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IgnorantBliss
22nd Oct 2005, 03:17 PM
Tutorial: how to create custom windows

- An advanced level guide to creating windows with new meshes.
- This tutorial will NOT explain in detail all the steps there are to creating a new object, but concentrate on the special steps/ problems involved in creating windows.

:deal: This Tutorial is also provided in PDF format. To view it, we strongly suggest to download the Foxisoft PFD Viewer (http://www.foxitsoftware.com/pdf/rd_intro.php): it's free and small, less than 1Mb!

What do you need for this tutorial?

- SimPE version 0.50
- CEP3 (http://www.modthesims2.com/showthread.php?t=92541)
- Milkshape 3D (http://www.download.com/MilkShape-3D/3640-2121_4-10424666.html?v=1)
- a uv-mapper program such as UVMapper Classic (http://www.uvmapper.com/downloads.html)
- an image editing program such as Paint Shop Pro
- basic knowledge on the programs listed, previous experience on creating new objects, including uv-mapping, mesh-making and using SimPE for object creation (If you're completely new to object/mesh creating, I suggest going through JWoods' Sims 2 start to finish Object Creation Tutorial V 2.0 (http://www.modthesims2.com/showthread.php?t=104795) first)

- Also recommended for better texture quality: Nvidia tools/ DDS Utilities (http://developer.nvidia.com/object/dds_utilities.html)

What's so special about cloning windows?

- A one-tile window is actually a two-tile object: each window is composed of two parts called "north" and "south", one on each side of a wall. (Likewise, a window that's two tiles wide is actually a four-tile object.)
- Wallmasks: For the window to cut a hole in the wall you need a wallmask, a simple texture image that determines where the wall has to be transparent and where solid for the window to look right.
- Diagonal windows: For a window to work properly on diagonal walls, as well, you need two separate objects: the straight and the diagonal version. The diagonal version borrows its textures and material definitions from the straight version, and they need to be correctly linked to each other for this to work. The only texture that the diagonal window needs its own version of is the wallmask, because diagonal walls are wider than straight walls and therefore the hole in the wall will be of different shape.

Let's get started:

1. Start up Object Workshop in SimPE and clone The "Function of Plate Glass" Window (the one with a picture next to, followed by the number 0x7FA78F5B). The one with the red X is the diagonal version, and we'll need it later on). Leave the default cloning options checked, and especially make sure that Pull Wallmasks is checked. Proceed as usual with naming your package file etc.

2. Give your object new GUIDs. There are three GUIDs needed, as usual with two-tile objects. Only update the MMATs with the main GUID (the main GUID doesn't have any numbers at the end of its file name). Remember to Commit each one.

http://ignorantbliss.org/images/tutorial/MainGUID1.jpg
http://ignorantbliss.org/images/tutorial/MainGUID2.jpg

3. Go to the GMDC (Geometric Data Container). There are two GMDC files, one with the letter "n" in the name for "north", and the other one with an "s" for "south". Click on the south one, make sure that "frame" is checked on the Models list and Export.

4. Import the mesh into Milkshape. You will notice that only one side of the frame is visible. Make your new frame face to the same direction, and line up "the wall side" of the frame with the original frame to avoid gaps between the north and south sides since the "wall side" of the north frame will meet with the south frame.

http://ignorantbliss.org/images/tutorial/WallSide1.jpg
http://ignorantbliss.org/images/tutorial/MeshPlacement.jpg

5. For this tutorial, I created a simple square frame. You can make yours of a different shape, but try to make the thickness of the frame similar to the original frame so it'll stick out of the wall the right amount.

6. Delete the original mesh, and also all hidden faces (to optimize the polygon numbers), plus faces that are on the wall side of the mesh, since those will not be seen in the game.

http://ignorantbliss.org/images/tutorial/MeshBack.jpg

7. Save the mesh as an .ms3d file, then export it for uv-mapping, and import the map into Milkshape. Select All, regroup all groups together and name the new group "frame" (Important: This name has to be the same as the name of the original mesh in GMDC on the Models list or your window will turn out invisible in the game). Save a mapped, regrouped version of your mesh as an .ms3d file (you may want to keep the previous saved version separate if you need the ungrouped mesh for editing later, which I recommend doing, because one try in a mesh editor with windows is usually not enough).

8. Export the mapped mesh from Milkshape (do not close Milkshape just yet) and import it into SimPE (and delete the original mesh called "frame"). Commit and Fix Integrity.

9. Click on the second entry in GMDC, the "north" version, and Export the frame the same way you did with the "south" version.

10. Go back to Milkshape to the regrouped, mapped mesh, Select All, then click "Mirror Front <--> Back" under the Vertex menu, then select "Smooth All" under the Face menu (to fix the faces that got messed up during mirroring). This saves you some work when the north and south sides of your window are similar, so you don't need to create and map both meshes separately. Save the mirrored version of the mesh as an .ms3d file, as well, because you will need it later for the diagonal version.

