View Full Version : Mini-Tutorial: A broken glass for your windows *UPD 11May2005*
Numenor
22nd Jan 2005, 06:31 PM
Mini-Tutorial: A broken glass for your windows
11 May 2005: How to apply the tutorial to other windows (LINK (http://www.modthesims2.com/showthread.php?p=455780#post455780))
07 May 2005: Further simplifications: steps 12 and 13 were removed.
16 Mar 2005: Since the various versions of SimPE may look different, I've prepared a ready-to-use package; this makes the tutorial even easier to follow. As a consequence, the Tutorial was updated.
------------------------------------
I've created a window with a broken glass to go along with the "Trashed" set, and many users asked me how did I managed to do so.
Since the subject is interesting, and some technical info are involved, here it is a basic tutorial about it.
You need SimPE (I used v 0.35b for this tutorial) and CEP installed.
I assume that you have an average familiarity with SimPE and the usual recolouring procedure.
Probably you already know it, but let me repeat once more: commit and save as often as you can!
Part 1: Preparing the package.
1) Extract the package included in the attached zip in a work folder; you can freely rename the package. If you are going to create a glass for a window different than the cheap one depicted below, you need to modify the tutorial package as described in this post (http://www.modthesims2.com/showpost.php?p=455780).
2) Open it with SimPE.
3) Choose the menu Tools / Hash generator
4) Click on the "GUID" radio button: a long number (hash) will appear in the lower part of the window; select and copy it.
http://thumbs.modthesims2.com/getimage.php?file=43121
5) Choose the menu "Plugins" / "Fix Integrity".
6a) Select the first line and click again on it (slowly): now you can rename the existing filename; place the cursor at the end of the word "clear" and paste the hash.
http://thumbs.modthesims2.com/getimage.php?file=43122
6b) Do the same with the second line, then click OK (*don't* click "Update").
http://thumbs.modthesims2.com/getimage.php?file=43123
7) Select the Material Override and replace the value in the "Family" field.
http://thumbs.modthesims2.com/getimage.php?file=43124
Commit and Save.
Part 2: Modifying the texture.
8) Select the TXTR in the upper panel, right click on the image in the lower panel and choose "Export Alpha Channel"
9) Now open your favourite painting program and load the alpha image you have just saved (it should look like the first picture at the bottom of this post: almost plain black).
10) Modify the picture following your taste. Using a light grey colour and the "spray" tool, add some dirt to the window, then use a white pencil to drow the breaks in the glass. Afterwards, paint in full black some sections of the glass (look at the second picture to have an idea about what the final result should look like). Remember that the more "black" is a pixel in the Alpha picture, the more "transparent" will look that pixel in the actual texture. Save the picture and close the painting program.
11) Go back to SimPE and right-click again on the texture; this time choose "Import Alpha Channel" (*not* simply "Import", but actually "Import Alpha Channel"!). Choose your modified image file and import it.
12) Right-click again on the texture and choose "Update all sizes"; commit and save.
You're done! Copy your newly created recolour package into the download folder and enjoy you broken window!
----------
Tutorials:Broken_glass_for_your_windows
celebkiriedhel
26th Jan 2005, 01:11 AM
Numenor - I've been working my way through this tutorial with the window you suggested first (not much problem). I wanted to try it out on the Independent Expressions Showcase Shop Window as well (i.e. the 2 tile in the same set).
When I'm cloning it - I can't find any of the window TXTR or LIFO files...
(Just the TXTR files:
windowtwotilewidedisplay-window-aluminum_txtr
reflectionkitchenhighcontrast-envcube_txtr
genericsquaresharpguob-alpha_txtr
and the LIFO
windowtwotilewidedisplay-window-aluminum0_lifo)
How do I attach the window glass texture to the window? I want to use a specific one just for it?
Kiri
celebkiriedhel
26th Jan 2005, 01:12 AM
Don't mind me - I need to read better...
Kiri
RGiles
26th Jan 2005, 01:23 AM
Moved to Tutorials for safe-keeping :D
celebkiriedhel
26th Jan 2005, 06:02 AM
OK - I've now read better...
http://www.simthing.net/forum/Graphics/MASTestWindow.jpg
Is the result of said tutorial. Thanks Numenor - it did make my head spin a bit but finally got the sense of it.
Just to confirm that I did...
If I hold onto the files created in steps 1-3 of Part 1, I don't need to repeat them because I can use these files for any window that I want to change that doesn't have a TXTR file. Is that right?
The other thing I wanted to check -
Although I did not save the clone at all, I find that the original object has the 2 lifo files attached to the TXTR images. Is that ok?
Kiri
Numenor
26th Jan 2005, 09:12 AM
Celebkiriedhel, you really have silver eyes! Your glasses are fabulous! I'm glad that this tutorial led you to such a good result.
Yes, if you hold the extracted textures (and the MATD, as well), you can reuse them. Actually, you can reuse your modified glass with other windows as well: simply, each window will adapt the glass to its frame (thus altering the ratio, maybe).
The LIFO you've found in the clone become part of the TXTR file in point 2 ("Import local LIFO"), so the stand-alone LIFOs are not needed anymore.
RGILES: thanks for the new displacement of this tutorial and for watching over us :)
Hey, what's that green "S" at the end of your nick?
You should use a "2", instead: RGiles Squared! :D
celebkiriedhel
26th Jan 2005, 09:30 AM
Great! That makes sense! Thanks Numenor.
And thanks for moving this up here RGiles - it's so much easier to find now :D
Kiri
RGiles
26th Jan 2005, 10:00 AM
celebkiriedhel,
Really beautiful work on those windows. Wow. I love it.
numenor,
The S is for "Supermoderator"... as in "It's a bird! It's a plane!" :D
XionValentine
27th Jan 2005, 03:39 AM
thank you !!!!
chriko
27th Jan 2005, 12:11 PM
WOW... tyvm numenor for showing me the way to put a textur to the glass...
i'm full of inspiration now :lol:
@celebkiriedhel
wonderful work.... do you make more?
that's my way to realise that tuto:
http://www.2-f0r-u.de/thumbnails/chriko_windowcolors.jpg (http://www.2-f0r-u.de/thumbnails/windowcolors.jpg)
let me thank you guys again :wave:
celebkiriedhel
27th Jan 2005, 02:17 PM
Chriko - your windows are gorgeous!
Yeah - I'll be making more windows now that I've got the hang of it.
I'm working my way through every object that I can.
Kiri
merv1976
27th Jan 2005, 03:24 PM
Ok the only part I don't get is the import local lifo :confused: can someone shed some light on this for me do i click on import and browse to the lifo?
Numenor
27th Jan 2005, 03:39 PM
CHRIKO:
Wow! I should have written this tutorial before...!
MERV1976:
Select the texture and it will appear in the lower-right panel. Now look in the lower-left panel and click on the entry whose name ends with "1_lifo"; then right-click on the chequered square on the right; from the menu, choose "Import Local LIFO".
Do the same with the texture entry whose name ends with "0_lifo".
Commit and save.
