Replies: 9 (Who?), Viewed: 7491 times.
Original Poster
#1 Old 10th Jun 2011 at 10:53 PM Last edited by BloomsBase : 11th Jun 2011 at 10:25 AM.
Default Tutorial: Add the lod3_1 in CTU packages(add a meshgroup to outfits)
sorry Coco, no screenshots... (i so h8 them....)

A small tut on how to add the lod3_1 to a package generated with CTU This method will also work when the original outfit has only one meshgroup.
Did a small test here using 3 meshgroups for each lod, works as it should:

Wat you need CTU and S3PE ------------------------------------
I am using the afBodyDressTight_halter as example, a outfit i often choose to create custom clothing.

Open CTU Clone the afBodyDressTight_halter(adultfemalebody) and extract(and save) its meshes(6 total)
Add a new design in the designs tab
Go to the meshtab and reimport the meshes back
Lod3_1 isn't possible in CTU and that is wat we are going to fix

Give the mesh a unique name, i call it FIX and click commit.
If you are going to add a normalmap keep in mind you need to update the meshcomments(Milkshape) for the lod3_1 later!
You need to change the TGI reference for the normalmap then.(Using the lod3 comments)

Save the file, close CTU ---------------------------------------------------------------------------------------------


After you opened the file with S3PE you duplicate the lod3 GEOM
Right click the file and choose duplicate.

When done double click the duplicate and add _1 after the lod3, in my case the new name will be FIX_lod3_1 instead of FIX_lod3
Then tick the box ''rename if present'' and click the FNV32 button
You will see the instance number change, then click ok
Save your file

Next we need to update the VPXY file with a new entry and add the TGI link from the Lod3_1 GEOM.
There are a few VPXY files in the package but we only need to edit one.
The one we need has the same last 6 digits(?) on the instance number as the group number of the GEOM files.(see screenshot)
It also is the file without _fat/_fit/_special or _thin written after its name.

Before browsing the VPXY using s3Pe's grid you double click the lod3_1 GEOM file and copy its instance number, then close the popup.(cancel)
We need this instance number later, you also can copy and past it in a text doc or write it down.
Just make sure you have it, going back later forces you to start over editing the VPXY file.....

-Select the VPXY file and open it using the GRID
-In the first popup(data grid) click the line chunk entry
-click the button on the right so a new popup appears
-Open the RCOLBlock by clicking the + sign
-Click the line entries and click again the button on the right
-Another popup will appear, here you find the RIGs and GEOMS listed(6 total)
-click [5]Entry00
-Select the line TGIindexes in the right window, then click the button on the right
-In the new popup window copy the line [0]HandlerElement 1
-Change the VAL from 0x00000007 into 0x00000008 on the new [1]HandlerElement 1, then click ok to
close the popup window
-click ok again to close the popup till your back at the tab were the Entries and TGIBlocks are listed

-Select the line TGIBlocks and click the button on the right
-A new popup appears, the TGI Block list editor
-Select the last GEOM and choose add
-Change its Type to GEOM using the drop down list
-Change its instance number into the one you copied earlier from the GEOM lod3_1
-Change the group number, copy and past it from a GEOM listed above
-click save to close the popup
-click ok to close the previous popup
-click commit
Keep in mind that the lod3_1 GEOM still contains the lod3 mesh(since we duplicated it)
Update it with either the original lod3_1 of the afBodyDressTight_halter or load your custom mesh in it.
-Save your file

This will fix the missing lod3_1
The same method can be used to add a extra meshgroup(s) to any outfit that only has one.

When done you can click the VPXY file and check if all went well in the right window(see screenshot updated VPXY file)
The 5th entry should now have 2 subsets, correctly numbered.
The TGIBlock list shows the added lod3_1 with a correct instance number.

This works also for packages generated with TSRW altho you must reclone the file after the edits.
Then reimport your meshes so the sliderfiles will be regenerated.
TSRW can give you a error as it reads from the CAspart(i think) but ignore it and reimport your meshes and all will work as it should.
TSRW can NOT handle more then 2 meshgroups per Lod.
2 users say thanks for this. (Who?)
#2 Old 10th Jun 2011 at 11:28 PM
Thank you, thank you, thank you!!!!
Love it, never mind that pictures, I hate making them too.
I will try it tomorrow with a clear head, because it looks terribly complicated.
Original Poster
#3 Old 10th Jun 2011 at 11:36 PM
Only confusing part are all those popup windows.
Im sure you will manage.
Forum Resident
#4 Old 11th Jun 2011 at 4:51 AM
Awesome Sauce.
Original Poster
#5 Old 11th Jun 2011 at 10:26 AM
Added 2 screenshots :D
Mad Poster
#6 Old 11th Jun 2011 at 10:53 AM
Great, thank you for this!
#7 Old 12th Jun 2011 at 8:42 AM
Thank you BloomsBase, for this totally awesome tutorial.
Succes on the second try.

The first time I went wrong on this part, I didn't see Rigs and GEOMs listed, just 6 entries.

-Open the RCOLBlock by clicking the + sign
-Click the line entries and click again the button on the right
-Another popup will appear, here you find the RIGs and GEOMS listed(6 total)
-click [5]Entry00

Maybe you could add something at the top about why you've made this tutorial to add meshgroups.
Only a few will understand, why you will need/want it. ( Frankenstein mesh+ Morph Matcher)

Now I have to find out how to finish my own mesh.
Original Poster
#8 Old 12th Jun 2011 at 9:15 AM
Those 6 entries are 3 skcon's(rigs) entries and the 3 mesh(GEOM) entries(the GEOM entries are divided in 2 groups)
The skcons are used for the high/medium and low detail lods.

Might add some info
#9 Old 12th Jun 2011 at 12:07 PM
I did not see Rigs and GEOMs listed, just 6 entries.
I added a picture.
Original Poster
#10 Old 12th Jun 2011 at 12:11 PM
yes, i just was explaining were those entries stand for
Back to top