11. Export the mirrored version as the "north" frame from Milkshape, the same you just exported from SimPE. Delete the original frame part of the north version in SimPE and Import your version. Commit and Fix Integrity.



Now we're mostly done with the frame mesh and it may be a good time to take a little break and have a cup of coffee or something, because there is still a long way to go :).



12. If you look at your window in the game now, it might look something like this:

http://ignorantbliss.org/images/tutorial/MessedUp1.jpg

So, yes, we've got some more work left to do. The window glass, wallmask, shadow and texture still need to be fixed.

13. If you preview your window in the game now and see the north and south frames are not lined up properly and there is a slit between them, you can open one of the regrouped, uv-mapped .ms3d files (either the north or south version) in Milkshape and move the whole mesh just a tiny little bit towards the wall side direction. If you're an anal person like myself, grass peeking through the window frame like this just isn't acceptable:

http://ignorantbliss.org/images/tutorial/MessedUp2.jpg

After moving the mesh in Milkshape, Export it and Import into SimPE, replacing the previous version, Commit and Fix Integrity again.

14. When you're done with the frame, it's time to move on to the window glass part. Go to GMDC in SimPE again, select the "south" version, and on the Models list, this time check the part called "windowplateglass_frostedglass". Export it like you did with the frame (it's going to overwrite the exported frame file, but that's ok because you have the mesh saved as an .ms3d file).

15. Close the frame mesh in Milkshape if you still have it open, and import the glass instead.

16. If your new window has a simple rectangular shape like the original one, you can just move the vertices around to make this one fit your new frame. You can merge your frame mesh into this mesh temporarily to get an idea of the size and shape the glass needs to be. Once you're done, delete the frame and save the glass mesh as an .ms3d file. If you need a more complicated glass mesh, just replace the original one completely. Just make sure that you have the mesh regrouped and named "windowplateglass_frostedglass" by the time you export it.

17. To make the north side glass, just do the same thing as with the frame: Select All, Mirror and Smooth All the faces.

18. No uv-mapping is needed for the window glass since it has no texture to it.

19. Export and Import both glasses to SimPE, Commit and Fix Integrity.

20. Then it's time to fix the wallmask. The newer versions of SimPE also includes the wallmask texture for the diagonal window in the straight version. This is an unnecessary file, and you can safely delete the wallmask texture that has to word diagonal in it. You can also delete the two TXMT (Material Definition) files that have both the words "diagonal" and "wallmask" in the name. If you're using an older version of SimPE, these extra files may not be there, and you don't have to worry about them. (Note: windows that are two tiles wide need two wallmasks for each package, one for each tile.)

21. Then find the actual wallmask TXTR (texture image) that we need, the one that does NOT have the word "diagonal" in it. Export the texture by right-clicking on it and open it in a graphics program such as Paint Shop Pro.

22. Obviously, the white parts of the image are where the wall will be solid, and the transparent areas will cut a hole in the wall. Open a new image with a transparent background (sized 64x128). Now you'll have to estimate the size and shape of your window on the wall. The wallmask image is a bit distorted for the straight version, and you have to make the opening wider than you'd think based on the shape of the window. The part of the wall that needs to be solid, you fill with a plain white color. Save as a .png file and Import into SimPE, preferably using the Nvidia tools and Build DXT (and Commit).

The original and new wallmasks side by side:
http://ignorantbliss.org/images/tutorial/Wallmasks.jpg

23. The only way to check if the wallmask works right is to save your package now and try it in the game. Repeat steps 22 and 23 until it's the correct size and shape in the game, covering the parts it needs to while cutting a hole big enough in the wall.

24. The wallshadow will likely be of a wrong shape, too. The shadow texture used for this window is a generic rectangular shadow which may be hard to make of the right shape if your window is anything but rectangular. If you don't especially want a correct shadow for your window, you can just edit the shadow texture to be completely black and import (can't use Build DXT with the ExtRaw8Bit image format), Update All Sizes and commit. Now the shadow will be invisible.

25. Now it's time to import the texture for your frame. Make it the size you need (the smaller the better, since bigger texture files use more game resources, and if you uv-map efficiently, it's usually possible to keep the texture file small with windows. 256x256 pixels should be enough for smaller windows.), and import it into SimPE with Build DXT and Commit.

26. Edit the catalog information for your object and save.

27. Take a look at your window in the game and see if everything looks the way you want it to be. If it does, tap yourself on the back for a job well done! If it doesn't, you can still go back and edit any part of it by repeating the related steps.

http://ignorantbliss.org/images/tutorial/MeshDone.jpg

Now you're done with the straight version of your window. If you want the window to work on diagonal walls, you will have to create a separate, diagonal version, but it's going to be a lot faster than making the straight one since you already have the meshes done.

