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cmomoney
5th Mar 2010, 06:01 PM
MiniTutorial - Enabling Patterns (1 pattern to 3 patterns)


http://thumbs2.modthesims2.com/img/2/5/4/5/4/5/7/MTS2_cmomoney_1067726_cube.jpg

This tutorial will show you how to enable Patterns B and C, the 2nd and 3rd pattern choices in CAS, in you object. You should already know how to make an object, edit a RGB mask, and have a general knowledge of s3pe. Back Ups Save Lives!

What you need

-S3PE (http://www.modthesims.info/showthread.php?t=362412)
-An object already mapped and with a rgb mask made for 3 patterns (painted with red, blue, and green). Of course you could do that after enabling the patterns, but for our purposes, have one ready.


1. Open your package in s3pe and select the OBJD resource. Click the Grid button to open up the Grid.

http://thumbs2.modthesims2.com/img/2/5/4/5/4/5/7/MTS2_cmomoney_1067720_pic_1.JPG

2. Select Materials and click the box on the right.

http://thumbs2.modthesims2.com/img/2/5/4/5/4/5/7/MTS2_cmomoney_1067721_pic_2.jpg

3. With [0]Material selected, click the plus sign next to MaterialBlock.

http://thumbs2.modthesims2.com/img/2/5/4/5/4/5/7/MTS2_cmomoney_1067722_pic_3.jpg

4. Select TypeCodes and click the box on the right.

http://thumbs2.modthesims2.com/img/2/5/4/5/4/5/7/MTS2_cmomoney_1067723_pic_4.jpg

5. Scroll down until you find ControlCode 0x34. Change the value of the Unknown1 to 0x01. This enables Pattern B.

http://thumbs2.modthesims2.com/img/2/5/4/5/4/5/7/MTS2_cmomoney_1067724_pic_5.jpg

6. Scroll down until you find ControlCode 0x35. Change the value of the Unknown1 to 0x01. This enables Pattern C.

http://thumbs2.modthesims2.com/img/2/5/4/5/4/5/7/MTS2_cmomoney_1067725_pic_6.jpg

7. Click OK, OK, and Commit. Save your package.

Your object should now have 3 pattern options in CAS.

HugeLunatic
5th Mar 2010, 07:06 PM
Thanks cmo, I was just explaining to someone in chat how to do this.

orangemittens
5th Mar 2010, 09:39 PM
Thanks cmo...I think a lot of people are gonna find this a most helpful addition to the tutorials section. I know I will :)

TheJim07
6th Mar 2010, 10:16 AM
Thank you very much !

But I have a problem :s. I was able to enable pattern B and C but I can't change the color in CAStyle as the uvmap or the RBG mask was bad but I'm sure they are not. You can see the uvmap and the RBG mask in the screens.
As you can see it's the 3 tiles table. The glass group is present but it's a little point hidden in a feet.

HugeLunatic
6th Mar 2010, 01:13 PM
You currently have the table mapped incorrectly to the mask. Each part of the mesh you want to a specific channel needs to be mapped to that area, ie: red, green, blue. The alpha channel on the mask also needs to correspond with the RGB colors.

Have you read through the tutorial by Ellacharm3d (http://www.modthesims.info/showthread.php?t=375349)? It explains the IMG files and the I do believe the channels/mask.

TheJim07
6th Mar 2010, 03:21 PM
I know the uv map does not correspond to the table, it's for testing. I saw the tuto but I did not learn something

HugeLunatic
6th Mar 2010, 04:38 PM
I am confused then. If you know the uvmap doesn't correspond to the table, then what is the problem? It looks like all three channels are enabled. Which is what this mini tutorial shows you how to do. If parts of the table are not recoloring as you expect then maybe you should fix the mask?

TheJim07
6th Mar 2010, 04:56 PM
The top of the table must to appear in blue (as you can see in the 3d view of milshape 3d). but in game all the table appears in red.

HugeLunatic
6th Mar 2010, 05:47 PM
Ah ok, I think I understand. I think the answer is still what I posted before. Make sure to adjust the RGB on your mask IMG and the alpha layer. I think maybe you haven't adjusted the alpha layer in the mask IMG and so the whole thing is still only showing the red channel. The channels are also controlled by the alpha layer.

I thought Ella's tutorial covered the alphas in your texture, but take a look at this too. Sims_3:Basic_Mask_Editing

TheJim07
7th Mar 2010, 09:37 AM
I tried to make something but it failed. I think I will give up I don't understand what I'm doing with GIMP, it is really not handy and the tuto use paintshop pro and is about a clothe map (talking about magenta or yellow Oo).
When I open the dds file there is always the red, green, blue and alpha channels, what I am suppose to do ??

plasticbox
7th Mar 2010, 04:40 PM
CarlosFilipePedro, what sort of tree do you mean? The outdoor plants in TS3 (like the birch tree, the oak tree ..) are a proprietary format that you can't edit like regular objects.

