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106  Simmers' Paradise / General Sims 2 Help / Re: Want to re-model a mesh on: January 21, 2017, 08:34:59 am
THe 68xxx numbers are the GUIDs, in the OBJD.

I'll see if I get the chance to test the files later tonight.

It could be that Shacklin's files are tinkered with in such a way that clones won't work. I don't know how that would be, but who knows?

107  Simmers' Paradise / General Sims 2 Help / Re: Want to re-model a mesh on: January 20, 2017, 04:35:45 pm
Does Shacklin's version work fine on its own? I must admit, I haven't tried it ingame - not for a very long while, anyway. It is very possible the original mod isn't compatible with a full game, since the files are from 2005/06 (around OFB/Pets, I think).

You should also remove your version when testing, as it seems to be interfering with Shacklin's.

The only thing I can think of is if I shouldn't have changed the GUIDs for the "Social - Play - LightsaberMenu" and "Social - Play - LightSaberFight" - but they do seem to be in the area of Shacklin's GUID block (all 3 GUIDs starting with "685xx") so unless some interactions refer to those GUIDs, I can't see the problem.

108  Simmers' Paradise / General Sims 2 Help / Re: Want to re-model a mesh on: January 20, 2017, 06:44:55 am
The cloning process (it randomizes some instance numbers and such) and the GUID (Gives it a unique number that, among other things, tell recolors where they belong) is what makes an object unique.

Your version lacked several of the needed resource files (the original has 374, I think, while yours had around 90. Something clearly went wrong when you cloned it).

Try to clone the original again, and see if that does the trick.

(And if all else fails, try this one: http://www.simfileshare.net/download/170366/ - has new GUIDs, uses your mesh edit, and has all the original recolors. I have not tested it ingame, but I don't think I've done any changes that would potentially cause crashes or errors. It should be a standalone mesh edit with separate recolors).
109  Simmers' Paradise / General Sims 2 Help / Re: Want to re-model a mesh on: January 20, 2017, 05:26:10 am
The GUID doesn't change on its own (not with TS2 tools, anyway), so you have to change it for objects and such. It's different for CAS/Bodyshop items.

Because you didn't change the GUIDs, yours probably overwrote Shacklin's version, and used the recolors because they're linked to the old GUID - but this way you wouldn't be able to use both versions in your game.

It may be possible to make your version pick up Shacklin's recolors (AKA "slaving" or "Repositoring"), but since there are multiple MMATs and TXMTs I'm not quite sure how to. The best way would be to make new recolors that match Shacklin's.
110  Simmers' Paradise / General Sims 2 Help / Re: Want to re-model a mesh on: January 19, 2017, 05:41:07 pm
It's possible some of the textures use TXMT-colors only, or alternatively use colored lights (since it is a light). I've so far not made a working light (only tried once, though - and it's a while ago), so I'm perhaps not the best one to ask.

Shacklin used to make more advanced, often heavily modded objects, and because of that I'm not so sure this is a good beginner project. There are tutorials on how to make/edit lights, and I think there's at least one at MTS, probably in the "object modding" section in the tutorials. You'll probably also need the ones on editing TXMTs.

---

Had a closer look at the files, and I saw that Shacklin's version has a lot more resources than yours, which probably means something went wrong in the cloning process. When I tried to clone it, I got the same amount of resources as the original.

Which boxes did you have ticked in the "Object Workshop"? I usually tick all except the "Reference original mesh" and "change description", and the "Pull wallmasks" isn't always needed, either.

You also must change the GUIDs for all the OBJD resources. I'm not exactly sure how new creators do it nowadays, since you can't register any more (I registered before the GUID site went down, and can still get them the regular way), but there's probably a solution to that somewhere.

When you export a GMDC, it's a good idea to keep the original name, or you can occasionally break the file. I see you've named the resources "Blades-of-Legend" but the GMDC says "Blades of Legend" - it's a good idea to only use "-" to separate words in the "fix integrity" window, and not spaces or "_" or punctuation marks. They tend to make less fuss that way.

As for the textures - it does look like the colored (or "lit") versions use TXMT colors. The black textures are for the "unlit" versions.

(Must admit I spent a minute playing with the original lightsaber in the preview, making zapping noises. It's oddly entertaining. Just click the "preview" button in the GMDC, hold the mouse the pointer over the handle, and hold down the right mouse button while moving the mouse. Also works for previewing meshes and textures, by the way).
111  Simmers' Paradise / General Sims 2 Help / Re: Want to re-model a mesh on: January 19, 2017, 02:14:22 pm
Since the lightsaber is technically a light, things can get a bit more complicated than just cloning and editing the mesh.