28. Start up Object Workshop in SimPE again, and this time clone The "Function of Plate Glass" Window that doesn't have a preview image, just a red X (followed by the number 0x7F9A5B40). Clone it with leaving all the default options checked the way they are, and give your package a similar name as you did to the straight version, but add the word "diagonal" to it for clarity.

29. Give the window new original GUIDs. You will notice there are two object data files both of which seem like they could be the main GUID based on their names. To figure out which one is the actual main GUID, click on one of them and then open the RAW Data tab. In The RAW Data tab, go to the GUIDs section and look at the lines called "diagonal selector guid 1, diagonal selector guid 2, grid-aligned selector guid 1 and grid-aligned selector guid 2". If all the lines have a value of "0x0", then it's not the main GUID. If two of the lines are anything else than "0x0", then that's the main GUID, and the one you'll have to "Update MMATs" for (and also the one you will need to link the GUIDs of the straight window later on).

32. Next you'll have to import the meshes. When you go into GMDC, you'll see that the mesh structure is the same as in the straight version. Export the meshes and then just open in Milkshape, one at a time, the mapped and regrouped versions of the STRAIGHT window frames you made earlier, south and north ones, accordingly, and export them as the diagonal windows. With windows, you do NOT need to rotate the meshes in any way to make them diagonal, just use the straight window meshes in the position they are and import them into the diagonal package. Then also import the glass meshes. Commit with each step and Fix Integrity. (Note! If you want both the straight and diagonal windows to span the whole tile sideways, the diagonal version is going to needs its own, new meshes, because the straight version is not going to be wide enough for the diagonal wall.)

31. The only texture file in the diagonal package is the wallmask, which is different from the wallmask on the straight version, since diagonal walls are wider. This time the wallmask is not stretched out of proportion like the straight wallmask was. The image size is also bigger (128x256). Edit it the same way you did with the other one and import it into the package file. You'll have to wait to test it in the game, though, because the diagonal version of the window will not show up until you link the two windows to each other. (The diagonal window will not show up in the game as an individual object, you will only get it to show when you choose the straight version from the catalog and place it on a diagonal wall.)

32. From here on, to link the straight and diagonal versions together, I suggest you follow this (http://www.modthesims2.com/showthread.php?t=82075) article by Numenor. You can skip some of the stuff in Steps 1 and 2, since we already did those, and go on from Step 3. (I recommend you download the .pdf version of his article and keep it for later use.)

33. Once you're done, put both the straight and diagonal packages into your game and enjoy the result of your hard work! If something goes wrong, and you can't figure it out by referring to the tutorial, post your question in this topic and I'll do my best to help. It makes my job easier if you upload your problematic package file as an attachment with your post, so that I can take a look at it.

http://ignorantbliss.org/images/tutorial/DiagMeshDone.jpg

Bonus! Tips on creating DOORS: Making doors is very similar to making windows when it comes to the north and south side parts, wallmasks, diagonal versions and so on. The only difference is that doors have more parts to them. A typical door has four or five files in the GMDC, four of them for the actual meshes: two for the north and south sides of the animated door that opens and closes, and two for the north and south versions of the static frame. Based on my experience, you do NOT need the Mesh Tool for retaining the animation; you can deal with the meshes the same way you do with windows.

This has been my first tutorial ever, and I hope it wasn't too hard to follow! I hadn't seen a window tutorial anywhere, and thought maybe it's needed, since there aren't that many creators making build items. This is, of course, not the only way of creating windows, it's just the way I do it. Windows seem to be popular downloads, probably because there aren't that many of them around!

(Please, do not post this tutorial on another website without my permission, because adequate user support has to be provided wherever this tutorial is available.)




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Tutorials:Creating_Custom_Windows

Numenor
22nd Oct 2005, 04:02 PM
Excellent job! :gjob:

Moving to Tutorials / Object Creation forum.

Inge Jones
22nd Oct 2005, 04:39 PM
And the other good thing about doors is they already open and close without losing their recolours :D

IgnorantBliss
22nd Oct 2005, 05:05 PM
And the other good thing about doors is they already open and close without losing their recolours :D

Indeed :lol:

Bad Whippet
24th Oct 2005, 03:54 AM
This is an AWESOME tutorial - thank you!

As a result, I now have my first-ever window AND door completed. I have one problem though and wondered if anyone knew the answer...

I tested my new window in a lot, packaged the lot, and then reinstalled the lot using the Maxis installer on an empty downloads folder. The window hasn't installed correctly. The problem appears to be the wall-mask (it looks like the default wall mask replaced MY wall mask, leaving a yawning gap in the wall). This DOESN'T happen with Sims 2 Clean Pack Installer but I like to upload lots and many people don't use S2CPI (WHY don't they???)...

I've seen this problem a few times before with other people's windows, and it SEEMS to be a random thing. If it's of any use, I cloned the Independent Expressions Shop Window.

