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16  Simmers' Paradise / Content Creation & Recoloring Help / Bumpmap troubles on default replacement? on: September 17, 2010, 03:54:19 pm
I'm trying for the first time to make a default replacement for some maxis clothing. I get the right texture to show, and the bumpmap has the correct texture, but shows up wrong, as if the lighting on it is opposite of what it should be.

(it's the uubodyambulancedriver-blue_txtr and uubodyambulancedriver-all-bump_txtr I'm trying to change)



I'm not sure what is going on, as I've replaced both the bump map and texture map with the appropriate textures. The original non-default looks normal, without any troubles.

I've had the same problem on some other outfits that didn't like bump maps in 1024 size, but those were toddler outfits (originally 512), and they corrected when I changed them to 512.

This, however, is an adult/teen outfit, and both textures (from an enabled outfit in Bodyshop) are 1024. Teen to elder uses the same texture maps, so there are only two textures to change. The textures were all kinds of sizes, however, and I've got no clue what is the right method to change them... Neither this tutorial nor this one mentioned anything about bump troubles, and I didn't find much else using Google...

I'm building textures with DXT, and have tried both DXT3 and 5, none made a difference.

So what I'm wondering is, has anyone bumped (pardon the pun) into this problem before, and knows what I'm doing wrong?
Thanks for any help Smiley
17  Simmers' Paradise / Mods & Careers / Invisible wedding/engagement rings? on: September 13, 2010, 03:06:17 am
Twice now while doing some contest pics, I've been surprised by wedding rings not supposed to be there, and wished there was a way to make them invisible (so I don't have to edit them out all the time...).

I've done some searching, and I thought it existed, but apparently not. All I found was this thread, and the link Bloom provided don't work any longer.

I'm not sure if it requires modding or some extensive material editing, but in any case I'd probably mess up something if I tried myself. I'm not particularly good in material editing, and modding is way over my head...

I'm most interested in the rings they actually wear, so if it's difficult to mod the one they use while engaging or marrying, then that's not a problem. I'm not even sure if there is a difference...

Anyone wants to help me, or maybe someone has Bloom's file?

Thanks for any help Smiley
18  Simmers' Paradise / Where Can I Find...? / WCIF wrecked cars? on: August 31, 2010, 04:21:21 am
I'm looking for wrecked cars (the type that looks like they've just been in a car crash, not the scrapyard/fix-it-yourself type).

I'm looking for any type of cars, but preferably driveable ones, and it would be really nice if there also was a non-wrecked version of the cars, too. I mostly want the type of cars that would fit for a family (and no, I'm not going to let everyone in LFB die a horrible death in a car crash).

I know about the Sims2carsource, VPN, vovilliacorp (will look through them when Norton isn't slowing down my entire system, but if you do know some links from there, I'm more than happy Wink), and FreshPrince at MTS2 (I've already looked through his cars at MTS, finding a couple of goodies). I found one here at insim (at pg 2 or 3 in custom objects), and I've also done some searches at MTS2 and Google, but didn't come up with much.

Thanks for any help Smiley

19  Simmers' Paradise / Objects & Recolors / Making some crib deco objects usable on: August 27, 2010, 06:57:00 am
I wondered if anyone with some more knowledge in animation and/or object modding than I have could help me with making a couple of things usable.  

I'm talking about these two:



They're not standard crib height (which would look weird), but more of height with Bloom's incubator or Snowstorm's bassinet.
I thought the check-up animation and modified changing table anims from Bloom&Rebecah's incubator might fit well with the warming bed, and just the modified changing table anims for the incubator.
Maybe new and better animations, if possible. Maybe even some animated textures on the warming bed.
I think it's also possible to animate the hand "doors" on the incubator to look like they're open. A little tweaking of the glass texture and it'll work. The door glass is a separate mesh part from the glass box.
And crib options for infants only.

Right now I only have them as deco objects, and they work well as such (for my uses), but it would be great to have them as working objects, too.

(the base meshes are from free mesh sites, available for free use. I took them heavily down in poly and modified them to my liking)

If anyone is willing to help me with it, please let me know, and I'll upload the files (if my computer decides to co-operate) Smiley

I'm willing to assist with making the meshes ready for animation and such things, but I'm a noob when it comes to the animation bit...
20  Simmers' Paradise / Content Creation & Recoloring Help / Infant cathegories other than girl (+ a problem) on: August 18, 2010, 09:32:30 am
Since Chris Hatch did the "impossible" and made girl outfits for infants, I started wondering if an idea I've had for quite a while now could actually work - namely making "overrides" for underwear, outerwear, PJs and Formal (possibly also naked, in the case of animal-ish meshes with tails and such, possibly also swim - I've got some beach/swim outfits for them already).