In this way, you actually *merge* the LIFOs into the textures, and so you don't need the LIFOs any more.
merv1976
27th Jan 2005, 03:47 PM
Wow that was a quick response thanx (skips off to make some windows) :D
Numenor
27th Jan 2005, 06:50 PM
Anyone interested in windows and glass may find interesting as well my latest addition to the MATD encyclopedia: take a look at this post (http://www.modthesims2.com/showthread.php?p=187200#post187200).
iamcoming
28th Jan 2005, 04:30 AM
numenor: I have followed every step of your tutorial(really great) to try to mod the independent inc. nonreflective window. But the game seemed could not find the glass texture for the modded window glass (showed with red cross:confused:).
iamcoming
28th Jan 2005, 05:11 AM
never mind. my bad. now all the things were fixed and ok.
Numenor
28th Jan 2005, 08:47 AM
Nice work, Iamcoming! Not suitable for a church, maybe... :)
merv1976
28th Jan 2005, 09:32 PM
Ok another problem when I'm in paint shop pro I draw my design in white and save it then when I import it (selecting import alpha channel) it shows up black and I can't see the design in the game am I missing something here? please help it's getting frustrating :weep:
Numenor
28th Jan 2005, 11:54 PM
Merv1976, you mean that when you import the alpha in the texture, the texture itself looks plain black?
You should see something like this:
fleabay
29th Jan 2005, 12:40 AM
Merv1976, you mean that when you import the alpha in the texture, the texture itself looks plain black?
You should see something like this:
Sorry numenor, this is off topic. Who is that in your avitar? Is it the Colossus of Rhodes?
Nice tutorial! Thanks for the LIFO information. Also I see you use 'fix TGI'. Can you explain what that is for?
Numenor
29th Jan 2005, 01:04 AM
fleabey, look here:
http://forums.modthesims2.com/showthread.php?t=36619
:)
merv1976
30th Jan 2005, 09:38 PM
The pic is exactly how it looks but when I'm in the game its just a non-seethru dark blue. Maybe I missed something when I was renaming everything. Did make a window and it was fine I'll have to check it to see where i went wrong in the new one. Thanx for your help by the way. :D
Numenor
30th Jan 2005, 09:45 PM
Mmmmh... A non-seethru dark blue makes me think of a "flashing blue texture". Check the filenames and the internal references, and remember that the packages can't be renamed: once you choose a filename in Object Workshop, you can't change it any more.
celebkiriedhel
31st Jan 2005, 05:56 AM
Numenor,
I'm having a recent problem, with the SimPe, I downloaded yesterday. A lot of the glasses for the windows are coming up with the message:
"Object reference is not set to an instance of an object."
This message occurs when I select the glass subset of a lot of windows. I've tried it out on all the Independent Expression windows and the only one that allows me to create a recolour, is the shopwindow that already has a glass attached.
I've got Version 0.14.1853.6909 of SimPe.
What am I doing wrong?
Kiri
chriko
31st Jan 2005, 09:11 AM
hi.... that's my problem, too...
i'm using the same version of simpe....
what kind of mistake is that?... :?:
Numenor
31st Jan 2005, 09:13 AM
You are right! It did't use to be so in the previous versions of SimPE. I'm going to tell Quaxi about this issue.
Thank you.
celebkiriedhel
31st Jan 2005, 09:43 AM
Yup... I'm running 2 versions of SimPe at the moment, so I can make more glass - 14e works fine with it.
And once the new MATD and TXTR have been attached to the object, 14h works with it.
OK. more interesting notes with glass.
The glass picture itself is upside down. (well at least in the independent expressions showcase window
Also, is the texture and the alpha channel stored as a single file? I'm noticing that the quality of the texture deteriorates markedly as soon as I do any really fancy alpha channels. I think this may have something to do with the size of the texture in comparison to the size of the actual window.
Is it possible to attach a different shaped texture to the window? or is the 512x512 the expected size?
Kiri
Numenor
31st Jan 2005, 02:08 PM
Kiri, I'm glad that you have found a way to go on with your work, using two copies of SimPE. But remember that the v 14h complies with Maxis standards, while 14e not. In particular, after you have created a package with v. 14e, check if all the files have GroupID set to 0xFFFFFFFF; if not, set it to this value.
Yes, the glass picture is upside down, i've noticed it. Odd, isn't it? Just like tha paintings that reverse horizontally the image...
As for the textures, I had some problems, too. Maybe the way that SimPE and my paint program (PaintShop Pro) handle the alpha is different.
I usually export the the alpha in a separate file; then modify the alpha in PSP and then reimport the alpha (update all sizes and commit).
The first times, I exported the whole texture, containing its alpha channel, edited both in PSP and then reimported the whole texture, but the results weren't good to me; so I changed procedure.
The size of the texture... I don't know if it can be resized. I only know that I had problems when I tried to import a smaller picture into a larger texture. And if you try the opposite (import a larger picture in a smaller texture), SimPE will only do it by cropping the picture.
If you discover something new about this, let me know.
RGiles
31st Jan 2005, 02:16 PM
numenor,
Haven't we been given the go-ahead to use group 0x1C50000?
RG
chriko
31st Jan 2005, 02:18 PM
numenor, i'm also using PSP8...
and it works good with simpe, but simpe don't show it good enough, i think...
my way:
export texture, export alpha...
change both with PSP to the image i want to have
import the texture- update all sizes, than import the alpha- update all sizes...
after saving simpe shows the glass image as damaged...
but ingame not.... looks always good...
look like my picture above....
i made the window this way and simpe shows it very different ...
but all we need is a good result :D
Numenor
31st Jan 2005, 02:31 PM
numenor,
Haven't we been given the go-ahead to use group 0x1C50000?
RG
I've read again that post, and I still think that the 0x1C50000 group is not hardcoded, yet; it will be in the future, with the next EP... Do you think it's already active? None of the current Maxis files uses that group...
And anyway, until Quaxi doesn't update SimPE, it's better (at least for us Mr. Fix-it :)) that all the users adopt a uniform way of recolouring. Don't you think so?
celebkiriedhel
31st Jan 2005, 02:31 PM
I'm using PSP7.
I export the image and the alpha separately, do my fiddling, and then import the channels separately. with the windows I'm finding that anything less than opaque on the Tiffany stained glass, and I'm getting it VERY blurred both in SimPe and in the game. From the looks of the blurring, it looks like the problem is with the resizing algorithm, and the grey/white background is impacting the main image.
But it's really only noticeable on the large framed windows.
I'm assuming that if we want to adjust the texture mapping for a window, then we're going to have to make a clone, and make it as a new mesh?
BTW - Have we had any people doing new meshes of windows? I'd love a mesh for a wall to floor window without frame.
Kiri
Numenor
31st Jan 2005, 02:42 PM
I was thinking that maybe an alternative procedure can be the following:
- Export the texture and the alpha
- Edit both in PSP
- Still in PSP, select the main texture; menu "Create new Mask / From image" and select the separate alpha image; menu "Save in Alpha Channel" (overwrite the current alpha channel); File/Save.
- In SimPE, "Create DXT" using the DDS tools (commit *without* updating all sizes, then save)
What you think? The explanation is too cryptic?
RGiles
31st Jan 2005, 02:46 PM
And anyway, until Quaxi doesn't update SimPE, it's better (at least for us Mr. Fix-it :)) that all the users adopt a uniform way of recolouring. Don't you think so?
It doesn't hurt. I think he was saying that Maxis isn't using that group and will continue not to. But I'm not entirely sure.
RG
Numenor
31st Jan 2005, 02:48 PM
It doesn't hurt. I think he was saying that Maxis isn't using that group and will continue not to. But I'm not entirely sure.