Is there a known cause/solution?

IgnorantBliss
24th Oct 2005, 04:58 AM
This is an AWESOME tutorial - thank you!

As a result, I now have my first-ever window AND door completed. I have one problem though and wondered if anyone knew the answer...

I tested my new window in a lot, packaged the lot, and then reinstalled the lot using the Maxis installer on an empty downloads folder. The window hasn't installed correctly. The problem appears to be the wall-mask (it looks like the default wall mask replaced MY wall mask, leaving a yawning gap in the wall). This DOESN'T happen with Sims 2 Clean Pack Installer but I like to upload lots and many people don't use S2CPI (WHY don't they???)...

I've seen this problem a few times before with other people's windows, and it SEEMS to be a random thing. If it's of any use, I cloned the Independent Expressions Shop Window.

Is there a known cause/solution?

Glad to hear you found the tutorial useful!

That's an odd problem with the wallmask, though. Nobody has reported it happening with my windows (which have been included in some downloaded houses), but I'll have to ask around if it has happened to anyone and just never mentioned. I have no idea what would cause it, especially if it works fine with the Clean Pack Installer. Odd. I'll have to try cloning that particular window and see if I can spot anything different.

Numenor
24th Oct 2005, 08:06 AM
I've never heard of such a problem, either... It's odd, because the different installers may copy the packages into different locations, or assign a different name to the package; but in any case the content of the package shouldn't be altered anyway.

Please check the package that was installed with the Maxis installer, in order to be sure that the wallmasks TXMT are in, and their names are correct.

Bad Whippet
25th Oct 2005, 01:36 PM
Please check the package that was installed with the Maxis installer, in order to be sure that the wallmasks TXMT are in, and their names are correct.

Thanks both - will do that tonight.

It's happened to some of Windkeeper's windows too. She can make an entire set, but a couple of them exhibit this trait for no apparent reason (her Lafentere privacy windows do, but Lafenetre loft windows don't).

I wanted to use the independent expressions window because the glass is also included (I wanted to change the glass to be totally invisible).

Of course, it could be me - I managed to cock up my diagonal window attempts and am perfectly used to having to retry 80 times before I finally get it right! I'll try again with a different window.

If you have any tips on how I can change the non-included glass, that would be invaluable!

BW :)

Bad Whippet
25th Oct 2005, 01:46 PM
And one more dumb question: if I want a window without glass, can I simply remove the glass mesh from the package?

BW

Numenor
25th Oct 2005, 03:36 PM
A little rough, but it should work... :)

IgnorantBliss
25th Oct 2005, 03:37 PM
I wanted to use the independent expressions window because the glass is also included (I wanted to change the glass to be totally invisible).

Of course, it could be me - I managed to cock up my diagonal window attempts and am perfectly used to having to retry 80 times before I finally get it right! I'll try again with a different window.

If you have any tips on how I can change the non-included glass, that would be invaluable!

BW :)

What do you mean by the "non-included glass"?

To answer your second post, I haven't tried to remove the glass completely, but I'm pretty sure it's possible. When you remove the glass meshes, you should also remove the material definition files related to them. I might be forgetting something else necessary here, but if it doesn't work like that, let me know. I have removed parts from other objects than windows, and it hasn't been a problem.

Numenor
25th Oct 2005, 03:59 PM
A complete removal of a mesh needs the foolowing steps:
- Delete the mesh from the GMDC
- Delete the Material Definition that refer to that subset (usually one, but multi-state objects, like lamps or counters, may have two)
- Delete the reference to that subset from the shape
- If the subset is recolourable (most of the window glasses are), delete the Material Override that refers to that subset, and remove the reference to the subset from the GMND (tsDesignModeEnabled block).

Anyway, as soon as you delete the mesh from the GMDC, the game can't render it any more (though it tries to). If the subset is recolourable, and you don't delete the MMAT and don't edit the GMND, you may see that subset as colour option in the catalog (i.e. e second line of icons), though that subset doewsn't exist any more.

Bad Whippet
25th Oct 2005, 04:07 PM
Thanks ever so, Numenor. I figured that yoinking out the mesh and then walking away would be a bit tardy. This is REALLY helpful and much more useful to me than invisible (not needed) glass.

Just hope I can sort the lot packaging now. Tonight, I shall install my test lot with the Maxis installer and check out the package to see what has happened. It is like the window mask of the original cloned window replaces my custom mask, so it may well be they're missing or something.

Probably me again!

BW

IgnorantBliss
25th Oct 2005, 04:15 PM
A complete removal of a mesh needs the foolowing steps:
- Delete the mesh from the GMDC
- Delete the Material Definition that refer to that subset (usually one, but multi-state objects, like lamps or counters, may have two)
- Delete the reference to that subset from the shape
- If the subset is recolourable (most of the window glasses are), delete the Material Override that refers to that subset, and remove the reference to the subset from the GMND (tsDesignModeEnabled block).



