens...


That's what I needed to do!! (duh :gonemad: ) Didn't even think about that. Working with this 2 story door, your dealing with 25 GUID's (Yikes!), 6 models, etc. etc., you forget the real simple things like UV mapping!! :nod:, but that's what it needed. There are no more lines showing up, and it works GREAT!!!

Thanks for you help boblishman, and thank's for such a quick response!

CHEERS!

"Mozart is sunshine" Antonin Dvorak (1841 - 1904)

See my other creations at
Simnuts Creations - Sims 3
Field Researcher
DELETED POST
31st Jan 2006 at 7:40 AM Last edited by shannanisims : 31st Jan 2006 at 4:29 PM.
Default Case of the missing Nose!
This message has been deleted by shannanisims. Reason: Nevermind... fixed it on my own (shock!!)
Lab Assistant
#225 Old 1st Feb 2006 at 9:29 AM
Quote:
Originally Posted by alex195
i need help to do anything!


are you talking about the Sims? if so what is it you would like to do?
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