Also, this tutorial is only about enabling patterns – not changing colours, presets, editing masks or anything else. See other tutorials for how to do that (e.g. the links HP mentioned, cmomoney also has one about editing presets, see the tutorials section and the wiki). Most tutorials I've seen have links underneath to a Q+A forum thread, where you can post with questions.

cmomoney
7th Mar 2010, 05:16 PM
TheJim07 - For the table, I UV mapped it like this for example:

http://www.modyourpanties.com/hosting/17122_100307115120uvmap.jpg

...then the rgb map looks like this:

http://www.modyourpanties.com/hosting/17124_100307115151rgbmask.jpg

...with an all white alpha. The result is this:

http://www.modyourpanties.com/hosting/17126_100307115245results.jpg


CarlosFilipePedro - Enabling the pattern doesn't automagically make that pattern show up on an object. The RGB mask has to be edited as well:

http://www.modyourpanties.com/hosting/17128_100307115542topy.jpg

...and even more has to be done to make the leaves recolorable. As far a trees, as PB said they're setup different and I haven't seen a tree with a Material you can edit.

orangemittens
7th Mar 2010, 05:29 PM
When I open up that three tile table in s3pe I'm seeing two IMG's that are all red. One is rectangular and really tiny while the other is a red 256 x 256 square.

We're supposed to be using the one that looks like a red rectangle right? That one already has a solid white alpha so if that's the one that's supposed to be used maybe you're somehow just deleting the alpha Jim.

And, if that's the one we're supposed to be using and someone used the other one by mistake you could also end up with a solid red table like the picture above I think.

cmomoney
7th Mar 2010, 05:46 PM
When I open up that three tile table in s3pe I'm seeing two IMG's that are all red. One is rectangular and really tiny while the other is a red 256 x 256 square.

We're supposed to be using the one that looks like a red rectangle right? That one already has a solid white alpha so if that's the one that's supposed to be used maybe you're somehow just deleting the alpha Jim.

And, if that's the one we're supposed to be using and someone used the other one by mistake you could also end up with a solid red table like the picture above I think.

It's the one with the same name as the AO and spec map images, like tableDiningLongVict_0xf31ec7604518b1a4. That could be the mistake that Jim has made, I didn't think about that.

orangemittens
7th Mar 2010, 06:05 PM
How odd...I don't have an IMG like that in the list. I thought maybe I had deleted it in the first table I cloned so I cloned it again and I still don't have that IMG:

http://jaue.com/om/victable.jpg

I don't understand why you have that and I don't...we're talking the three tile glass top base game dining table right?

cmomoney
7th Mar 2010, 06:12 PM
Well, I did do it with the default only box unchecked, but it still should be in yours.

http://www.modyourpanties.com/hosting/17129_100307125256list.JPG

orangemittens
7th Mar 2010, 06:20 PM
I cloned this dining table to make the little dining table that I uploaded here and when I look at that one it doesn't have an IMG like this either. What is the TGI for it? Is this because of the tool version I'm using to clone with?

Let me try with the defaults unticked and see if I get it then.

eta: that made it show up:

http://jaue.com/om/victable2.jpg

so maybe this is the issue Jim is having. If he doesn't clone this table with that box unticked he isn't even going to be offered the IMG he needs to change perhaps.

But why does this happen when I clone this table...it doesn't happen for other objects I clone. I wonder if it's because it's a two material object?

TheJim07
7th Mar 2010, 06:37 PM
I don't care about the uv map cmo I know how to fix that, my problem is that my RGB mask does not work. But plasticbox is right, this is not the right place to talk about that. Thank you very much for sharing how to enable patterns. It will be helpful :).

orangemittens
7th Mar 2010, 06:51 PM
Jim, when you clone the table is the list in s3pe showing you the IMG you need to change? If it's working for you like it is for me, and you don't have the default box unclicked, you aren't even going to be able to export the right IMG in order to change it.

TheJim07
8th Mar 2010, 09:32 AM
Question : and what about the fourth pattern ? Can we enable it like this way too ? Or is it harder to do ?

orangemittens
8th Mar 2010, 01:30 PM
The fourth pattern is pattern D and from what cmo said in another thread it's typecode 0x11. Then you would need to change your red/green map to have orange on it I think...like the EA expensive desk (900 dollar one) has on its red/green IMG.