Thanks, I was thinking about the Shape and DesignModeEnabled things, too, but wasn't sure if they would be removed automatically or not. I think, before when I removed subsets, they weren't recolorable to begin with so I didn't need to worry about that or the Material Override with those.

xrax
27th Oct 2005, 04:21 PM
Dear IgnorantBliss,

Thank you so much for this tutorial. Even though I didn't try it out yet, I am confident that I can pull off making custom windows, as I've already made mirrors, TVs, and lights without tutorials and without problems. It all makes sense and there are good screenshots that help illustrate what you explained in the tutorial.

This tutorial is very appreciated. Thanks once again.

Latricia
31st Oct 2005, 11:41 AM
Thank you so much, IgnorantBliss! You are a life saver for me as I wanted to try my hand on windows now for a long time and had no idea how to.
It's a lovely tutorial and very well explained. Writing a clear tutorial takes lots of time and patience. You have done a marvelous job!
I am off now to try it :D

IgnorantBliss
31st Oct 2005, 11:51 AM
I'd love to hear in the future how the projects turn out for the both of you :)

chrissy6930
1st Nov 2005, 12:15 AM
Bad Whippet: I have seen that bug with numerous windows by now. they all have in common that it only happens with single items or master files - not to all of them though - but never with diagonals or slaves.
and there doesn't seem to be a cure for it around so far.

what u could do as a workaround is once u figured that there is that bug with any of your windows and u used it in one of your lots to generally advice downloaders to download and install the required window meshes prior to installing the lot.

xrax
17th Nov 2005, 10:25 AM
First of all, I want to thank Ignorantbliss for this tutorial.

Ignorantbliss, I decided to actually try out your tutorial, though instead of using Milkshape, I used 3dsMax. Anyway, I ended up with a wonderful window that even surprised me. I expected it to fail because it was my first attempt at this tutorial. Anyway, I'd like to show what I've done following your wonderful tutorial:

http://img380.imageshack.us/img380/7921/snapshot70880ef690880ef87ua.jpg

IgnorantBliss
17th Nov 2005, 10:40 AM
That's an absolutely gorgeous window, xrax! Congratulations! :)

Mage
20th Nov 2005, 05:06 PM
Thank you. Thank you. I just had no idea how to make the diagonal windows, and now I have successfully made one.

Mage
6th Dec 2005, 03:10 AM
I've gotten all messed up somehow. I actually had this window made and a recolor made and both were working correctly on straight and dieagonal walls. Then I thought I'd change the mesh slightly so I imported both meshes into the straight and diagonal packages. Then when I tried it out everything was ok except the additional color option is now missing from the diagonal window. I tried to get back the package that was right but the back-ups were wrong too somehow.
So I'm uploading them and throwing myself on your mercy.

I'm also confused about all the extra wallmasks in these packages. I'm pretty sure I can delete most of them but I can't seem to work out which ones.

Thanks again for the tutorial and all your help.

Numenor
6th Dec 2005, 08:12 AM
Mage, I can't find anything wrong in your packages, at least with the resolours for the frame. There is a little problem with the recolours for the glass (the diagonal GMND wasn't properly linked, it's not your fault, but something that should be fixed in the CEP).

Try this fixed diagonal, and try re-build the recolour package.
If it doesn't work, post here the recolour, too.

IgnorantBliss
6th Dec 2005, 08:14 AM
Hi Mage,
I figured out it was the glass missing from the tsMaterialsMeshName list for the diagonal window, so it wasn't linking the textures for the window correctly from the straight one. I added the glass subset, and now the diagonal version has both subsets showing up in design mode, as well.

I deleted the wallmask images and TXMTs from the straight package that had the letters "cas" in the name. I don't know what they were for, but now the window only has the wallmasks it needs :).

Edited to add: Good timing, Numenor, you beat me :lol:.

Mage
6th Dec 2005, 02:30 PM
Numenor and IgnorantBliss, you both are so nice to be so willing to help. I feel that much less frustration knowing that if I can't get something right you are here.
In this case maybe I shouldn't have been so quick to ask, as late last night I got it working myself somehow. When I'm making an object I start out saving it in a project folder and then save it into the downloads folder when it's done. This time the first time I did it everything worked fine, but because the colored glass was overlapped by the clear glass it wasn't quite the right color. So I'm guessing what happened was when I imported the mesh to correct that, I must have used the straight window from the projects folder, which wasn't linked to the diagonal...

Anyway I went over the diagonal tutorial again and I'm not sure what I even changed... But I got it working right with the new mesh.

Now I have removed the unnecessary wall masks and all seems to be well... I almost want to upload my fixed files and ask you to make sure they are ok. But they must be if they are working in the game, right? Right?

