View Full Version : Removing EAxis Textures from Cloned Painting
15th Dec 2009, 07:13 PM
I cloned 4 of the Maxis paintings with two CEP-recolorable subsets (frame and picture) so that I could have a very cheap option for decorating. All of the cloned objects have all of the EAxis textures as well as my recolors.
Is there a way to remove those EAxis textures from the cloned objects? A link to a tutorial or post on how to remove those EAxis textures would be awesome, if such a tutorial or post is to be had. I looked and looked last night and never found anything that addressed this issue in particular.
16th Dec 2009, 12:53 AM
If you cloned them properly, giving them a unique name and changing the GUIDs, then you can just replace the texture in the package. It sounds like you have not changed something about your clone, either the unique name or the GUIDs.
16th Dec 2009, 01:26 AM
Thanks for the ideas! I changed the GUID on the original clone, but I have not done it yet to all of my recolors of that clone. Would new GUID's for all my recolors fix it, do you think?
I've had a look at the EAxis textures in those clone packages, and they aren't all there: there is only one texture file given for each element (picture and frame and something that looks like a shadow). The rest of EAxis's colors show in the game, almost like the clone is referencing them. Would replacing those single EAxis texture files with one of my own recolors remove *all* of the EAxis colors? I hesitate to just do it for fear of getting in a worse muddle than I am.
Do you have an opinion on the best 'next step?'
16th Dec 2009, 03:26 AM
When you clone an object it generally pulls just one texture(s), the defaults for each subset. I'm a little unsure if you are talking about recolors or clones? You mention changing the GUIDs of your recolors, you don't do that. You only need to get new GUIDs in the OBJD of a newly cloned package.
If you have cloned an object with new GUIDs, then made recolors of that clone, those recolors will contain the GUID of your new clone. This is how it should be.
However if you *really* did clone the objects to change values, then you do need to get new GUIDs or it will conflict with the originals. One of the issues you may have is having the original game objects colors showing up in your clone object. This also occurs if you didn't give it a unique name in the scenegraph when cloning. If these are indeed clones, then get new GUIDs for them.
You can also post your package in Object Creation Repair if you want someone to take a look at it.
16th Dec 2009, 04:46 AM
Thanks! I think I have it! I cloned, recolored the clone, then assigned a new GUID to the clone. I should have cloned, assigned a new GUID, then recolored the clone. Just a little out of order in my steps it seems.
Thanks so much for your help!
17th Dec 2009, 01:55 AM
Your welcome. :)
vBulletin v3.0.14, Copyright ©2000-2013, Jelsoft Enterprises Ltd.