Tutorials for "Dummies" Series: Genetic eyes

<< < (4/5) > >>

dewshine:
If your eye package has many colors inside one package that might be a problem.  

The other eye package file I looked at that was not showing up in CAS but in bodyshop had many eyes inside a single package file and only showed up there.  on the evidence I see I almost think this is similar.

However, you say that the ones set to 4 are working so that is your issue. Um.  It's hard for me to tell what is going on without a package to look at.  

If you don't want them NPC ready you could try leaving off that step, and just do the genetic values.  I do wonder if perhaps (and I don't know this for sure) barcelonista copied package files in SimPE and altered the image file instead of going through bodyshop. If so there may be some internal numbers that cannot be changed that are telling the game that the eyes are all in the same file.  

if that's the case then running the individual eyes through bodyshop as a project and resaving them might work.

However, I'm still looking at VioletSky's multi-eyes-in-one package file to see if there is some way to make that system work and I'm drawing the conclusion that it will require doing some very intensive editing of the files to reduce the texture overlays inside the package to 4 and relinking the reduced numbers back into the all the bits and pieces to make it work.  

So if you are trying to place many eyes inside a single package file you may have a huge amount of editing in store to make this work.

MissLoaf:
Uhh, thanks for replying.
I'll zip up and upload some problem files once I'm back on my gaming computer, if that helps.

Quote

If your eye package has many colors inside one package that might be a problem.

Would those additional colours appear in the Texture Image (TXTR) list?
I'm quite certain that there was only one texture in each edited file. The name in the resource list in Texture Overlay XML however was named differently than in your tutorial pics - "uml"-something, I believe.
Probably you're right about the file copying ...

Quote

However, you say that the ones set to 4 are working so that is your issue.

I'm afraid I don't understand - assigning them as 4 can cause a problem?

Quote


if that's the case then running the individual eyes through bodyshop as a project and resaving them might work.


Tried to do it after reading about a different problem, but Bodyshop won't let me export a project due to the mass selection.

Quote

So if you are trying to place many eyes inside a single package file you may have a huge amount of editing in store to make this work.


I can't say I tried to do that and honestly, I don't have any idea why anyone would do that. I prefer to be able to delete individual files once I don't like them anymore.

dewshine:
Actually setting eyes to '4' as a genetic value is not a problem.  Those worked, yes?  It's the other files that did not.  
Ok, this gives me some clue as to what the problem might be:
Quote

Would those additional colours appear in the Texture Image (TXTR) list?
I'm quite certain that there was only one texture in each edited file. The name in the resource list in Texture Overlay XML however was named differently than in your tutorial pics - "uml"-something, I believe.
Having the file will help though.  I looked at Barcelonista's eyes at MTS2 but her "realistic" revision 4 looks different than the ones you show above.

 You had a single texture in each package file, that I get.  So this is a different problem then VioletSky's.

I want you to know that I'll be happy to help you sort this out, and that assigning a genetic value of 4 is fine.

MissLoaf:
Alright, the line in Texture Overlay XML says uuface_eye_dkbrown.
Recent discovery: Those few eyes that used to work - like a green/brownish colour of Barcelonista - decided to behave like all the rest. So selecting any colour now ends with selecting all colours.

I decided to pack all edited eyes plus the originals. Guess that'll be better than letting me decide for a single one.
It's up on my webspace as RAR file.

dewshine:
I got the file, I'll take a look.

Ok, I must tell you, you did everything correctly, Missloaf. It seems to be something in how the BARev4 eyes themselves were made.  I got them to work correctly for me by adding back the family data information.  Therefore, I'm not fully sure if they are going to work on NPCs.  The creator data still is all 0's and the genetic info is the same as you had it, while I restored the the alpha-numeric string from the original packages.  The eyes now only select one at a time. They have the names you used so you might want to pull your folder out and test these.

Navigation

[0] Message Index

[#] Next page

[*] Previous page