Thanks again, really from the bottom of my heart. This is so much fun. (I wish my skinning wasgoing as well, lol)

thebiggreentree
11th Dec 2005, 05:08 PM
my firewall prevents me from downloading these programs, but could anyone take the trouble to create some crescent shaped amityville horror windows for the sims 2?

Inge Jones
11th Dec 2005, 05:11 PM
Presumably your firewall will be quite happy with those?

IgnorantBliss
11th Dec 2005, 05:13 PM
my firewall prevents me from downloading these programs, but could anyone take the trouble to create some crescent shaped amityville horror windows for the sims 2?

Requests belong to the Requests forums :). I also seem to recall someone requesting those windows there some time ago.

Also, you don't necessarily need to download the tutorial, it's posted fully in the first post of this topic. Which programs do you have trouble downloading? Could you maybe change your firewall settings for the moment you download the programs?

thebiggreentree
24th Feb 2006, 10:06 AM
Oh it's alright now, I managed to find some on TSR, thanks (And for some reason I can't seem to find the requests forum on this site) Thanks for your help.

IgnorantBliss
24th Feb 2006, 01:02 PM
To find the Request forums, look at the top panel for a section called "Requests" ;).

temptress
22nd Mar 2006, 10:34 PM
I have this problem ... I cloned a window and a door ( an they work fine ) but they have replaced the original window and door ... what did I do wrong ???

ps: owesome tutorial. GREAT WORK and thanks for sharing it.

Mage
23rd Mar 2006, 01:16 AM
I have this problem ... I cloned a window and a door ( an they work fine ) but they have replaced the original window and door ... what did I do wrong ???

ps: owesome tutorial. GREAT WORK and thanks for sharing it.

I think that happens when the clone is still using the GUID's of the original. Your window has to have GUID's that are unique to it.

temptress
23rd Mar 2006, 03:58 AM
I think that happens when the clone is still using the GUID's of the original. Your window has to have GUID's that are unique to it.

OK, I GOT IT, THANKS A BUNCH :beer:

IgnorantBliss
23rd Mar 2006, 05:16 AM
Thank you, Mage, for helping out :). Yes, things like getting new GUIDs was not mentioned in the tutorial because it was assumed that people who'd follow this tutorial had already gone through a beginners' object tutorial that would explain basic steps like that. I still recommend you go through something like JWoods' object tutorial just to make sure you're getting all the important basic information about creating objects :).

temptress
2nd Apr 2006, 05:32 AM
Hello again ... I have a problem with diagonal windows ( and doors ) :gonemad: … I followed your tutorial and numenor’s “ Linking straight and diagonal objects ”
but when I try to use the diagonal window says “can’t be placed in diagonal walls ” or something like that …
http://upload.modthesims2.com/attachment.php?attachmentid=267595&stc=1
I’ll upload my window here … if anyone would like to check it out and tell me how to fix it... ill be really happy

IgnorantBliss
2nd Apr 2006, 05:55 AM
temptress, I'll take a look at the window when I get the chance, but before that, are you sure you don't have the moveobjects cheat on? Which window did you clone, by the way?

Edited to add: I just ran into a problem with SimPE and I can't run the program at all. I will take a look your window as soon as I get it running again.

Lethe_s
2nd Apr 2006, 04:09 PM
temptress,

here's your fixed package back
you had one line wrong in the object data linking the two windows
they seem to be working fine for me now

temptress
3rd Apr 2006, 02:19 AM
temptress,

here's your fixed package back
you had one line wrong in the object data linking the two windows
they seem to be working fine for me now

THANK YOU SO MUCH Lethe_s ... :bandit: YOU ROCK !!! :dance:

morten8035
11th May 2006, 04:03 PM
Great tutorial and i like the window. can you upload the window?

IgnorantBliss
12th May 2006, 04:44 AM
The window you see in the tutorial? No, I don't think it exists anymore, I just used it as an example. But it's a very simple shape and it's easy to recreate if you want to give it a try :).

morten8035
12th May 2006, 08:47 PM
yes i hope you can recrate it and upload it :)
i love the window :D

IgnorantBliss
12th May 2006, 08:50 PM
Oh, I think you misunderstood, I'm not planning on recreating it myself, but if you or someone else feels like doing that, feel free :). I didn't like the window enough myself to keep or upload it.

Schoende
23rd May 2006, 01:34 AM
At first my problem:
I followed the steps in the tutorial the best I could, I can get my new window on a wall (diagonal and straight). But there is one little problem I get this gap at the top of my wall... I tried redoing my wallmasks a thousend times (looks like that is the problem) but it did not work so: how can I get it away???

problem area:
http://upload.modthesims2.com/attachment.php?attachmentid=299443&stc=1

*EDIT*

Fix:
If you have updated all sizes check the smaller verions too if there is no unwanted transperency... if there is just export that size and make the transparent area white and import. Don't update all sizes (you'll have the same problem then again).

