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Simmers' Paradise / Tutorials / Tutorials for "Dummies" Series: Genetic eyes
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on: September 01, 2007, 01:52:21 pm
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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.
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Simmers' Paradise / Tutorials / Tutorials for "Dummies" Series: Genetic eyes
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on: September 01, 2007, 11:03:13 am
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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: 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.
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Simmers' Paradise / Tutorials / Tutorials for "Dummies" Series: Genetic eyes
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on: August 31, 2007, 10:56:54 am
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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.
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Simmers' Paradise / Tutorials / Tutorials for "Dummies" Series: Genetic eyes
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on: July 29, 2007, 07:40:27 pm
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1) no you don't need two versions of the files. The altered file will work for both your CAS sims and NPC and townies. 2) Default eyes are already geneticized and NPC/Townie ready. They should be using the ingame files and only be replacing the texture anyway. Ah, genetics for skins... Yeah, I can do that. I'm going to work on it and make a "tutorial for dummies" that addresses that, just because you reminded me that I should, lol. 
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Sims 2 Community Downloads / The Trashed Set / InSIM thank you gift: "Emma Ray's Gas & Tow" truck (with bonus)
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on: July 20, 2007, 04:28:05 pm
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Interesting that someone packed the mesh from Caravan Sims with their lot when they are not supposed to.
The original truck is red and white, by the way. I know there's a construction truck on MTS2, with a ladder and lumber on the back. I've been looking at it and trying to decide if I want it. For some reason I keep thinking that I don't when I look at it. Maybe it's not recolorable or something.
I'm thrilled that people still like this trashy stuff though. Makes my day.
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Sims 2 Community Downloads / The Trashed Set / The_Balloon_Dog's Industrial Set, 1st Wave objects
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on: July 16, 2007, 11:47:37 am
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These object recolors were made way back with SimPE .1 something. Pre University. Maxis was kind enough to inform everyone that the University EP would change how package files were handled by the game. Most of the time the batch updater fixes these old files, but with many of the files in this set simpe itself cannot fully read the packages, the textures revert when leaving the lot, change drastically with the camera distance, or they blink blue in the neighborhood view.
Rebuilding the files by hand with the newest SimPE fixes the many problems that the batch updater does not and stabilizes these recolors. I believe from looking inside these files, that perhaps the original simpe did not pull the correct file parts or did not "update all sizes" correctly, perhaps in some cases. The paintings I've extracted the textures from successfully after simpe threw an error code at me actually ended up being the original painting textures not the recolor at all, which is odd, because The_Balloon_Dog took pictures of the paintings with his recolors working.
One of the barstools in this set that I did use the batch updater on still flashes blue. The countertops for this set change back to the original texture when leaving the lot, and I believe that is due to the fact that there's missing parts inside the package files for them, much like the early teddybear recolors sometimes didn't pull the dirty state parts.
The main problem with this set is that it was made with a very early version of SimPE is all.
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Sims 2 Community Downloads / The Trashed Set / The_Balloon_Dog's Industrial Set, 1st Wave objects
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on: July 14, 2007, 11:23:36 am
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It's rather a haphazard effort on my part as far a repair goes, I'm afraid. I'm doing these more by what I can find in SimPE at a glance than anything else, and perhaps by what strikes my fancy,  At any rate, I've got some items fixed for this set, tested with all EP's but all base game objects. It should be no surprise that you need CEP for this set, right? So, my album for this wave of object recolors includes 21 images. Several of these are multi-part packages though so the rar file has more than 21 packages in it. Industrial BBQ  Chess set  end table  This assortment includes the BBQ and chess set shown above, 2 couches (both recolors of the Candy sofa), a living chair, end table, fridge, 2 bookcases, a 12th century vase recolor, desk, easel, 2 mirrors, a window, telescope, bar, computer, dresser, and a a garbage bin. computer  dresser  Album here. I'll keep at it, I've got lamps, beds, counters, bathroom items, and barstools coming... soon, yeah. 
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