RG
I'm going to run some tests, then. But if it's not hardcoded, yet, using a group different then the Private or the Global ones always produces flashing blue textures.
celebkiriedhel
31st Jan 2005, 02:56 PM
That's not cryptic Numenor, I'll give it a go tomorrow (It's 2am)
Kiri
Numenor
31st Jan 2005, 03:15 PM
RGiles, the new group is not hardcoded yet; the goth stairs are flashing blue (even the "main" texture for the stairs).
But if I change the groupID to the Global one, it works like a charm, no hashes needed at all, and the package can be renamed.
So, we have definitely to wait... :(
Mausi
31st Jan 2005, 03:30 PM
Hi Numenor,
Forgive the stupid question - is it possible to recolour transparent window doors and doors the usual way or do we have to use only your "broken glass" tutorial?
I am a little confused.
Thanks for all your efforts and best regards,
Mausi :howdy:
RGiles
31st Jan 2005, 04:34 PM
RGiles, the new group is not hardcoded yet; the goth stairs are flashing blue (even the "main" texture for the stairs).
Did you do this like Tom described using
##0x1c050000!unique_as_possible_material_name
for the filenames and references? I just tried it (on a simple object, though) and it worked. Sorry for being off topic. :D
RG
RGiles
31st Jan 2005, 04:40 PM
Forgive the stupid question - is it possible to recolour transparent window doors and doors the usual way or do we have to use only your "broken glass" tutorial?
Depends on what you mean when you say "the usual way". :) Most Window glass does not use a texture image, so there's no image file to edit when you're starting out. For those, if you want to apply a texture image, you need to follow this tutorial. If your window is one of the few that already had a texture image applied to it, you can follow the usual steps. Or you can change the glass color (all as one color, without designs) by editing just the Material Description and not use a Texture Image at all.
RG
Mausi
31st Jan 2005, 07:52 PM
Thank you RG for your prompt answer. It really helped. I had some problems yesterday trying to create transparent textures, but it was rather late at night......
You guys are great.
Greetings
:howdy: Mausi
Numenor
31st Jan 2005, 10:03 PM
Sorry for being off topic. :D
Yes, we'd better go on discussing about it on Tom's thread.
celebkiriedhel
1st Feb 2005, 12:14 AM
OK - Mask and Alpha was fine in PSP. I had a try of the DDS thing - and it wanted a file with a ".DDS" suffix. If PSP created one of these with the PNG - then I don't see it.
I tried doing the PNG anyways and it came up with a "arithmetic operation resulted in an overflow" error.
How do I generate a DDS file from PSP?
Kiri
P.S. Reason number duo.
I've been trying to do a recolour for the window "The Function of Plate Glass"
I followed the tutorial steps... everything looks fine and good.
I've compared the MATD and MMAT TXTR to a working recolour - and apart from the name (and the hash value) they're exactly the same.
But the window comes out as completely clear. It's even different to the original window, in that it's more like there's no window there at all, rather than the slightly fuzzy version one normally gets with them. I've attached the zip of the window, if you want to take a look at it.
Thanks
Kiri
Numenor
1st Feb 2005, 01:18 AM
Kiri, you don't have to choose to menu option "Import DDS", but the one called "Build DXT": a small program will pop up letting you create the DDS starting from any image format.
Once you finish, *don't* cchoose "Update all sizes"; just commit and save.
As for your package, if you don't mind, I'll check it tomorrow: it's 2:30 here and I'm in bad need of some sleep! :)
celebkiriedhel
1st Feb 2005, 01:30 AM
Of course I don't mind Numenor! You can take your time - I'm not in a hurry. (My suspicion is that it's another SimPe thing).
I'll try the Build DXT thing and let you know how I go.
Have a good snooze :D
Kiri
Numenor
1st Feb 2005, 09:09 PM
Kiri, the "Function of Plate" window is strange... It has a different mesh from the other windows. So far, let's consider it not recolourable (or, at least, seems that it's impossible to *add* a glass texture: it is recolourable via the MATD only, as the standard glass).
Since you seem interested in windows, if you find other windows that look strange when you add a glass texture, let me know. Thank you.
TwiztidChild36
3rd Feb 2005, 03:02 AM
hello :howdy: every body whats up?.......i've been read alot of the posts that all of u have put up about the broken glass for the windows........i would really like it if u could make some more and put them up for downlode because im working on a cool trashed house and it would look better with broken windows.....i would make my own but my pc is messing up so i cant downlode SimPE....if there are some that someone has put up for downlode will u post the link?.....thank you all u all rock!
P.S. sorry for waisting ur time if i did...........well byebye for now :wave:
xbuttcheecksx
16th Feb 2005, 03:59 AM
Im trying to make the stained glass windows from the show charmed, my problem is when after I pic the independent windows I get the option of selecting the overlay or border, either one I choose I dont get any options at all for the glass, just the overlay bars. And after that step I could get the LIFO option to pop up either, but Im sure and hoping that is because I cant find the glass itself. All I want to do is modify the actual glass and turn parts of it into stained glass, see through, and then change the border to white which Im sure I can figure out. Im a tad bit confused, thanks for any help
Oh and Im certain you may ask which version of SimPe it is that I am using, I just redownloaded it today, so Im guessing the newest one
Oh and this is extremley similar to what I want to do, I made these doors myself today, they are matching to the windows I want to make with the Indepent window...but I want the center to be see through, and the glass panels themselves b/c they are glass, im fine with the glass in the door not being transparent, for now I suppose.
http://img.photobucket.com/albums/v473/xxbuttcheecksxx/mycharmeddoors.jpg
Numenor
16th Feb 2005, 08:35 AM
Every new version of SimPE changes something in the way Object Workshop works. When I wrote this tutorial, OW used to extract from the Independent window the crear glass (overlay), while now it extracts the bars, that are useless...
You can use the files archived in the attached zip.
Numenor
16th Feb 2005, 09:09 AM
IMPORTANT: tha tutorial was updated to include EP-compliant information.
All the packages made with the previous versions of the tutorial are not strictly "EP-ready"; nevertheless they will work fine with the new EP.
Updating them is not mandatory; if you choose to do so, follow DeeDee's tutorial (http://sims.ambertation.de/fix.shtml).
xbuttcheecksx
16th Feb 2005, 08:53 PM
K I did get as far as recolouring the window, but in the game the texture appears as dark blue. I didnt rename the things you said cause I wasnt sure where to do taht, i hope thats the problem, ill keep trying
Numenor
16th Feb 2005, 11:32 PM
You mean the steps 16 and 17?
If you open the Material Definition, you'll see a parameter called "stdMatBaseTextureName": click it and edit (replace) the texture name in the edit box called "Value", on the right.
xbuttcheecksx
16th Feb 2005, 11:50 PM
Actually steps 13 and 14
I tried it over again before following the directions and renaming everything but I still get the dark blue window in the game
kazanova76brgr
18th Feb 2005, 08:47 PM
your Charmed front door is great!! Can you send me it or create a link to download it?? that'd be nice...
