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bienchen83, I can't give you detailed instructions, but I do think you need to edit the Resource Node for reflection to get its position correct, since you've moved the mirror from its original place. natrobo, it's hard to say for sure without seeing the packages, but the most common reason for recolors not working on custom objects is that you didn't update the MMATs for the new main GUID correctly. Check what GUID the MMAT files refer to (the lines called objectGUID in the MMAT). If it still refers to the original Maxis object, it's not going to work. You can manually copy and paste your new main GUID to replace the value that's there, and commit and save. Then you need to do the same to the recolor packages, or create all new recolors. |
Thanks for your answer. I haven't found anygide error, but perhaps did Imisunderstood you, so I poted the bed file and it's recolor So you can take a look at it.
Thanks again
Nat
Amandine bed .zip (170.1 KB, 15 downloads) |
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It seems to me you have made a stand-alone clone, which with beds means they won't be using all of the Maxis bedding options in the game. If you want to clone a bed that does use all that bedding, do not select the standalone clone option at the moment of cloning.
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The MMAT (Material Override) for the frame is still pointing to the original Maxis bed, which means you haven't updated the MMATs correctly for the new main GUID. The objectGUID line in the MMAT points to a GUID 0x2C85A905, while it should be pointing to 0x0000BBE9, which is your new main GUID. Click on the line objectGUID in MMAT and paste the correct GUID number over the old one in the Value box, then commit and save the package. It seems to me you have made a stand-alone clone, which with beds means they won't be using all of the Maxis bedding options in the game. If you want to clone a bed that does use all that bedding, do not select the standalone clone option at the moment of cloning. |
Thanks a lot it worked fine
Nat
Posts: 461
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I tryed to make a career driveable. But it has no animaions. Can some tell me how I do it? Pictures: |
Somebody so know it?
Unauthorized incoming post!
Posts: 157
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I need help with my new shelves. I've made them using unimeh plugin, edited in milkshape. I've moved down the original shelves, but in the game, the objects i try to put on stay on the original position so they seem to fly above the new shelves. When I exported the geometric data no bones show up ans I don't know how I can link the new position of my shelves to the animation.
Thanks for your help
Nat
Posts: 108
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bienchen83, I can't give you detailed instructions, but I do think you need to edit the Resource Node for reflection to get its position correct, since you've moved the mirror from its original place. |
More specifically, you will need to position the cShapeRefNode that uses the SHPE of the mirror. An easy way to do this would be to have the mirror mesh at the origin when you import, then move it where you want it and write down the position so you can move it that much in the resource node. Multiple mirrors in other directions aren't much more complicated, you would just need additional cViewerRefNodeRecursive blocks added.
natrobo: The sims place objects in slots. You need to move the slot down the same amount that you moved that part of the mesh so that sims can know where to put the objects. To find the name of the slots, look in text list 0x90 of your package, and find the name of the slot you want to move. Then open the resource node of your package and find the block with that same name(it will be either a transform or shape reference node) and move it with the X Y and Z input boxes.
Posts: 157
Thanks: 31439 in 78 Posts
More specifically, you will need to position the cShapeRefNode that uses the SHPE of the mirror. An easy way to do this would be to have the mirror mesh at the origin when you import, then move it where you want it and write down the position so you can move it that much in the resource node. Multiple mirrors in other directions aren't much more complicated, you would just need additional cViewerRefNodeRecursive blocks added. natrobo: The sims place objects in slots. You need to move the slot down the same amount that you moved that part of the mesh so that sims can know where to put the objects. To find the name of the slots, look in text list 0x90 of your package, and find the name of the slot you want to move. Then open the resource node of your package and find the block with that same name(it will be either a transform or shape reference node) and move it with the X Y and Z input boxes. |
Ok I think i've found the place where edit the slot, I've made a picture of it, but I don't know which line I have to edit.
Thaks again for your help
nat
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HC
WR_Halloween06_EyeballStew_9-26-06.zip (372.4 KB, 13 downloads) |
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CT - Factory - Food: your guid for the food object
CT - GUID - Menu: your guid for the menu object
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morten8035, there is a tutorial for making cars in the tutorial section, but I'd recommend practising retaining animations with some simpler objects like dressers first. There are tutorials available also for retaining object animations with the Mesh Tool in the tutorial section. |
Can I post the file here so somebody can fix it?
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You can try, but I don't think it's fair to expect others to do a large part of the job for you when we're all here to learn things ourselves primarily. The idea of the Object Workshop & Repair Center is to ask for help with specific problems after you've done your best to solve it yourself, with a project that you otherwise can handle. The idea is not to start a project that's way beyond your current skills and expect other people to do most of your job for you. That's why we repeatedly recommend starting with simple projects and gradually proceeding to more difficult ones. |
I have done all thing so need to be done.
Only the animation is missing.
But is this car i try to make drivable, downloadable and driveable a other place?
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I've added slots for the slot file, updated the Text STR, and made the appropriate changes in the CRES. I made sure to check that I followed steps in the tutorial on adding slots, but so far it still won't work as a surface.
What am I doing wrong? I'm guessing I missed something but I can't figure out what.
When I put it in the game it functions as a dresser (I don't care that the drawer doesn't actually open, the mesh had a high enough polycount to crash SimPE if I had any more faces), but will not work as a surface.
EDIToct 14) My game was not updating the changes I made to the file so I have to delete it everytime and re-save it to the downloads folder. It actually was functioning as a surface. I made more alterations but it caused the middle slot to only accept really small objects even though it is set to have the same size as the edge tiles. I am removing the package for now until I can test and upload my latest version of the object.
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Thanks a lot!
Edit: removed file
Even the joker can be deadly serious...
Entscheidend daran ist, wie?
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I'm unsure if anything else, but at least I think
at the xml file,
filename = aaaaaaaaaaaaaaaaaaaaaaaaa
My base game copy just tends to be unable to read random guid and FR done by the SimPE for HCP products...
All,
I've got asome problems with my attempts to make an invisible fence and its gate. Check the attachment, please...
I know I mess up something..., but can't tell what exactly, but I do suspect that I remove too many files... Thanks in advance...
Moi_invisfencegate.rar (3.0 KB, 4 downloads) |
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