*END OF EDIT*

And now the trick for not rectangular shadows...
It's very easy to do so I'll be quick in this. Just make your UV for the wallshadow mesh rectangular it works great. And make the spaces of your mesh bigger then they really are (so you can get the right oppacity from the center to the edge)... hope this helps and is not useless information... (if it is tell me I'll delete it at once then :P)

pics about this:
mesh:
http://upload.modthesims2.com/attachment.php?attachmentid=299444&stc=1

and the UV map for the mesh above:
http://upload.modthesims2.com/attachment.php?attachmentid=299445&stc=1

*EDIT*

Ohw before I forget THNX for the nice tutorial ;)

IgnorantBliss
23rd May 2006, 04:40 AM
The better way to import textures is to use the DDS Utilities (http://developer.nvidia.com/object/dds_utilities.html). Install them, and make sure in SimPE Preferences it points to the right folder. Then, when you import a texture, when you right-click choose "Build DXT" instead of "Import". Do no "update all sizes", just click Commit. Using the DDS Utilities should avoid the unwanted gaps along the borders of texture images.

Jackass boy
24th May 2006, 09:52 PM
what kind of file shall I import to milkshape 3D?
Nothing work. please help

IgnorantBliss
24th May 2006, 09:57 PM
As an OBJ file.

When you export the original window mesh from SimPE, click the Export button and save as the default file type, and then import as an OBJ into Milkshape.

If you have no previous experience on object making, I recommend a beginner tutorial. This tutorial doesn't explain all those steps in detail because this is meant for creators who already know the basics :).

SimtopiX
5th Jun 2006, 08:23 PM
I have a problem I don't understand. I've followed your tutorial on how to make custom windows step by step, and everything worked out fine until I took a walk around my new window : on one side there is a glass, on the other side there isn't... Any suggestions ?!

BTW, excellent tuturial !

Greetzzzz.

IgnorantBliss
5th Jun 2006, 08:31 PM
Looks like the glass mesh on one side of the window is missing. Just like you need a frame on both sides of the wall, you also need the glass on both sides, since only one side of a mesh is visible.

SimtopiX
6th Jun 2006, 08:16 AM
That's what it looks like, indeed. Only, the mesh is not missing, or - at least - I did import an adjusted mesh... I'll retry the entire cloning procedure tonight and I'll let you know if the problem still remains.

I have yet another question, but I'm not sure you'll be able to give me an answer : Is it possible to have the wall above the window accept other objects (without the 'MoveObjects' cheat) ? It would be nice to hang a painting or mirror above it...

IgnorantBliss
6th Jun 2006, 09:38 AM
If the glass mesh is not missing, then it's probably inverted (with the faces pointing to the wrong direction, so that both glasses face the same way, and the other side is invisible). Try inverting the faces of one of your glass meshes. I usually make the faces of the glass point to the same direction as the frame is pointing.

SimtopiX
6th Jun 2006, 12:08 PM
Is there any way of telling wich side (north or south) the problem is at ? You know, when placing an object there's always one (or more) green (or red if not placable) square on the floor with a triangle pointing in one direction... Does this triangle help to keep north and south apart ? Or should I just try at random luck ?

IgnorantBliss
6th Jun 2006, 12:50 PM
I think there is, but I can't remember which way is which. But which mesh editor you're using? In Milkshape, at least, you should easily be able to see which way the faces are facing.

SimtopiX
6th Jun 2006, 09:07 PM
It won't work ! I've retried the entire cloning precedure starting from the "Artefact by Ergo" window and decreasing it's height to 1/3 of the original (I know it's exactly 1/3 because I used AutoCAD to resize the mesh). I've been very careful with the directions of the meshes, but still I get the same result as before : one side shows glass, the other doesn't. However, comparing my window with the original one, it seems mine is like a double layer of glass... which probably means both glass meshes are facing the same way. But I can't turn one of them around, though I tried ! Another difference is the missing shadow around the window, on both sides of the wall. Maybe these meshes are facing the wrong direction too. Would you mind taking a look at my package ?

In answer to your question : I'm using both Anim8or and AutoCAD to create/change meshes. Anim8or because it's fairy sipmle to use (with .obj files) and AutoCAD because it allows me to work very precise (using .3ds files).

IgnorantBliss
7th Jun 2006, 05:00 AM
Yes, one of the glass meshes was facing the wrong way. I fixed that and now it should be working OK. I don't know how to do it in Anim8or, but it's a very useful thing to know how to do when you deal with meshes, to invert the faces or do something else that has a similar effect.

As for the shadow, it appears to be invisible. I'm not quite sure why that is happening.

I noticed that your window is using the same textures as the original Maxis window. In that case, you could make the file size smaller by deleting the unused texture images, material definitions and material overrides from your package, and only leaving the ones for the shadows and wallmasks. I deleted the diagonal wallmasks from your package, by the way, since the diagonal ones are not used by the straight version and are unnecessarily included in the package.

