Insimenator.org
March 27, 2017, 12:19:21 am *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: InSim only exists due to the generosity of our awesome community. If you'd like to help out, see our Home page and toss some change our way. Thanks!
 
  Home Forum Help Search Calendar Login Register  
  Show Posts
Pages: [1] 2 3 ... 285
1  A Safe Haven / General Discussion / Re: The New Official Spam Thread! on: February 22, 2017, 05:19:26 am
Maybe it's the most recent spambots. Someone must have taken the bodies after my last chainsaw massacre, but I don't know who, or what they did to the bodies. When I turned my back, every last trace of blood and gore was gone.
2  Resident Creators / Squinge's Mod Help Section / Re: Neighborhood fails to load or crashes with NewLTWEnabledEP5 on: February 11, 2017, 03:13:26 am
Bon Voyage is EP6, so it could be the mod isn't compatible.
3  Simmers' Paradise / General Sims 2 Help / Re: Want to re-model a mesh on: January 21, 2017, 06:14:12 pm
The errors in the original are the cause of trouble with the clones. I have no idea how Shacklin made the object work, because it really shouldn't work the way it is made.

Somehow, the pie menus read the correct duplicate instance in Shacklin's object, but the wrong duplicate in the clone, and therefore pick the wrong BHAV in the pie menu. I have absolutely no idea why. I'm not even sure if the duplicates are needed for anything (they have different functions and names), so I can't tell if it's safe to remove them altogether.
4  Simmers' Paradise / General Sims 2 Help / Re: Want to re-model a mesh on: January 21, 2017, 04:08:38 pm
I hav seen more intricate objects than this - but I don't usually tinker around much with them. BHAVs and such isn't my strongest area.

My biggest question is how Shacklin got this thing to work in the first place, seeing as there are a bunch of mistakes and errors everywhere...

While I don't have the skills to make such an object, I sort of understand the basics behind it. It looks like the object is loosely based upon the "Run with scissors" object from the original Sims 2 site, with a few new/modified animations and some interactions borrowed vrom various sources, plus a few sound files and such.
5  Simmers' Paradise / General Sims 2 Help / Re: Want to re-model a mesh on: January 21, 2017, 03:17:43 pm
At least 5-6 pairs of BHAVs. They share the same instance number.
The main problem is that I don't know if the extra ones are used by the object, or how Shacklin managed to make the object read the correct ones.

I've had a similar problem with poseboxes, when I've forgotten to fix the instance numbers - but since I know how the BHAVs are supposed to look like, and what I can safely edit, I've managed to fix them. But the lightsaber object has several things I haven't even seen before.
6  Simmers' Paradise / General Sims 2 Help / Re: Want to re-model a mesh on: January 21, 2017, 01:49:20 pm
It's got to do with the social OBJDs, I think. I'm going to try and keep them the way they were (old GUIDs), and just hope they won't interfere with the original object.

Nope, that didn't work, either. Maybe the accessory object also is referenced somewhere.

It looks like something is wrong somewhere, and for some bizarre reason the pie menu functions refuse to point to the proper BHAV, even when I try to change them. I'm beginning to think Shacklin's editing skills are waaaaay over my head. Even the file I cloned first, the one I didn't change GUIDs for, has screwed-up pie menu functions.

If you want, I can make a double sword replacement using the original - but you wouldn't be able to use the single sword.

---

Edit again:

I think the problem is that the original object has multiple BHAVs with identical instance numbers, which makes the clone read the wrong ones in the "Pie menu functions". For instance, "Function-Init" and "Interaction - Person A" has the instance 1000, and somehow the clone reads the first, and Shacklin's object reads the second. This is true for a lot of the BHAVs. Essentially, it means Shacklin's object is more or less broken to start with - it just doesn't show ingame. Somehow, the object works fine ingame, even if it really shouldn't.

I can go through all the broken BHAVs and fix the instance numbers, and fixing those again wherever they're referenced wrong, but I have no idea if this will be enough. I'm not very used to editing BHAVs, and while I can fix the problem for a posebox, I have no idea if editing the instance numbers will have anything to say for the rest of the resources. I'm also not sure if it's safe to edit the main GUID (for the "Accessory - Lightsaber"), or if I can safely edit the GUIDs for the social interactions (and edit the numbers in the BHAVs that refrence them).
7  Simmers' Paradise / General Sims 2 Help / Re: Want to re-model a mesh on: January 21, 2017, 01:29:15 pm
The GMDC doesn't have anything to do with that (Or so I think, anyway).

It looks like the "on" pie menu got screwed up somehow. I'll have to take a look at that. Also, sims won't pick it up.
Might be the extra GUIDs, as I suspected, since they're referenced in the BHAVs. I'll have another look.

This object may be a little too advanced even for me. It might involve some BHAV editing - and I'm only somewhat comfortable with BHAVs when it comes to poseboxes.
8  Simmers' Paradise / General Sims 2 Help / Re: Want to re-model a mesh on: January 21, 2017, 11:34:51 am
I think your version didn't have proper GUIDs, and it doesn't have all the resources it needs. So it won't work properly on its own or together with Shacklin's version.

Mine should be standalone - unless there's some other info bit that needs to be changed. I have to check it ingame before I tinker any further with it.
9  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?

10  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.

11  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).
12  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.
13  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).
14  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?
15  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.
Pages: [1] 2 3 ... 285

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.161 seconds with 29 queries.
SimplePortal 2.1.1