Beos question...
nina:
Edit: I eat my hat... Bloom was absolutely right about Body Shop minimising identical textures. Using a previously edited package as a base, I just managed to create a fully functioning skintone of just 8 texture files! So, question answered... thanks a million!
2thumb
I should point out that I use the current crop of Warlokk/Bloom body shape meshes exclusively, so any textures I make will be linked to a specific top/bottom combination and based mainly on packages by Beos.
Elderly Sims are not permitted in my neighbourhoods, and those that the game throws up will simply carry a custom default skintone... until I drop a satellite on their heads! I use my own ageing system in the game... when I decide a Sim ought to start looking older I'll either give them a wrinkly face mask or edit the textures in their skintone, if it isn't in use by another Sim. In all other respects, they will NEVER get old... just like me.
Of course, I have replaced ALL the textures in every single Beos package that apply to the body shapes I use in the game, and more recently Szielin's XHi JW/ILJ series too, so with both the Christianlove and Szielin custom skintone changers I have a great deal of flexibility in changing the way existing female Sims look as I develop them from young teens to older adults. It's a lot of work but it beats actually playing this stupid game.
Thus far, for any skintones I've made in Body Shop, I have only replaced the female teen and adult, and baby textures in SimPE, happy to leave all the rest as a pixelated mess as they'll never be used. But it does seem rather a waste of space, especially since most of these skintones are intended for single characters... tattoos, whip scars, bite marks, warts and all. For this reason, the Beos minimal package format would be very suitable for my needs.
I'm going to try Bloom's idea (love the alpha meshes, by the way... and the sexy feet!) and see if Body Shop will actually recognise identical files and minimise them on compressing, though I must say I'm sceptical... I mean surely it will only recognise body textures by title as nude, cut and soft rather than by the actual image they contain.
But somebody is going to have to explain to me what "re-link the text's(texture files) to the txmt's(material definitions)" means; apparently it's "not hard if you know how all the linking is done" - I'd hazard a guess there's a tutorial on the subject somewhere... any ideas?
Anyway, thank you all for your suggestions... I'm thoroughly confused.
Nina XXX 1blink
ugly_duck:
Bloom, I didn't know that Bodyshop work that way. My little experience with default replacements, made me wrongly presume that everything worked that way. Until now, I've never known why a hair with so many groups had only one texture file. It makes so much sense now. Thanks a lot!
Nina, I'm sorry, I've failed to answer you. Guess I didn't understand your question at all. But, I can show you how to link a texture file to the material definition. Well, at least, the way I do. If there's something I'm doing wrong, I'd like to know, please.
I'm using a skintone as a model. Let's say I want to link the adult female with normal body to another texture. I'll screenshot it, its easier to understand.
That value is the texture file name (or whatever it is). Changing that value, will change which texture is linked to that material definition.
In "Texture Image" select which texture you want to be linked. Like this:
Don't copy the "_txtr" part. Then, go back to the material definition, and replace the previous value to the new one you've just copied. Commit and save. Only delete the extra textures, after making sure no other material definition is linked to it.
You can link to a texture that's not in the same package as well.
Not really good with words, hope you can understand it. If not, here is a much better written tutorial:
http://www.modthesims2.com/showthread.php?t=222953
nina:
Thanks, Ugly_Duck... this is all interesting stuff to know, whether I use it or not. I'm just pleased for now that I've learned how to create a minimal skintone.
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