Replies: 11 (Who?), Viewed: 2986 times.
Virtual gardener
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Original Poster
#1 Old 5th Jul 2016 at 3:05 PM
Default Rubber ducky disappears when bathing
Hi guys!

So I was making a default replacement for the rubber duck (as seen in the tutorial I made: http://modthesims.info/showthread.p...&goto=lastpost). Everything went really well and all, but then I tried to make my sims bathe with it and the duck just disappeared from the earth *cough* sims world. So I took some pictures and I tried to keep it as PG-13 as possible since I... well... own a mod that erases the mosaic when sims are bathing or using the toilet.



This is the Rubber ducky. I made it the same way as explained in the tutorial. In fact, I was creating it while making that tutorial. Nothing is wrong with it now.
Then, this:



No duck. Nowhere to see and of course it isn't at the side of the bath because, in fact, my sims are... well playing with an invisible duck? At least the game thinks it's there, but it isn't:



So... what is happening? I successfully removed it and I'm sure the same instance is used for the script, or the model I must say. I can take a deeper look at it, but since someone else made a default replacement duck without needing to replace the script, I'm wondering why it isn't working for me.

I also can't seem to make the in-game thumbnails change from the old EA duck to what mine looks like, which I know, as CC creator, the game should generate itself. Unless these thumbnails are more like pictures the game won't change because EA made the game that way.
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Inventor
#2 Old 5th Jul 2016 at 3:51 PM
I think it's because you imported and exported the object using TSR. After import, TSR automatically randomize all the files's instance and the TGI block of your model is updated as well. You won't see your object anymore because the TGI is referencing missing files.
Virtual gardener
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Original Poster
#3 Old 5th Jul 2016 at 4:16 PM Last edited by Greenplumbbob : 5th Jul 2016 at 4:33 PM.
Oh crap yes I forgot about that >-< I thought I did, that's why I didn't thought about it. I'll add that part in the tutorial as well.

So now it's working how it should in-game, I'm still wondering how I can force the game into generating a new thumbnail instead of using the old thumbnail. (like buying it from a store, in the inventory)

EDIT: I fixed the instances that needed to be fixed, but it seems that it still isn't working. The duck is still invisible.
Virtual gardener
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Original Poster
#4 Old 5th Jul 2016 at 10:09 PM
It seems that all the chuck entries aren't correct to the actual EA rubber ducky, which might be the reason it's not working, so i'll go try edit those.
Inventor
#5 Old 5th Jul 2016 at 10:44 PM
I think the easiest way is to export the model, edit using blender or milkshape and import it back. That is the only way I know to keep the TGI and "chuck entries" untouched for a default replacement.
Virtual gardener
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Original Poster
#6 Old 6th Jul 2016 at 12:16 PM
I prefer Blender when it comes to meshing, and I know that the plugins for it when it comes to Meshing for the sims 3, are either outdated or doesn't work properly. I usually use Milkshape for editing Normals, but not when it comes to meshing since... well, I don't like the limit of a four screen and where I can't do anything in a 3D viewer. But what concerns me the most sometimes is if I will import it, will the bones come out there properly.

But I guess I need to work the way around with this duck, since the basic way doesn't work out.
Virtual gardener
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Original Poster
#7 Old 6th Jul 2016 at 1:08 PM Last edited by Greenplumbbob : 6th Jul 2016 at 1:58 PM.
Allright! It's working properly now! I guess TSRW replaces more than a Chuck entry. I know TSRW uses a different way of packing stuff, but I didn't know it was that ridiculous!

Next issue though, thumbnails... I can't get the game replacing or... generating I must say, replacing the thumbnail to my rubber ducky instead of EA's rubber ducky on the thumbnail.

EDIT: In case you want any screens of it working ^-^



Forum Resident
#8 Old 27th Jul 2016 at 9:13 PM
Would you mind elaborating on how you were able to get it to work? I'm having an issue with car textures/mesh disappearing when joints move so I was thinking this could help me with some insight into if it's a related problem.
Virtual gardener
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Original Poster
#9 Old 27th Jul 2016 at 10:23 PM
I hope so! >-< Is it a default replacement? or just a regular cloned car? Could you maybe send me pictures of the issue?
Forum Resident
#10 Old 27th Jul 2016 at 11:54 PM
Not a default replacement, I'm trying to create a new mesh but I'm using parts of the mesh from the Classically Cool Fixer Upper car to crib the animated bits. The textures surrounding the engine including the part that's attached to the steering wheel disappear whenever a Sim interacts with an animated part (like opening the car door or the hood).

I posted about it with a video to show the problem here .
Virtual gardener
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Original Poster
#11 Old 28th Jul 2016 at 11:18 AM
Seems that the bones of the wheels aren't correctly assigned. I usually use this trick when it comes to objects with a lot of bones: http://modthesims.info/showthread.p...664#post4933664

As you can see the picture right under, you see the wheel colours are overlapping the car. Make sure these parts (not the wheels) are the same colour as the car's body part.
If you like, you could split the car's body from the wheels, select the body part's group and assign the bones to it so you're sure the car's bones are correctly assigned. (it's not necessarily needed to do it this way but it's easier to work with it when assigning bones).
Although, I think the issue here is that the wheels are accidentally assigned with the bones of the hood opening.

I'm not sure if you've assigned bones to an object or maybe even clothing? Let me know if you need some help with that ^-^

But it could definitely be the RIG too! So to do that, you want to export the original RIG from the Classically Cool Fixer Upper car. And replace the Rig (NOT IMPORT) it with your RIG file. Then, you can open it up in TSRW. RIGS are likely to carry effects with them as well, but maybe in your case they might have some bones with them that normal sims cars doesn't have. (Since the door can be opened, etc).
Forum Resident
#12 Old 28th Jul 2016 at 4:28 PM
Yeah, I assigned the bones with different groups as the wheels and engine are taken from the Classically Cool car but I don't use TSRW though and I'm working off of a cloned version of the premium content car so the RIG file is the same.

I'm reading the post you linked now and will try that method. Thanks for the advice!
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