View Full Version : Reducing .package size - What is and isn't needed?
Menaceman44
28th May 2012, 10:19 AM
I've attached a fix that I have made for one of the female tops that comes with Pets.
The thin morph was broken in a way that, on very thin Sims, the top would poke into any bottom outfit piece and look as though it had holes in it.
I fixed the high and medium quality meshes using TSR Workshop, as it lets you see and edit each morph, and then used the "replace" function in s3pe to overwrite everything relating to the meshes and their bone assignements with the fixed meshes.
The thing is, I assume that not everything I overwrote will be required for the fix to work, but I don't know which bits I can and cannot take out and still have a working package.
I did originally try using just the GEOMs but that resulted in a mangled looking Sim.
I thought somebody here may be able to tell me which bits I can remove "safely"?
whiterider
28th May 2012, 11:44 AM
Wait - so you made a clone in TSRW to work with the meshes; then you made a second clone (or a default replacement - not renumbered, I mean) in S3OC, to actually import the files into?
CmarNYC
28th May 2012, 01:52 PM
If you're doing a default replacement of the thin morph only and you didn't add or delete vertices or change bone assignments, all you need should be the thin BGEO: 067CAA11-48000000-6C7516C36663EE62.
If you changed bone assignments you'll need the modified base meshes as well. If you added or removed vertices you'll need all the revised meshes and morphs.
BUT - TSRW renumbers your meshes whether you like it or not, so you most likely need all the revised base meshes and BGEOs anyway.
whiterider
28th May 2012, 02:26 PM
Yes, indeed. If you want to remove stuff, the easiest way is to do an S3OC clone without renumbering, then remove stuff, then replace the remaining resources and (if necessary) run it through S3OC again to renumber it.
Menaceman44
28th May 2012, 04:04 PM
All I did was pull some vertices further away from the body so that they lined up correctly. I neither adder nor deleted any vertices.
I realise that TSRW renumbers stuff to make non-defaults by design which is why I used the "replace" function in s3pe when importing to the (non-renumbered) s3oc clone as it seemed to keep the numbers as they were in the original package.
Either way, I will remove all but the thin BGEO and see what effect that has.
Thanks.
CmarNYC
28th May 2012, 04:32 PM
I was talking about renumbering of the mesh vertex IDs, not the package resources. If you get a thin morph mesh explosion, this is the cause.
Menaceman44
28th May 2012, 05:22 PM
Yeeeeaaahhhh....
http://i806.photobucket.com/albums/yy346/Alistu-/Sims/asplode.jpg
So I DO need everything that's in the file?
CmarNYC
28th May 2012, 05:45 PM
Try just the base meshes and all the BGEOs.
omegastarr82
28th May 2012, 06:51 PM
I've got a question to add to this. So how would one get a fixed BGEO if you're altering the simgeom file of the morph? Use your mesh tool kit?
CmarNYC
28th May 2012, 11:48 PM
Use MorphMaker or the final version of Toolkit, which is coming Real Soon Now. :D
Menaceman44
29th May 2012, 04:00 PM
Okay, so with all the BGEOs and all the GEOMs left in the file, it still works as intended: No weird explosions, and no holes in the morph.
Would running it through the Compressorizer be a good idea since TSRW states that it does not compress files exported as .package files?
I wouldn't normally be asking all of these questions (especially if it was Sims 2 modding) but I've been away from creating/fixing for a while and seem to have forgotten a lot of stuff.
BloomsBase
29th May 2012, 04:57 PM
yes, you can compress with s3PE
whiterider
29th May 2012, 05:06 PM
I think s3rc (compressoriser) renumbers, in which case compressing using s3pe is the better option.
Menaceman44
29th May 2012, 06:39 PM
I assume s3pe compresses automatically by default? When I right-click on the resources they all have a tick next to "compressed" already.
whiterider
29th May 2012, 07:17 PM
As far as I know it doesn't, but hey, if S3PE says they're compressed then they're compressed, no more work to be done!
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