It is possible to change their outfit to these ingame by using the insim wardrobe adjuster, even though all that comes up is the everyday outfit. If you change their outfit to naked, however, they show up naked (like when they're being bathed or have their diaper changed). So in theory this could be possible.

I've already tried to change the naked mesh, and even though I couldn't figure out how to add a working texture to it, I found it very usable together with a skintone changer - especially in combination with the normal overrides, which works separately from the skintone changer (with one boy and one girl "everyday" mesh plus invisible textures, there are a bunch of options already. I really have to figure out how to make several infant skintone changers work ingame at the same time...).

I'm a noob when it comes to modding like this, but maybe someone else has some ideas for how this could be possible. I would love to have an even wider array of outfits for the babies, especially if they could somehow be changed ingame - either something similar to the wardrobe adjuster, or a separate mod of some sort (not thinking about the infant skintone/outfit changers). I wouldn't mind if it was only one outfit for each gender per cathegory, since this would be a huge improvement in any case. Using a skintone changer and separate meshes for the cathegories, or even some custom mod that only changes the override texture, the possibilities would be almost infinite.

I would have done it myself if I knew how to, but my knowledge of SimPE is limited. I know how to do changes to toddler outfits and above (gender, cathegory, linking new meshes, and other not so advanced things that I can find tutorials for), but not how to make this work for infant outfits. If I knew, I would already have done it years ago...

I'm more than willing to learn how to do it myself, but I could really need suggestions on how to do it.

I would also love to know if it's possible to do similar changes to the infant hair as to the girl outfits. My infant boys just don't look good in bows... and maybe there could be a way to get the right hair colors ingame, too? Their eyebrows have the right colors, so the game knows which haircolor they will have.

So... is there any interest to help me with this? 


(Please don't post if you don't have anything sensible to add. I'm interested in actual suggestions for the how-to, not one billion "I'd love this too" posts. I know very well that I'm not the only one who wish this could be possible...)   


--------------------


Another thing:
I've also got a small problem with textures on the infant outfits. I've started making them higher resolution (1024 instead of 512 maps, but for some reason they still show as 512 maps ingame (I build them as DXT3 in SimPE, and the texture in the file shows up correct, even after re-opening). I've used skintone changers + separate meshes to test my outfits, and they show up correct when they are skintones, so I've not noticed this until quite recently.

I have a feeling there might be something wrong in the material definition file (TXMT), but there is nothing that I (with limited knowledge of TXMT resources) notice is wrong.

Any suggestions?
21  Simmers' Paradise / Where Can I Find...? / WCIF two tod outfits and a few other things? on: July 19, 2010, 06:01:43 pm
I was searching my laptop for some stuff, and came over these pics that I had filed away as "wcif". I smashed them all together, and kind of hope that someone might have seen one or more of them. I've got no clue myself, and the pics are old (probably 1-2 years or more), so sites might have been deleted for all I know. But I appreciate any help I can get, and thanks a bunch for any suggestions  Grin



In case it is unclear: The toddler onesie, the toddler christmas/winter outfit, the bathroom closet, the toddler highchair, the doll, and the gift wrapping (I also found another picture of the same mesh, but with a dark blue wrapping. I'm more than happy if someone find sets of recolors of this one too).
22  Simmers' Paradise / Where Can I Find...? / WCIF something that looks like air showers? on: June 27, 2010, 03:25:04 am
I'm still working on upgrading my hospital stuff, and up until now I've been pretending the uni backless showers can double up as air showers (it's a way of cleaning dust particles and similar off clothes before going into an isolation room at the hospital, or a clean room in a factory or lab).

Which really looks like this



So since I've got a whole list of projects going on, and since I think I've seen something similar for download (but can't remember where), I thought I would throw up a wcif.

It does not need to be a shower. A wall object (meshed) or sculpture is just fine. Anything at all that looks like the round things coming out of the wall (and roof).

Thanks for any help at all Hug4
23  A Safe Haven / Quizzes / What Be Your Nerd Type? on: June 22, 2010, 01:59:59 pm
What Be Your Nerd Type?
Your Result: Literature Nerd
Does sitting by a nice cozy fire, with a cup of hot tea/chocolate, and a book you can read for hours even when your eyes grow red and dry and you look sort of scary sitting there with your insomniac appearance? Then you fit this category perfectly! You love the power of the written word and it's eloquence; and you may like to read/write poetry or novels. You contribute to the smart people of today's society, however you can probably be overly-critical of works.
It's okay. I understand.

Result Breakdown:
92% Literature Nerd
77% Science/Math Nerd
63% Gamer/Computer Nerd
45% Artistic Nerd
43% Drama Nerd
36% Social Nerd
32% Musician
14% Anime Nerd
Quiz Created on GoTo Quiz


If you take away the math, and replace most of the "science" with "biology", it fits quite well Grin
24  The Sims 3 / Sims 3 Help / Saving clothing in CAS/plan outfit? on: May 27, 2010, 08:04:42 pm
I've made a lot of patterns (more like pattern edits, but anyway) which I really like, and also some clothing edits that turned out good.

