I really hate that white loading screen and I'd like to remove it or change it. I already know how to convert the _gfx into swf and open the swf. But I have no clue what to do in that file to change the loading screen. Can anyone help me? I'm currently in 0x62ECC59A-0x00000000-0x432D1D2ADDFFC6D8 from the UI.package. Hopefully I'm already in the correct file...
I saw that thread last night and had a look through the _GFX files and am unconvinced that that one is the correct one. I think it is this one 62ECC59A_00000000_DA0227DFD918ADF7 which you should be looking at.
I haven't converted this to anything else, simply read as much as I can read which is shown to me in English by the program I use. I don't know how to do Python and this sounds even worse, if swf is a special python module of some kind. But the loading screen is definitely in here, and at the bottom it refers to the WhiteBackGround, which I presume is the white around the green plumbob on the loading screens.
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#3 9th Oct 2014 at 8:13 AM
Last edited by Screech666 : 9th Oct 2014 at 2:00 PM.
Posts: 58
Ok I tested that file, it ends up to be the main menu background. So it's not the white background from the loading screens. Must be in another file I guess. Could it be just an _IMG file? I am not certain it's a _GFX but I could be wrong. I guess I'll look into some files to see what's in there.
EDIT:
Seems like the first _GFX I listed is the good one. The plumbob is there and the animation in it too. I just have no clue what to do to make the background another color. I tried many things but I'm clueless now. I think I may have to extract some file from it and change it but I'm not sure which one. I tried extracting one into gif and into png but when I open them in PS they are blank. Any ideas?
When you say "I already know how to convert the _gfx into swf and open the swf", how are you opening it? In Flash (or some Flash poking tool) or in a text editor? It does look like a valid swf to me ( 0x62ECC59A-0x00000000-0x432D1D2ADDFFC6D8 I mean) but since I haven't done anything with Flash in ages not sure about the editability of that. Maybe an easier approach would be to replace the entire thing with a different swf, rather than edit the existing one?
I'm just renaming the .gfx to .swf and then I open it in Notepad++ and change GFX to FWS. I then open it in JPEXS (free flash decompiler).
I can extract the whole file into FLA in that application. Maybe that's what I should do?
I have 0 knowledge in coding so starting a new swf from scratch would be a real pain to do for me. I mainly just want to change the white background to something less aggressive for the eyes.
I'll try another application to see what I can do to edit the swf directly.
Ah cool. Yeah, decompiling to FLA sounds promising -- if that results in a valid fla you should be able to edit with any authoring tool, that might be easier than poking it in Notepad.
Then save that as swf and make that an override?
(fla is the editable format -- swf is the compressed binary blob .. a bit like doc vs pdf or something? Is also easier to change a doc in a word processor and make a new pdf, rather than fiddling with the pdf itself I mean, or creating one from scratch in a text editor)
Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.
Ok I decompiled it into FLA. All the files are in the .as format. I can open them in FlashDevelop but since it's all scripts I'm clueless in what I need to do with those.
ActionScript isn't terribly difficult from what I recall, similar to JavaScript and stuff .. I could take a look if you want, but not now, maybe on the weekend. Meanwhile, someone else with a bit of scripting knowledge might be able to help you out if you'd post some of the code here?
Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.
public class TransitionScreenMoleculeMain extends WidgetBase
{
public function TransitionScreenMoleculeMain()
{
super();
CommunicationManager.RegisterServiceHandler("IsTransitionScreenVisible",this.HandleIsTransitionScreenVisible,this);
}
protected var mMode:int;
protected var mTransitionAnimation:TransitionScreenAnimation;
protected var mInputActionExit:InputAction;
protected var mbHiding:Boolean;
protected var mLotName:String;
protected var mHouseholdName:String;
protected var mTipList:Array;
protected var mTipIndex:int;
protected var mLeftTip:MovieClip;
protected var mRightTip:MovieClip;
override public function Initialize() : void
{
super.Initialize();
visible = false;
this.mInputActionExit = InputAction.WhenTriggered(InputTrigger.FromKeyBinding(KeyCodes.ESC)).CallFunction(this.HandleEscapeKey).SetPriority(InputActionPriorities.ESC_DROPDOWN_MENU);
AddMessageListener("LotDisplayInfo",this.HandleLotDisplayInfo);
AddMessageListener("GameStateChanged",this.HandleGameStateChanged);
var _loc1_:uint = CommunicationManager.CallGameService("GetGameState",null) as uint;
this.HandleGameStateChanged(_loc1_);
}
override public function Unload() : void
{
super.Unload();
InputActionManager.UnregisterAction(this.mInputActionExit);
}
override public function Show(param1:Object = null) : void
{
var _loc3_:TransitionScreenAnimation = null;
TooltipManager.getInstance().Clear();
if(this.mMode != TransitionScreenMode.NONE)
{
if(this.mTransitionAnimation.currentLabel == TransitionScreenAnimation.FRAME_HOLD)
{
this.OnTransitionAnimationInComplete(null);
}
return;
}
super.Show(param1);
var _loc2_:int = this.mMode = param1.mode;
switch(_loc2_)
{
case TransitionScreenMode.BUILD_TO_LIVE:
_loc3_ = new OverlayLoadAnimation(_loc2_);
if("text" in param1)
{
(_loc3_ as OverlayLoadAnimation).SetOverlayText(param1.text);
}
break;
case TransitionScreenMode.MAIN_MENU_TO_CAS:
case TransitionScreenMode.CAS_TO_MAIN_MENU:
_loc3_ = new WhiteFadeAnimation(_loc2_);
break;
default:
_loc3_ = new GenericLoadAnimation(_loc2_);
}
this.mTransitionAnimation = _loc3_;
addChild(_loc3_);
this.HandleStageResized(stage.stageWidth,stage.stageHeight);
_loc3_.addEventListener(TransitionScreenAnimation.ANIMATION_IN_COMPLETE,this.OnTransitionAnimationInComplete,false,0,true);
_loc3_.addEventListener(TransitionScreenAnimation.ANIMATION_OUT_COMPLETE,this.OnTransitionAnimationOutComplete,false,0,true);
_loc3_.StartIntroAnimation();
InputActionManager.RegisterAction(this.mInputActionExit);
}
public class TransitionScreenAnimation extends GUIComponent
{
public function TransitionScreenAnimation(param1:int = 0)
{
super();
this.mTransitionMode = param1;
}
public static const ANIMATION_IN_COMPLETE:String = "animationInComplete";
public static const ANIMATION_OUT_COMPLETE:String = "animationOutComplete";
public static const FRAME_START:String = "start";
public static const FRAME_HOLD:String = "hold";
public static const FRAME_OUTRO:String = "outro";
public static const FRAME_END:String = "end";
public static const STAGE_SIZE_INCREASE:Number = 4;
public static const ANIMATION_OFFSET:Number = -2;
public var mcBg:MovieClip;
protected var mTransitionMode:int;
override protected function ConfigUI() : void
{
super.ConfigUI();
MovieClipUtils.AddFrameScript(this,FRAME_HOLD,this.OnAnimationInComplete);
MovieClipUtils.AddFrameScript(this,FRAME_END,this.OnAnimationOutComplete);
x = x + ANIMATION_OFFSET;
y = y + ANIMATION_OFFSET;
}
public function HandleStageResized(param1:Number, param2:Number) : void
{
var _loc3_:Number = (param1 + STAGE_SIZE_INCREASE) / this.mcBg.width;
var _loc4_:Number = (param2 + STAGE_SIZE_INCREASE) / this.mcBg.height;
this.scaleX = _loc3_;
this.scaleY = _loc4_;
}