What exactly is it that doesn't work with your version?
112  Simmers' Paradise / General Sims 2 Help / Re: Want to re-model a mesh on: January 19, 2017, 06:31:11 am
You'll find some useful ones here: http://www.modthesims.info/wiki.php?title=Tutorials:Basic_Object_Creation
There are also a few here: http://classic.modthesims.info/forumdisplay.php?f=541

If you want the new object to be different from the other, and both to show ingame, you can clone the old object and give it a new GUID. That way the object will work like the old one and have the same texture settings, and it's a bit easier to edit things like descriptions. At least one of the tutorals in the first link above should tell you how.
113  Simmers' Paradise / General Sims 2 Help / Re: Want to re-model a mesh on: January 18, 2017, 04:04:20 pm
You can extract the mesh with SimPE.

You extract the GMDC, either via the OBJ extraction (at the bottom - for objects and things that don't ned a skeleton), or by right-clicking the GMDC and choosing "extract". From there, you might need some tutorials. Milkshape is the most compatible program to do your editing in.

After the mesh is done, and you've exported the proper format (OBJ or SimPE file) you import the mesh via the OBJ import, or right-click the GMDC and click "replace". This will change the original mesh.

If you want to make a new object or piece of clothing, you probably need to find a tutorial, because there are a lot of steps.

If you change a body mesh, remember to delete the cache files before loading Bodyshop or TS2, because otherwise they can show the wrong recolor or mesh (I've had a few instances of pseudo-exploding meshes, and old recolors showing the old mesh instead of the new one).
114  Simmers' Paradise / I Want My Own Thread / Re: Theraven's crazy collection of simmies (16.Apr 16) on: January 02, 2017, 03:02:08 pm
Eliza


Timmy


Triplets Timothy, Jimmy and Dennis


Jimmy and Eliza


Lucy



And a few pics from Aidan and Lily's first Christmas, together with Erica and Tony Smiley







115  Simmers' Paradise / Sims 2 FAQ's / Re: inSIMenator on: December 28, 2016, 07:22:03 am
Sims 2 Community Downloads  --> Insimenator - UNSUPPORTED --> **UNSUPPORTED** InSimenator Mod
Or here: http://www.insimenator.org/index.php/topic,100226.0.html

Not sure about Polish version, though.

There are also links to a couple of other mods in the link, such as "The Sim Manipulator" - which I think is still supported.
116  Simmers' Paradise / Sims / Re: Nadine V.2 on: October 03, 2016, 05:46:25 pm
Maybe try asking JulieJ? She's still active in the community, though more with TS3 now. Maybe she still has the sim.
117  Simmers' Paradise / Where Can I Find...? / Re: WCIF This skintone!? on: September 03, 2016, 02:08:45 pm
It's the same site as this, just with a name change (Insim had to change host after some trouble a few years ago). Sometimes it's enough to change "net" to "org" in old links.

If you search for "HBB skin louis" in the search box at the top, you'll find several similar skins, maybe even the one you're after.
118  Simmers' Paradise / General Sims 2 Help / Re: How exactly do you recolour Tops on: July 29, 2016, 01:38:08 pm
It's a common problem with Bodyshop, and some seem to have it worse than others.

You might want to go back and check if it's a referenced set of clothes. Packing the sim with the outfit will pick up the original file, but not the texture from the master file.

One thing you can do is to make a recolor of the outfit without actually changing anything - that way the new file picks up the proper recolor, but makes a custom file that doesn't need the "master" file to work. You should find the file in SavedSims after you've imported it to the game. You can get the original texture from the master outfit, if you want to make the quality better.



119  Simmers' Paradise / General Sims 2 Help / Re: How exactly do you recolour Tops on: July 29, 2016, 07:20:00 am
Maybe you're trying to open referenced clothing files. Those usually don't have textures at all, but need other outfits to show up properly (almost like slaved objects borrow textures from master meshes). They're usually part of a set, if teen to elder can use the same textures. The files are also very small, often around 2-6 kb since they don't contain textures.

If that's the case, you need to find the "master" files, the ones the referenced clothes borrow their textures from. If you have the full set of clothes, you should be able to recolor them normally in Bodyshop. They'll borrow textures from the master files to create a fully custom recolor.

As for the blurry textures, you can fix them with SimPE, but only by using the DXT tools. Importing the texture with the "import" button makes them even more blurry than in Bodyshop.

How to enable DXT (if you don't have it already) - http://moonlightdragon.freeforums.org/enabling-dxt-texturing-in-simpe-t1197.html
And how to use the DXT tools (just look at the recoloring parts) - http://moonlightdragon.freeforums.org/how-to-make-default-infant-outfits-simpe-t526.html
120  Simmers' Paradise / General Sims 2 Help / Re: How exactly do you recolour Tops on: July 29, 2016, 04:33:34 am
Maybe you could be a bit more spesific in your question? It's easily misunderstood from the title. And I'm not sure what the graphics rule and resolution has to do with it.  

If you change the texture with SimPE, you need to use the DXT/DDS tools from Nvidia, on either DXT3 or DXT5, or you'll get troubles with the textures not updating or not applying properly or getting all blurry.

Are you opening Bodyshop files in SimPE, and can't find the texture? If it's a TS3/4 to TS2 conversion, tops often have a blank texture (for the skin) and a texture for the top.
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