Thx in advance
Kaz
stickylungs
13th Mar 2005, 04:25 PM
i have tried everything i have not changed any names or anything i have the colour enable pack and simpe version 27 i also have the ep and all the recoulors i have done from this tutorial are flashing blue even though i have chewcked eberything over and over
please help me it driving me crazy
Numenor
13th Mar 2005, 04:27 PM
Post your package here, I'll take a look.
stickylungs
13th Mar 2005, 06:19 PM
here it is i dont know where i went wrong :confused: thanks for taking a look
moc001
16th Mar 2005, 08:38 PM
Ok, this is driving me nuts. i hgave been repeatedly re-doing this for the past 3 days. All I ever get is the blue flashing glass instead of my image. I have the latest SimPE Download, and latest CEP. I even Downloaded the EP ready version of the broken glass window to look at it in SimPE and see if I could figure out what I am doing wrong. I know I have to be dense here, and missing just one or two things. Can anyone point out what I may be doing wrong? I would be soooooo apreciative. I am posting step by step what I am doing.
I am cropping down the images as much as I can so they wont be huge, but hopefully still show what is needed.
1. Use the Object Workshop to make a reclor copy of Sheer Glass.
2. When the subset comes up, I uncheck all the boxes, except for the windowloftdoublehung_glass.
3. So here is what I end up with so far.
http://simstyles.net/images/helpme001.gif
So, at this point, all I am doing is deleting That Matierial Definition line. Then I import the texture and MATD that came with the beginnng of the tutorial.
Did the save, and reopen the package.
http://simstyles.net/images/helpme002.gif
4. Do my image next, this part I am familiar with, I have done transparencies and things before. Import the Alpha Channel, Update All Sizes, Commit, and then Save.
5. Now here is where I think I am getting messed up somewhere.
I have this so far:
http://simstyles.net/images/helpme003.gif
Then I get my Guid from Plugins->Hash Generator->GUID
Now I have this on the Texture Image
http://simstyles.net/images/helpme004.gif
Since the box will not show the full value, here is what is actually entered there after I paste the GUID into the name:
doortwotilewidecommercialplateglass-overlay-clearbadcc4c4-6653-
44de-8dd5-2d0c6ecff50e_txtr
Then I commited (LOL, I feel like I should be commited at this point.)
6. Now, do the same with the GUID on the MATD Filename
http://simstyles.net/images/helpme005.gif
7. Now, next step, do Plugins->Fix Integrity->Then just hit ok and then save.
http://simstyles.net/images/helpme006.gif
8. Now, I get a bit confused here. With this tutorial step:
16) Select the texture and copy its filename (including the leading ##0x1c050000! hash but *not* the _txtr extension)
There is no leading hash on my filename. At this point, I have tried it multiple ways several time. I have jsut continued on, ignoring the fact that there is no ##0x1c050000! hash, and I have also tried it by manually putting that hash number at the beginning of the file name, commiting and then saving. For this, I am omitting it.
I have copied this value:
doortwotilewidecommercialplateglass-overlay-clear667811a8-4c27-
400b-b83f-92cb74a1d826
from this value:
doortwotilewidecommercialplateglass-overlay-clear667811a8-4c27-
400b-b83f-92cb74a1d826_txtr
on the texture file name.
So for steps 16 and 17 of the Tutorial"
So we go from this:
http://simstyles.net/images/helpme007.gif
to this:
http://simstyles.net/images/helpme008.gif
Did this on the File List tab also, Commit, save, and now, loading game.
Here is the end result show beside Numenor's updated EP window.
http://simstyles.net/images/helpme009.jpg
Now, just to be thorough, I went back, and redid everything just as above, only this time, When I added the GUID to the file name, I also manually put the Hash at the beginning fo the file name, So I was using this.
##0x1c050000!doortwotilewidecommercialplateglass-overlay-clear667811a8-4c27-
400b-b83f-92cb74a1d826
Got same blue window result
I am also inluding the 2nd copy that I tried in zip format. The only thing I can see different, between what I have and what Numenor has, is that:
The Texture Image file name is:
##0x1c050000!numenor-brokenGlass-ddecffcc-d828-472a-84f3-d6c9b5c9588d__
windowcommercialplateglass-overlay-broken_txtr
The stdMatBaseTexture name is:
##0x1c050000!numenor-brokenGlass-ddecffcc-d828-472a-84f3-d6c9b5c9588d__
windowcommercialplateglass-overlay-broken
The Filelist Filename is:
##0x1c050000!numenor-brokenGlass-ddecffcc-d828-472a-84f3-d6c9b5c9588d__
windowcommercialplateglass-overlay-broken
And, the Filename on the MATDEF is:
##0x1c050000!numenor-brokenGlass-ddecffcc-d828-472a-84f3-d6c9b5c9588d_glass_
ddecffcc-d828-472a-84f3-d6c9b5c9588d_txmt
So they are all the same, but the last one. From the way I am reading the torial, they should all be the same, with the exception of the _txmt endings and stuff.
If anyone can she some light on this, I would greatly appreciate it. I know I have to jsut be missing or skipping something small, but I am feeling really dense here and missing it completly.
Numenor
17th Mar 2005, 12:32 AM
:new: Since SimPE changes almost everyday, and this makes difficult to follow the tutorial, I've created a ready-to-use package, and I've updated the tutorial.
STICKYLUNGS, MOC001:
I've examined your packages and I realized that SimPE wasn't working fine: when creating the recolour package for the Sheer Glass Window (windowloftdoublehung), SimPE pulled also some unneeded files from another object (doortwotilewidecommercialplateglass). In both your packages, the name of the Material Definition doesn't match the reference contained in the Material Override.
Sorry for the inconvenience (it wasn't my fault, anyway): SimPE is a great tool, but is still in an Alpha stage, and so its routines sometimes are faulty.
Follow again my (updated) tutorial and use the pre-made package I've prepared.
moc001
17th Mar 2005, 12:41 AM
Thank you!!! LOL, just so i know I was not completly crazy! My main goal is to take one of the 2 story doors, and make it glass. And then have an etching of my Greek Houses letters on it. I am getting ready to try it again now, and hopefully can post some succesful results.
moc001
17th Mar 2005, 02:27 AM
Ok, something still does not seem to be working out here. Sorry to be a pest.
I downloaded the new files.
Is there supposed to be a .package file in there? As it says in step 1 to open the package with SimPE. There are only 4 files in there like before. 2 xml's, a .5tm and a .6tx file. None of them will open with SimPE.
I did try to clone the object Sheer glass, and delete the matd, then import those 2 files as was listed before.
I went thru the rest step by step and have posted the result here if you would not mind taking a look at it again. I really would love to get this to work.
Numenor
17th Mar 2005, 07:58 AM
What?! All that work to update the tutorial and I have posted the wrong file...! I must be silly or something (maybe just tired :)).
OK, now I've posted the right package, but it contains the files needed to recolour the Sheer Glass window; in order to modify the glass of other objects there is some additional work to do...
OK, let me look at your package.
moc001
17th Mar 2005, 08:34 AM
Worked like a charm! Only problem I see is, now you have gone and made it way to easy! LOL.
Seriously, went thru with no hitch on the 1st try. I just need to play around with the texture itself and get that to where I want it. I was holding off till I could see if I could even get it to work.
I saw other posts in this thread about abbplying that mat/texture to other windows.
Let me see if this sounds right. Lets say I wanted to do this on a door or some object that already has a MATD and Texture file. Would it be as easy as jsut deleting the MATD and Texture of the copy made for recolor, and then going in to update the Override? I'll try and see how that goes.