That one looks like this:

http://jaue.com/om/fourcoloralpha.jpg

cmomoney
8th Mar 2010, 01:52 PM
I haven't been able to enable the fourth pattern, because there are typecodes that have to be added. The RC s3pe can add typecodes, but you also need to know what to add/change. And the ObjectRgbMask xml might need to be changed, too The alpha on the rgb mask would also need to be modified. But like I said, I haven't been able to pull it off.

BTW Just in case anyone has not reached the assumption, you can disable patterns by changing the typecodes mentioned in the tutorial to 0x00, like if you clone an object that has too many pattern options. Pattern D(the fourth option) enable is 0x11.

orangemittens
8th Mar 2010, 02:05 PM
Oh, that's too bad. But thanks for posting that and saving people from going to the effort and then having it not work cmo. I shouldn't have assumed that since you could disable pattern D easily that it would be just as easy to enable it.

In terms of knowing which typecodes to add do you think it's possible to use the EA expensive desk as a sort of model for that since it does have pattern D enabled? Or would that not work for some reason?

cmomoney
8th Mar 2010, 02:29 PM
I'm sure that's really all it's going to take to figure it out is comparing to something that has four already. The problem is there's 4, so that's a lot of typecodes to compare, change, and test. And that's if that's all there is to change.

plasticbox
8th Mar 2010, 05:16 PM
I'm sure that's really all it's going to take to figure it out is comparing to something that has four already
Just from looking at things in-game, I believe a good "something" in this case might be all of the doors and most of the windows – they seem to have four patterns that are wood, with HSV and overlays and speculars and everything. Many other objects seem to have a 3rd or 4th channel that's just a solid colour, so there would be more to change.

matrixx
13th Jun 2010, 12:25 PM
Hi! Now I had my school finished, I would like to try something again :)

Has anyone still covered how to enable the fourth channel? I would like to try to make a painting with four channels (cloning a three channel painting). Or if someone does have an idea, if any painting already has four channels available, that would be much appreciated.

orangemittens
13th Jun 2010, 12:51 PM
Unfortunately, I don't think anyone has figured out how to enable the fourth channel yet, or if they have, I don't think they've posted about it here.

matrixx
13th Jun 2010, 01:09 PM
Oh, I think I will postpone my project since it really really needs all four channels. Thanks for your answer orangemittens, you are always here to help me :)

HugeLunatic
13th Jun 2010, 02:36 PM
The fourth channel is controlled by type code 0x11. Sims_3:Catalog_Resource/StringTable. In the Materials list it usually states S Bg instead of Pattern D.

orangemittens
13th Jun 2010, 03:02 PM
Hah...it looks like that information is hot off the presses...lol. I could swear the Wiki didn't say that before ;) Thanks for the update :) This is good news. :up:

matrixx
13th Jun 2010, 03:11 PM
hmm, I thout Cmomoney said in the previous page already that the typecode is 0x11, but I understood that it doesn't work and need more stuff to be placed.
Though I'm glad to hear if enabling 0x11 is all we need after all :)

orangemittens
13th Jun 2010, 03:26 PM
Hmm...that's what I took it to mean. Is it enable-able now HL or did I jump to a conclusion there. :P

matrixx
13th Jun 2010, 03:40 PM
Of course I could test and see if I manage to pull it off. Do you have any suggestions of what painting I could clone, since I'm not still able to get a permission to clone the painting in this ATS3 Wolff living room set ( http://www.aroundthesims3.com/objects/room_living_01.shtml ) which would have already three channels. I was going to make a painting which is one wall width and would have 2 x 2 self paintable boxes :)

Actually got the answer that it could be done using any painting (just went to junk mail and had to dig it up from there), anyways, I'll be trying this out now :)

orangemittens
13th Jun 2010, 03:49 PM
If you do test I hope you'll post your findings :)

If you're planning a big painting maybe the widest of EA's paintings would be the way to go since the footprint would be the closest to what you want? Or are you more concerned about it having channels already? I'm sorry...I guess I don't understand the question...lol.

matrixx
13th Jun 2010, 03:53 PM
Actually it's going to be rather small (one wall width), but I was planning to break the mesh to four box shaped pieces. Yes, more worried about the channels, but if it doesn't matter which painting I clone, I'll take some one wall width wide landscape.
Sure if I come up with something, I'll tell you, and even upload it if it turns out well :)

orangemittens
13th Jun 2010, 04:03 PM
Sorry...I totally misunderstood you...me bad. To me, the hardest thing to change about a painting is the footprint. So if you want a one tile my advice is pick any EA one-tile that has a recolorable channel. Adding the other two shouldn't be hard. I don't know if the fourth can be added...I've never seen anyone do it.

