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Author Topic: small tut: Fixing those blue flashing accesoires yourself.  (Read 4842 times)
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« on: April 20, 2008, 03:28:17 pm »

You need Simpe to do this!!

This is a small tutorial on how to fix those annoying blue accesoires yourself.
Those blue flashing accesoires are caused by mistakes meshers made by building their package.
But they also appear when you update a excisting package with new data as the accesory.cache doesn't automaticly update those changes.(you have to either fix it on the mirror or delete the accesory.cache, fix it on the mirror is my advise and save your game.)

Make sure you have the correct recolor AND mesh from the desired necklesses.earrings or watever you trying to fix Smiley

Ok, here we go:

*Open the Mesh file with Simpe
*On the right window(resource list) you see the files, the gmdc's are the ones you want.(its possible that there are more then one cos off diffrent ages and genders.)
*Click on the gmdc file.
On the bottom window there now comes the info about the mesh.
*Write down the meshgroups that you find in the left colum.
It is most likely that they are called:
as most custom accesoires are based on the glasses files.
If you find other names, just write them down.
Repeat these steps for the other gmdc's if there are any but you prolly will find the same mesh groups(names)

Open now the recolor with Simpe
*click the mesh overlay in the left window(resource tree)
*click on the first name on the right list(resource list)
On the bottom window you will see the info that belongs to the mesh overlay.
scroll all the way down(if necesarry) to the bottom of that long list till you see the line ''numoverrides''
That line and the lines below are important.
Take your paper were you wrote down the meshgroup/s and compare them with the lines written down at the bottom of the list.

You will see that there are 3 lines that belong together, for instance:
-override0shape(dtinteger) 0x0000000
-override0subset(dtinteger) frame
-override0resourcekeyidx(dtinteger) 0x0000002


-override1shape(dtinteger) 0x0000000
-override1subset(dtinteger) lens
-override1resourcekeyidx(dtinteger) 0x0000003

If your mesh doesn't contain either one of these subsets(meshgroups) you end up with a flashing accesoire.
So take your paper, look at the mesh groups and delete the 3 lines for every subset that isn't in the mesh.

So if the lens isn't in the mesh you delete these lines:
-override1shape(dtinteger) 0x0000000
-override1subset(dtinteger) lens
-override1resourcekeyidx(dtinteger) 0x0000003

If you delete a complete override you will have to change the ''numoverrides'' from either 2 back to 1.
« Last Edit: April 20, 2008, 04:02:03 pm by BlooM » Logged

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« Reply #1 on: April 20, 2008, 03:56:57 pm »

There is another way that also will work and uses placeholders that you need to add to the mesh.
Ill try to make a universe file first, that people can use and import in the mesh.(if that works....)

HP beat me to it(and saved me some work Smiley)
Go here:
« Last Edit: April 24, 2008, 03:17:39 pm by BlooM » Logged

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« Reply #2 on: June 08, 2008, 09:16:26 am »

Thanks Bloom, that's helpful Smiley

See my other uploads at Sim Oasis
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