That you so much at least for this start and your fast responses.
Numenor
17th Mar 2005, 09:09 AM
If you experience problems, when exporting the glass from the window to another object, you might find interesting this Check-List (http://www.modthesims2.com/showthread.php?t=44997).
Remember the window/door you want to import the galss into, must already have a glass part.
And if you are curious about the ##0x1c050000! thing, you can read this post (http://www.modthesims2.com/showpost.php?p=305148&postcount=384).
And then let me know if you still think it's too easy... :D
stickylungs
18th Mar 2005, 10:04 PM
sorry i have not replied earlyer thank you for looking it now works fine. thank you
Aimoss
22nd Mar 2005, 05:06 PM
Yippeeee!! It worked for me!!! I was just wondering if anyone could tell me how I now make coloured glass - I tried adding colour to the alpha channels but they just came out grey!!! Thanks for fab & easy to follow tutorial!! I will evevntually finally be able to have charmed windows!!!! :D
Numenor
22nd Mar 2005, 05:20 PM
You can't add colour to the Alpha channel: it must be in grey-scale. You can add colours to the main texture, and/or changing the "stdMatDiffCoef" values in the Material Definition (they are RGB values: 1,0,0 means full red; 0,1,0 is full green, and so on).
Aimoss
22nd Mar 2005, 06:12 PM
So to do that would I work in Object workshop as I would with a recolour?!?! Sorry to sound so stupid I am new to recolouring etc!!! BTW I am amazing that you are Italian, your English is Fantastic!!!!!!
Numenor
22nd Mar 2005, 07:41 PM
If you have followed the tutorial, now you have a package that contains:
- a Material Override
- a Material Definition
- a texture with embedded alpha channel (edited by you).
Select the Material Definition and edit the stdMatDiffCoef using the R,G,B values that you like (just to avoid misunderstanding, you have to change the standard RGB values "0.8,0.8,0.8" to anything you like: each value may range from 0 to 1).
Chimp
29th Mar 2005, 02:38 AM
Hi all, I was wondering if anyone has sucessfully cloned and made a new mesh for any window frames yet. I've tried, but just get the 'blue flashing disco wall of death'. :blink:
Is it possible?
sorry to be off the topic
Kimdelee
31st Mar 2005, 11:48 PM
I suppose this means that someone could essentially make screens? I asked about them in a request thread for a screened in porch im making,but no one ever replied....
Big thanks if this can be done!
SIMSpeare
3rd Apr 2005, 10:33 PM
First - thanks for the help so far. The tutorial was great.
I'm having some problems - I'm simplly trying to put a small design on a window. I've completed your tutorial, and it comes out okay, but for some reason it doubles the image (one on the middle pane, one on the bottom) even though I've only put the one image in the alpha file. What could cause this?
Also, I'd like to use a different window than the Sheer Glass that your zip was intended for, and I've heard you can use the image on any window, but how? I'm confused as to what everyone means by the LIFO? I don't see any files that end with that extension.
Another - how do I recolor my design so it's not black?
Basically, the end I'm trying to achieve is: a medium-sized window, with my design in the center (in color with some detail). I'm going to use it as a career reward for a career I'm working on, and this window thing is really confusing me.
Thank you for helping!
Miklillrose
5th Apr 2005, 12:29 AM
Ditto, SIMSpeare
celebkiriedhel
8th Apr 2005, 06:31 AM
SimSpeare and MilkRose.
I can tell you what's happening there...
It's the way the window mesh has been UV Mapped.
Unfortunately, that's just something we have to live with - unless we mesh a new window, and re-map it.
Kiri
Numenor
8th Apr 2005, 08:35 AM
Kiri, thanks for having answered: sometimes I completely miss the help requests even on my own threads :)
I've tried to re-mesh a window, but I guess that the MeshTool can't manage correctly the hole_material of the "wallmask" mesh (that is the mesh that actually creates the hole in the wall): every time, my window turns into a frame applied to the wall, no glass, no hole, just plain wall.
I tried to export and reimport the mesh without touching anything, and still the problem occurs.
So far, I guess, re-meshing windows is not possible: the screened porches have to wait! :)
RGiles
8th Apr 2005, 09:09 AM
The same trouble applies in reverse to countertops. They do not cut anything... instead they are cut by the sinks. Trying to replace this mesh even by exporting and reimporting a maxis countertop breaks the mesh (it appears to explode when you put the sink in).
RG
macarossi
8th Apr 2005, 07:44 PM
I've tried to re-mesh a window, but I guess that the MeshTool can't manage correctly the hole_material of the "wallmask" mesh (that is the mesh that actually creates the hole in the wall): every time, my window turns into a frame applied to the wall, no glass, no hole, just plain wall.
Hi, Numenor:)
I thought the problem had something to do with the MeshTool as well. Then I cloned a door and without changing anything imported it into the game.
The door showed as a frame. It did not cut a hole in the wall.
So maybe the problem is not related to the MeshTool after all.
I have Simpe 0.33. I had Simpe 0.34 installed but it did not change the texture for the glass parts of the recolourable doors and windows so I
reinstalled the older version.
Numenor
8th Apr 2005, 10:46 PM
Thank you for your contribution. There is definitely something more that we have to learn about the wallmasks :)
Kimdelee
10th Apr 2005, 04:49 AM
Thanks for trying it out Numenor. Would there be anyway to trick it and just use a pic made up of tiny squares? ALmost like a stained glass window? *shrugs*
Chimp
10th Apr 2005, 07:46 AM
Thanks for giving it a go Numenor. I tried a Door as well, without changing anything. No luck as far cutting a hole in the wall goes, but I was surprised to see that the animation of the door still worked. I thought the meshtool was supposed to destroy animation.
ps: If anybody has built a new window or door mesh and cant see it in game due to the wallmask issue, go into BUILD MODE in TS2 and turn off show walls. (doesnt work in live or buy mode) You can see your windows/doors this way. Its obviously not a fix at all but you can at least check out you textures, UV's, and new mesh etc. Then they'll be ready to go when a real fix comes along.
Sorry if this is obvious, but just in case :)
nickmillard
15th Apr 2005, 01:00 AM
Thanks! :D
Numenor
6th May 2005, 02:15 PM
WONDERNOUNOU:
If you are reading this (and I hope so, since you PMed me about this tutorial), please post here the package that is creating problems.
And please check the "Enable private messaging" option in your Options panel, otherwise I can't send PMs to you! :)
wondernounou
7th May 2005, 11:13 AM
Hi,
I'll try to send you the package (I've thaught to did it but don't know how,I'll try with the faq help...)
Read you latter...
Wondernounou.
Numenor
7th May 2005, 11:42 AM
WONDERNOUNOU:
Seems that you have messed up a little with the hash numbers (the long numbers).
Anyway, I've read again my tutorial and I've found that, though it was correct, it might result quite confusing, in some points.
So, I've simplified it a little (the steps nn. 12 and 13 were removed, because with the new "Fix Integrity" of SimPE they are now useless).
Try again, and remember that now only one hash is needed: the Hash Generator should be called only once.
wondernounou
8th May 2005, 03:03 PM
Thank's a lot to answer so quickly.
If I understand well, I have just a hash number witch has nothing to do at the end of the texture filename and material definition file name.