matrixx
13th Jun 2010, 05:35 PM
Tough luck for me.. I apparently chose a wrong object to clone after all. I took the "ModernPainting" which has all shades of purple in it. When I deleted the old painting in Milkshape, replaced it with my painting mesh, and tried to export it with wes's plugin, it gave me: ERR: Defined bone [0] "0xCD68F001" not located in model.
Does this mean that the original painting had some action going on, which would have been needed to preserve, in order to export the file successfully? (I don't know anything about bones.. thus the confusion)

Edit: Yey, I had better luck with the granny painting (the one with the sunflowers, just like from your grandma's house). Note to self (and others also): you might not want to select the purple colored painting for clone, if you don't know anything about bones, the sunflowers didn't have similar problem. Project is on again :)

matrixx
13th Jun 2010, 07:12 PM
Ok, the product is in the game, here are the findings I made:
The mesh turned out well as usual, but anything else doesn't work.
The texture is visible in the painting instead of any pattern (I don't know how I messed up, I should have read some tutorial of how to change textured part to recolourable).
Anyway, in Create a style, Only three patters where enabled, not four :/
This gives me conclusion that something else has to do than add ControlType 0x11 and enable it (and add orange colored parts to rgb map).
I think I leave this to experts and try something with three colors instead :)

orangemittens
13th Jun 2010, 07:22 PM
The modern painting works fine as a clone, it was the first one I ever cloned too :) Somehow when you deleted the model you also deleted the joint most likely and that's why you got that error.

You are assigning joints before you export your object right?

Was the joint there when you tried to assign it for the Modern Painting?

The paintings have that alpha mask part...did you change that part?

matrixx
13th Jun 2010, 07:36 PM
Ah, the purple painting hazzle was apparently some stupid mistake when I tried to assign joints.

I changed the alpha mask all white, ah yes.. probably it should be black, cause the mask is for the texture, not the pattern.. I got it :)

I tried to fiddle around adding more D-pattern related controlTypes, but now my object is so messed up, it doesn't get loaded by the game.
I'll try to look if I find some object which have four colors, and try to see what else I must change in my object to get the fourth channel enabled.

Though I said a while ago that I'll leave this to experts, I just can't get my hands off it :D

orangemittens
13th Jun 2010, 07:39 PM
If you can find some other wall item with four recolorable channels it might be easier to go at it that way.

Assigning joints in MS is easy. In the joints tab just click the SelUnassigned button and then click assign.

matrixx
13th Jun 2010, 07:42 PM
I thought I did just like you said, but for some reason it apparently failed. Well, I'll keep on investigating :)

orangemittens
13th Jun 2010, 07:51 PM
No...the error you got wasn't because you didn't assign joints correctly. It's because you somehow deleted the joint itself. The plugin looked for the joint, didn't find one, and let you know it was missing.

matrixx
13th Jun 2010, 10:14 PM
I tried assigning my object with similar control types than of traditional desk (the 900 simeleon desk), but no luck. This time the object is visible in the game, but no visible changes there.
I seem to have even problems with the B and C pattern. When I apply B or C in Create a Style, they don't appear in the object. Only pattern applied to object is A.
Though I'm sure I've UV-mapped my object (and changed the corresponding rgb and alpha) it still seems to behave like it has only one channel (red).
I think it's sleep time for me, as one's have to go to work tomorrow :/

orangemittens
13th Jun 2010, 10:40 PM
Are you sure you have the right dds for the RGB IMG? Someone else had a similar issue and it turned out he was using the wrong dds. Did you unclick the default thing when cloning?

matrixx
14th Jun 2010, 04:46 PM
oh orangemittens, you are a genius! That was it! Now I can see the patterns distributed to different channels. Though, still no fourth channel :(

brujah236
2nd Mar 2011, 06:54 AM
In regards to the alpha channel... I saw that you stated to select numbers 0x34 and 0x35 to enable channel b and channel c... been searching for a while and i found this string table... http://www.sims2wiki.info/wiki.php?title=Sims_3:Catalog_Resource/StringTable it mentions 51 to enable channel d but not much else... hope this helps a little... cheers

King1gangsta
29th Dec 2011, 11:55 PM
Stuck at Step 4.No matter which object I pick I dont see "TypeCodes" anywhere. :/

orangemittens
29th Dec 2011, 11:59 PM
Stuck at Step 4.No matter which object I pick I dont see "TypeCodes" anywhere. :/In case you didn't see it I answered your question in the other thread :)