I've tried to save the patterns both using the "save" and "save to favorites" options, and the clothing by using the "save" option  (while using the "plan outfit" option from a dresser), and seemingly it works. But when I save the game, quit, and re-enter the lot (or save, but suffer from a memory crash ten minutes later), both the clothing and the patterns are gone. I've tried several times now, but with no luck at all.

I have the basegame + adventures. I currently don't have any mods or CC (except for some patterns and clothing that were saved, using the real CAS).

Anyone knows what might be the problem?
25  Simmers' Paradise / General Sims 2 Discussion / Virus with biotec station? on: May 14, 2010, 12:57:35 pm
With the biotec station (science career reward) you're supposed to be able to make viruses which causes disease. I've managed to let a sim make viruses (with 8 logic points), but I can't do anything with it, besides let the sim remove it. I looked through this guide thing, but it doesn't say much. This says low logic/low needs, but I've already tried that.

I've done shift-clicking on the virus vials, which brings up the option "sell illegally". When the sim tries to put the vial in the inventory (pocket), a burglar shows up to buy it, but then a jump bug occurs, and the burglar walks away again.

So I was just wondering, have anyone been able to do something with the virus option? I'm just curious.  Undecided
26  Simmers' Paradise / Clothing & Body Mesh's / Converting chef costume to teen (and child?) on: May 07, 2010, 01:28:41 pm
Bodymeshing isn't my talent, so I was hoping someone could help me by converting the (white) adult super chef/cook outfit to teen female and male, and possibly also child.  

The mesh is a basegame work outfit. It's the one showed off here (to the right). There are two meshes, female and male. They're named "afbodychef" and "ambodychef".

I made some recolors of these for my story, and it would have been great to have them for teen and child, too.   

Thanks a million if anyone helps me out  Grin
27  Simmers' Paradise / Where Can I Find...? / Wcif hair and some other stuff on: January 04, 2010, 01:59:28 pm
This hair, and skin/facepaint


and this outfit with either whole pants, or as tops (for children)?

Thanks for any help Smiley
28  Simmers' Paradise / Where Can I Find...? / WCIF balloon hack? on: December 06, 2009, 09:35:18 am
I seem to remember I came over a hack that stops the ingame balloons (hopefully both the ones from celebrations SP and basegame) from blowing up, but I can't remember where I saw it (or maybe my memory deceives me, and no such thing existed).

I've already looked at MTS2, here at insim and Simbology, but couldn't find anything.

(I've got all EPs and SPs, in case anyone wonders).

Thanks for any help Smiley
29  Simmers' Paradise / Content Creation & Recoloring Help / Eyebrows disappear with accessories on: November 17, 2009, 04:06:28 pm
I've got a really strange problem with some accessories I've made. For some reason when I test them, the eyebrows disappear. If I try to put those back, the accessory disappear. Has anyone heard of anything similar?

The only difference now is that I've tried to delete ages or genders from the recolor and mesh files (I delete the gmdc/gmnd/shpe/cres from the mesh file, and the mesh overlay plus the belonging 3IDR files from the recolor file. I also tried deleting the TXMT files, but that didn't work).

I've cloned them from another accessory mesh, and this that has worked fine before, without this problem. (I can't clone the ingame glasses, because they give me even more troubles to solve).

This problem seems to happen every time I try to delete anything - not if I leave all the files inside (Which is a lot, since this mesh has all ages and all genders including elder/YA, plus both male/female of toddler/child). The accessory I'm trying to make works fine as unisex for all ages, so that I only need three meshes (adult, child and teen, no toddler).  

I've tried a bunch of different things (none with a result I wanted), looked at MTS2 and here, plus I've tried googling the problem, but can't seem to find any reference to this problem at all...

Everything else works just the way I want it to be, except for the eyebrow issue.

Anyone knows a solution? Thanks for any help Smiley


EDIT: I was absolutely sure I put this one in the mesh/recolor help... Could anybody move it there?
30  Simmers' Paradise / Content Creation & Recoloring Help / Material trouble on object meshes on: October 07, 2009, 10:18:40 pm
I've made a couple of meshes that have some items I want to make alpha editable. I saw a simple tutorial where the only thing to do was to change the "stdMatAlphaBlendMode" in material definition to "blend", and use PNG pictures with transparency. It seemed to work on another (simpler) mesh, so I tried it on these more complex meshes, too.

The problem is that when I change the material definition to blend, the entire object looks like the mesh has been turned inside out.
When it is set to "none", the object looks normal.

Does anyone know any solutions?

Thanks for any help Smiley


Nevermind - I made it work Smiley
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