I'll try again without it and I'll come again on this thread to tell you the result.
Thank's for your precious help, it's kind of you helping everybody like you did.:baloons:
wondernounou
8th May 2005, 07:07 PM
Hi,
I did it! :yippee:
I've done my first glass recolor and it's working.
I'll be eternaly gratefull :bow2: I have tried several times to have what I exactely wanted, but at last I have succeded.
Numenor, you are one of the best! Thanks, thanks, thanks.
I'm going to abuse a little: Can you tell me now, how can I use this recolor with others frames that the one of the tutorial file?
In my naivety, I thaught that the glass will appair with all the windows frames, I was sure of having read it in this thread... :gonemad:
I would be so proud of me if I'll can use it in a set I'm working on (and so, impressed my teen daughter :laugh: There is not so mutch things that a mother can do to impressed a tenn!!!!)
read you letter.
Numenor
8th May 2005, 10:37 PM
WONDERNOUNOU: I'm so happy that you succeeded!
In order to use the recolour package for other windows, it's not very simple but you can try (I'm sure you can work it out :)).
1) Export the Material Definition and the Texture from the package you have created right now. IMPORTANT: when the "save as..." window opens up asking for a filename to save, append to the suggested filename ".simpe".
2) Create a recolour package for the new window: when SimPE asks you which subsets you want to recolour, look if there is one that refers to the glass (most of the window have a recolourable glass, anyway; if you are not given the choice to recolour the glass, your custom glass isn't appliable to that window).
3) When SimPE finishes creating the recolour package, select the Material Definition, copy its filename, then right-click on the Material Definition and choose "Replace"; select the Material Definition that you have previously extracted.
4) As soon as the new Material Definition has replaced the older one, select its filename and paste the filename that you have previously saved. Commit.
5) Now select the Texture (if there is one in the package: sometimes there are no textures) and delete it.
6) Select the menu "File / Add" and select the texture that you have extracted in step 1.
7) Last step (IMPORTANT): select the menu "Tools / Fix Integrity"; when the window opens up, select the texture (the one with the extension _txtr), click on it twice *slowly* and then edit the texture name, renaming in a new, unique way (be sure to keep the _txtr extension). When done, hit the Return key and finally click the "OK" button.
You're done! Save the package.
wondernounou
10th May 2005, 02:31 PM
Hello,
Whao! Yes you are right, it's not simple! :gonemad: :rofl:
I have to work on that as soon as I can, I think it will be hard for :screwy: me but I'm very tenacious and even if I have to work hours and hours I want to try it. :wtf2:
If I succed, I will search how to send a vue in a thread and I will send it here, just to say: i's possible!!!
Numénor,Have I already say to you: THANK YOU VERY MUCH! :thumb: :clap:
Numenor
11th May 2005, 08:11 AM
Numenor, Firstly I want to thank you for your excellent tutorial - I am now making stained glass windows happily using the tutorial_glass file that you uploaded. I would like to use the different shaped Maxis windows but when I use Object Workshop to recolour they have no texture file and I don't know how to produce one.
The tutorial_glass package can be used for other windows (almost anyone but there can be some exceptions), but you have to modify the Material Override. Do this:
1) Clone the window you like, with all the cloning options unchecked
2) Examine all the Material Overrides, looking at the field "Subset": search for a subset that refers to the glass.
3) Export the chosen Material Override, then close SimPE without saving.
4) Open the tutorial_glass file and, first of all, *replace* the Material Override with the one you have previously exported.
3) Now select the newly imported MMAT and change the "defaultMaterial" parameter to zero (= false)
4) In the "name" field, write ##0x1c050000!windowloftdoublehung_overlay_clear
5) Commit and save.
6) Now you can follow the tutorial using your modified package, instead of the original tutorial_glass one.
JayAngel
11th May 2005, 03:45 PM
Thank you, Numenor, you are so kind and generous with your time. I shall have a go immediately :jig:
JayAngel
11th May 2005, 06:01 PM
Numenor, that worked absolutely fine with changing the type of window. I've done a quick test on the showcase shop window and the only problem is that it is appearing dark and dull. I have a pic here of the larger window and using the same image on the original tutorial file.
Is it possible you can tell me what I'm doing wrong?
Numenor
11th May 2005, 08:01 PM
Mmmmh, odd... The "brightness" is usually set in the Material Definition, and tha MATD should be the same for both windows (you changed only the Material Override).
Check both Material Definition and look at the values for the parameter "stdMatDiffCoeff": they should be identical, but if not, edit the one in the larger window and set it to the same value of the smaller window.
If this doesn't solve the problem, please post here both packages, so that I can take a look at them.
wondernounou
11th May 2005, 08:56 PM
hi Numenor,
I'm afraid that I have to disturb you another time...
I just don't know how to export the material definition. I feel very stupid but I've got a look everywhere around the "page" I was when I selected material definition and don't understand how to do. (with the texture it's so simple just right click...)
If I have well understood, I have choice to put my new glass recolor in a different window by the way you explain to me, or choose a new window and then change the glass color like you explain to JayAngel. What is the more simple? However I think I don't know how export material override too...
Can you instruct me another time?
Sorry, and thanks.
Numenor
11th May 2005, 09:31 PM
The two methods are basically the same: two ways to reach the same goal. But the method I explained for JayAngel is more "flexible", and maybe it's preferable.
To export a Material Override (or a Material Definition), you have to select the file in the upper part of the window, right-click on it and select "extract".
JayAngel
11th May 2005, 09:36 PM
The values appear to be the same so it must be something I've done incorrectly. Sorry to give you this trouble. I tried to attach the files for when you have time to look at them, but uploading doesn't seem to work at the moment. I'll try again tomorrow. Thank you very much :fallen:
JayAngel
12th May 2005, 05:30 PM
I'm having another attempt at uploading the files. I expect I've just done something horribly wrong, but I'd appreciate it if you could have a look at them :blink:
Numenor
12th May 2005, 08:59 PM
JayAngel, the Alpha channel in the Library window somehow got lost. You have encoded it selecting the DXT1 mode, that doesn't allow alpha channels. Do you use the DDS utilities? Then try and "Build DXT" again, but this time select the DXT3 mode.
If you want to check if the alpha was correctly encoded, just look at the texture in SimPE: if the transparency is correct, you'll see a light chequered pattern under your texture; if you see only solid colors, then the Alpha is missing.
Note: if you encode the texture with DXT3 and still the alpha is missing, then the problem is in the texture (the .png file): check it.
JayAngel
13th May 2005, 07:50 AM
Thank you so much for your kind help :salute:
wondernounou
14th May 2005, 09:51 AM
Hi Numenor! :howdy:
I have try yesterday evening to recolor the glass of the window that I wanted.
I have choose the way you explain to JayAngel and, like in dream, it takes me a very few time to did it and it works perfectly. :yippee: :buddies:
People like you are really providential for people like me! I felt so alone and lost with my problem before I post you my first thread. :lonely:
I'll try to put a pic if I can, it's not a very spectacular transformation, but it's exactly what I wanted to do.
I have begin to try a recolor with stained glass, I'm not very satisfied with it, and for the moment cant' put it on the window I want. If it work's for one it have to works for others so I will try and try again. :rage:
My husband say that as soon as I success in one thing, I want to go further and then I failed and then I disturb Numenor again... He think that you are great.
wondernounou
14th May 2005, 09:58 AM
Sorry I have click submit without try to send the pic, so i'll try now.
Numenor
14th May 2005, 02:40 PM
You can "disturb" me as often as you like :)
Keep up the good work and never get discouraged!
dark_design
16th May 2005, 01:13 AM
This is the best tutorial I have tried since the first recoloring tutorial! I have also made some windows for everyone to enjoy!
Numenor
16th May 2005, 02:09 AM
Very good work! Thanks for sharing!
wondernounou
16th May 2005, 07:07 PM
Whao!
Very well done :clap: , original work.it's encourage me to continue! ;)
luslipz73
1st Jun 2005, 12:01 PM
can the part about the window without any textures be applied to doors without textures to
Numenor
1st Jun 2005, 07:24 PM
Yes, as long as the door has a recolourable glass part (you can check it downloading the "Recolourable_And_Excluded_Objects" file from the main CEP thread).
Moon_Ez
10th Jun 2005, 02:37 PM
Numenor.
I have a rather irritating problem here. I have been trying to add a Glass block texture to the "The Function Of Plate Glass Window", but the glass turns out all white.
I have done everything to the recepy. Its killing me here :confused:
I also tryed to add an all red texture to the window just to se if it maby croped the image so that only a section that was white was showing, but still the glass is white.
You have any idea on what the problem could be?
Numenor
10th Jun 2005, 09:36 PM
You mean that you have successfullyadded the block texture to the other windows and you can't do the same with this one?
It seems to me that in the white glass, the texture has lost the alpha channel. Check in your paint program if the alpha channel is correctly embedded with the main image; if it's OK, then check in SimPE if the texture is in DXT3 format; if not, re-import the image with the DDS utilities, selecting the DXT3 format.
Moon_Ez
11th Jun 2005, 12:13 PM
You mean that you have successfullyadded the block texture to the other windows and you can't do the same with this one?
It seems to me that in the white glass, the texture has lost the alpha channel. Check in your paint program if the alpha channel is correctly embedded with the main image; if it's OK, then check in SimPE if the texture is in DXT3 format; if not, re-import the image with the DDS utilities, selecting the DXT3 format.
I tried that, but no go.
The strange thing is that the white you se in the glass in the pic above is actually all red in the image. And there are no alpha in the image either.
i tried to import different colours in all the diff DXT, but still the glass is white. Im just stuck here :blah:
dragon_tfm
20th Jun 2005, 09:39 PM
well i tried looking for an exact problem as i have i did the tutorial and when i looked at in the game...the glass was black...not all black just where i made the alpha white (and it was variable both the blackness and the see thru ness) but the original was white since i only fiddle with the alpha why is it all black now?...sorry if this one was addressed already
Numenor
20th Jun 2005, 10:37 PM
Mmmh... I can't imagine how it happened, but anyway it's something you can fix easily in your paint program: export separately the main image and the alpha; then load the main image into the paint program and paint the whole picture in white; then reimport with SimPE both pictures (first, the main picture, and then the alpha). If your paint program manages correctly the .png format, it's better to add the alpha into the main picture using the paint program, them save in .png and then use the "Build DXT" funtion in SimPE.
dragon_tfm
21st Jun 2005, 12:31 AM
ok thank you i will try it though do you mean just past it on top or as a seperate layer (which psp9 makes you merge them once you save) is this method in this thread i dont recall it lol...i guess i better read it again =]
ok so i read it again and i know how to do the new mask thing to intergrate the alpha and main image(well sorta) but im lost when it says to create dxt using the dds tool...i dont see any of that (i have version .38.1970.35774).....also when you say to save the image in alpha chanel and overwrite it then save...should both the main image and alpha now look the same in psp? i just got lost lol....it always takes a while to get ahang of these kind of things for me :banghead:
dragon_tfm
24th Jun 2005, 08:45 PM
anyone? =[
Numenor
24th Jun 2005, 11:15 PM
Sorry, Dragon, I missed your post...
In order to use the "Create DXT" function, you have to install the DDS utilities ((Download link) (http://download.nvidia.com/developer/NVTextureSuite/DDS_Utilities_7.81.0623.1730.exe), and then you have to tell SimPE where the Utilities are installed (you can do this in Extra/Options).
As for the Alpha channel in PSP: as soon as you save the alpha into the main image, the transparency is immediately shown (on the contrary, when you first load an image, even if it has an embedded alpha channel, no transparency is visible).
If the image remains the same, you are doing something wrong.
These are the steps (I use PSP7 in italian, so some may be different), to be performed when you have visible, in PSP, both the main image and the secondary image that will be the alpha:
1) select the main image and choose the menu Mask/New/From image;
2) from the drop-down menu, select the secondary image; choose the "Luminance" radio button;
3) click OK and immediately you'll see the new tranparency in the main image;
4) select again the main image and choose the menu Mask/Save on alpha channel
5) in the "Available alpha channels" list, always choose the first; click OK
6) save the main image in .png format (don't use BMP).
Hope that these info will help you to solve your problem.
dragon_tfm
25th Jun 2005, 12:14 AM
i hop eso too i shall try when i get home
cjsnider
4th Aug 2005, 06:48 AM
Hi, I'm trying to do a series of stained glass 2 story windows. I'm using the "Light Pane" window. I started by making my alpha's and textures, and importing them to the file you gave us. Then I exported the MatDef and TextImage. I then Started my new recolor, and Imported the things I exported. And followes the rest of the steps you listed. When I get it into the game, all I see is Blue. I don't know what I did wrong. I want to make a whole series, like this, but I just can't figure it out. I attached the file (I hope!). If you get the time could you look at it and tell me what I did wrong, and how to fix it?
Oh yeh I'm using SimPE v.42
ps. Thank you so much for your help, the windows and doors are what I'm severely lacking to finish some of my buildings.
:beer:
simfantastic2
4th Aug 2005, 05:26 PM
Numenor this is a great tutorial! I love it! Thankyou, i have one question, sorry if someone already asked this, I've seen some of the people's glass for the window and they had all designs and things like that. It is possible to do this for a hanging light. Like with stained glass. Thankyou and great tutorial once again!
Numenor
4th Aug 2005, 05:44 PM
cjsnider - Here is the fixed package. The Material Override was completely wrong... When you want to apply this tutorial to a different window, be sure to "prepare" your recolour package following the preliminary steps described in this earlier post:
http://www.modthesims2.com/showthread.php?p=455780#post455780
Simfantastic - Yes, the tutorial can be applied to any recolourable glass part of any object. You too should read the post I've mentioned above (instead of cloning a window, you have to clone the choosen lamp, obviously).
cjsnider
5th Aug 2005, 04:42 AM
Thank you! very much, somehow I competely missed that part when I was reading this post. Thanks again! :)
cjsnider
5th Aug 2005, 05:24 AM
oh yeah and thanks again, now I just have to figure out how to make it look good. I was afraid it was just going to double the texture for the seperate parts. I'm going to try the other 2 story window too. I'll let you know how I make out.
temptress
23rd Jan 2006, 02:43 AM
i dont know how to change the color to the glass. i mean more than one solid color ... like the owesome windows that DARK DESIGN show in post #103 ...
please help me.
Numenor
23rd Jan 2006, 09:40 AM
You can edit the texture attached to the tutorial as you like: the texture contains the main image and an "alpha channel" (the transparency).
The glass that is on post 103 has an elaborate design on the main image, and an alpha channel that matches the design: I don't know it there is a tutorial about using and editing an alpha channel on the "Create" forum... If I find one, I'll put a link here.
temptress
23rd Jan 2006, 11:13 PM
thank you so much !!!
another thing: I’m trying to recolor a glass for the “function of plate glass” window, but in the game the glass just disappears from the frame. I tried with other windows like the “showcase” and “big entrance” and obviously the one in the tutorial and I had no problem, they are perfect. Is it possible that is this specific window that can’t be recolored ? Did anyone ever succeeded in recoloring the “function of plate glass” window?
Ps: The same happen with breezy-easy window.
thank you again ...
temptress
9th Feb 2006, 11:40 PM
hello ???
... did anyone recolor the glass for “function of plate glass” and didnt failed ....
please ..... HELP ME !!!
Numenor
10th Feb 2006, 04:34 PM
Hi Temptress, sorry for not having answered to your previous post...
Are you applying the tutorial package to the "function of plate glass" window as explained in post #90 (http://www.modthesims2.com/showthread.php?p=455780#post455780)?
If you post here your non-working recolour, I will take a look
temptress
12th Feb 2006, 02:15 AM
Yes, and succeeded with other windows ( “showcase” and “big entrance” ).I also tried the way described in post # 88 with the same result, the glass of the function of plate glass disappears. Here’s my latest attempt of recolor.
Hope you can fix it.
thanks for your time
temptress
23rd Feb 2006, 07:31 PM
with the breezy easy glass is the same thing ... the glass is not there.
please help me... Im going crazy :duck:
Numenor
24th Feb 2006, 12:59 AM
Temptress, this is driving me crazy, too... No matter what I try, the glass is always white!
I'm trying to understand what's wrong with your windows... I've seen that occasionally some users had the same problems, but I'm not sure why it happens.
May it be a CEP problem? I'll check it.
I hope to come back soon with a solution to the "white glass" problem...
temptress
3rd Mar 2006, 11:16 PM
Hello again ... I have this problem; I want to make this door all glass, but I can’t get rid of the original glass ( the square thingy at the top ) I tried to recolor it but didn’t work ... any idea how to do it ???
please I need help !
katies282005
8th Apr 2006, 12:59 AM
i made a nice window but im having problem with upside down pictures
ive attached my window and a screenshot please take a look
Numenor
8th Apr 2006, 09:36 PM
Katies, I can't see well the design in your screenshots...
If all the images are upside down, then you can just rotate your texture by 180°; but if only a part of the decoration looks upside down, that there is nothing you can do: the window is "mapped" that way (i.e. the creator of the glass decided that the decoration had to be partly upside down).
zeroth
8th Jun 2006, 06:39 AM
OK, here's another one for you, Numenor: I'm trying to add some text to the Barely There Glass Door from OFB. I have followed all the steps exactly, as far as I can tell, and I still end up with a blue glass door. I have gone through everything in the "blue objects checklist" to the best of my ability, and I still can't get it to show up.
Would you please take a look at my package? I'm sure you can spot the problem in ten seconds flat! I just don't understand why Maxis made it so difficult to recolor a door.... it should be so simple...
Numenor
8th Jun 2006, 10:29 AM
Zeroth, in your package there are some errors, some caused by you and some caused by SimPE itself...
1) You have forgotten to perform step 7 (pasting the Hash into the "Family" field)
2) You made some mistake while preparing the package for use with the OFB window: you have pasted the suggested name into the wrong field (you used the "modelname" field, instead of the "name" one).
3) The newer versions of SimPE add by mistake the "##0x1c050000!" prefix in front of the "Model" reference in the MMAT.
Fixing the package is longer than re-creating it from scratch. I suggest you to start anew; only, when you come to step 7, delete the 0x1C050000! part from the "modelName" field (the one that ends with "_cres").
zeroth
8th Jun 2006, 05:30 PM
OK, I have remade the package, being sure to carry out step 7, and being sure to paste the suggested name into the "name" field and not the "modelname" field. There is also no string "##0x1c050000!" in the modelName field (SimPE seems not to have put one there, because I didn't remove it manually).
But the glass is still blue! I don't understand it. If you could check the package again, Numenor, I would be so grateful.
Numenor
9th Jun 2006, 01:06 AM
Zeroth, here is the working glass recolour (btw, you should turn the texture upside down, in order to match the odd mapping made by Maxis...).
There was an error in the MMAT: the "name" field, that should hold the exact name of the Material Definition (the one with the hash appended to the end), contained insted the original reference, without the hash).
If you notice, in the tutorial there is no step that instructs you to edit the "name" field of the MMAT: this is because this field is updated automatically when you do the Fix Integrity; but if you don't perform the Fix Integrity exactly as described, or if you rename the Material Definition by hand, then the "name" field in the MMAT is NOT updated correctly.
zeroth
9th Jun 2006, 10:12 PM
Thanks a million, Numenor! Will credit you for your help in the final download. :)
P.S.: My girlfriend likes your name.
Claireh82
29th Nov 2006, 12:08 PM
Numenor this tutorial is brilliant! I had no trouble creating a window for the tutorial package itself. However when trying to use a different window all I can get is blue, I have read through these pages for the answer and nothing seems to work, could you have a look at the package for me please?
Numenor
30th Nov 2006, 12:33 AM
Claireh82, I think that you didn't correctly what is explained in steps 6a and 6b. You changed the name of the TXMT, but the MMAT (that should be automatically updated) still contains the old TXMT name (the entry "name" in the MMAT must be identical to the name of the TXMT, with the ##0x1c050000! prefix and without the _txmt extension).
Anyway, I see that this tutorial is quite outdated. I'm in the process of rewriting the whole Part 1, because now it's way simpler, using the new SimPE. You can replace the entire Part 1 with a simple act: create a clone of my tutorial package and save the clone with a different name; then you can edit the texture contained in the clone at will, following Part 2 (that is still valid).
poundingheart
25th Jan 2007, 11:58 AM
Thanks for this tutorial but I have decided that I will keep my dunce's hat on and just download as I am quite incapable of understanding unless the tutorial is step by step with pictures lol. Keep up the great work everyone. cheers
butterflyiii2006
27th Dec 2007, 05:46 AM
I have the newest SimPe version .62-- I was following this tut-
was able to generate the the hash string as in instruction #4 .
Attempted #5
but my plugins/fix integrity button was gray and I'm unable to go any farther.
I restarted SimPe several times , and it stops in the same place.....
So, did I forget something????
Help I'm stuck
Thank you
ButterflyIII2006
I looked for other posts and didn't find this exact problem --so I hope this is posted in the right place....I know how busy you are , and I am very greatful for all the tuts you have put out -- so please forgive me ahead of time if this is posted in the wrong place. :blink:
gals
15th Jul 2008, 11:48 AM
Great tutorial, thanks for this.
Panaquolus
9th Dec 2010, 02:03 AM
Hey Numenor,
thanks for this awesome tutorial. It's a great help. But I have a problem - I tried making a window with a colored fading effect, but so far I have only gotten a blue blinking solid window.
I don't know what I did wrong, I even tried making a brand new package but no luck.
I would appreciate it if you could look through my file and tell me what's wrong with it.
Thanks!
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