SimtopiX
7th Jun 2006, 07:14 AM
Thanks a million ! I'll check it out as soon as I can. (Can't play at work, right.)

Too bad the shadows don't work, but that's the way it will be then...

The fact that my window is using the same textures as the original was originally not my intension : it just happened to be that way. Probably because I cloned a window that was already using textures from another Maxis-original.

SimtopiX
8th Jun 2006, 12:32 PM
Like I said, before : Thanks a million ! It works just fine.
Yesterday I made another window-clone, and it all worked out just fine at the first try. I really don't get what went wrong with my Flat Artefact window.

I have yet another question, but I don't know where to post it. I would like to know if it is possible to create (with SimPE) another 'half-wall' object ? I would like to create a 'quarter-wall' (half the height of the half-wall) that is able - like all other walls - to be textured with the normal wall textures. Can it be done ?

IgnorantBliss
8th Jun 2006, 01:49 PM
Sorry, but I don't think I know the answer to your last question. I don't know if it's possible to create an actual 1/4, but there are always ways around it, like creating windows that make the wall look as if it's a 1/4 wall, and so on.

atomic_hamsters
10th Jun 2006, 01:48 AM
Awesome tutorial :D It was really easy to follow!
Here's a pic of my window. :bandit: I need to adjust the wall mask on the diagonal one now...

IgnorantBliss
10th Jun 2006, 05:06 AM
Cool, congratulations! :)

HeartDeco
16th Jun 2006, 09:51 PM
Hi All,

I would like some help...PLEASE...sob,sob...

I have two windows that have 'issues'. The first is Numenor's extracted CAS Loft window, which looks great and we like, but doesn't allow light to flood into the room. The second is the High Tech Loft which I resized to look like the CAS Loft in hopes of fixing the light issue. It looks perfect in SimPE's preview pain and in Milkshape, but it acts like there is no wallmask. To add to this dilemna, the frame is black on one side and gray on the other. I have no idea on this last part, as last night it was black on both sides. You can see the transparent image of the whole window until it is placed on the wall, then it becomes just a frame. Also last night it was flooding light properly from just the frame. Then my medication kicked in and I had to go night-night.

IgnorantBliss said I could post these here (?) and see what you all thought. Be kind this was my first window meshing extravaganza. I thought I would get my toe wet in working with cloned window meshes, but I fell in and now I am drowning in puzzlement. I need a remedial course in windows 101.

Anyway, attached are the two window files - See what you think.

Thank you so very much to All here,

HeartDeco

IgnorantBliss
17th Jun 2006, 09:51 AM
I don't think I can help with the extracted CAS window, but I took a look at the other one.

The reason the frame looks different on each side is because you have the glass mesh in the shape of the frame on one side. So, one side has two frame meshes, of which one has the material definition of the glass, and there is no flat glass on that side. You can easily fix that by deleting the wrong glass mesh and importing the correct one.

As for the wallmask issue, I'm not sure. I assume you deleted the 4 other wallmask textures that were in the package, the ones called CAS and diagonal? Maybe try leaving in the CAS ones and see if that fixes it. If that still doesn't help, try cloning some other 2-tile window, like the Independent Expressions, Inc., "Showcase" Shop Window, import your meshes and textures into that one, and see how that works.

HeartDeco
18th Jun 2006, 05:22 AM
I don't think I can help with the extracted CAS window, but I took a look at the other one.

The reason the frame looks different on each side is because you have the glass mesh in the shape of the frame on one side. So, one side has two frame meshes, of which one has the material definition of the glass, and there is no flat glass on that side. You can easily fix that by deleting the wrong glass mesh and importing the correct one.

As for the wallmask issue, I'm not sure. I assume you deleted the 4 other wallmask textures that were in the package, the ones called CAS and diagonal? Maybe try leaving in the CAS ones and see if that fixes it. If that still doesn't help, try cloning some other 2-tile window, like the Independent Expressions, Inc., "Showcase" Shop Window, import your meshes and textures into that one, and see how that works.

That's is what I am doing now. Yes, I caught the glass frame problem, it also happened with the CAS loft window. I was able to fix the second one and now I have a third, full size Loft as well. The loft windows are very quirky for some reason only Maxis knows, I am sure, but I am determined to conquer them.

Thank you so much, I will let you know.

HeartDeco

ebarth1967
5th Jul 2006, 08:18 PM
Hi!

I need some help with making windows.

Everything seems perfect until I place my window in the game and then the whole wall appears to be pink. I gather there is a problem with the wallmask but after trying everything I could think of still no luck! I need help - in the preview in SimPE everything is perfect - it's as soon as I try to place the window on a wall. What am I overlooking? I tried to follow your tutorial but I use Blender instead of Milshape so got a bit lost.

:rolleyes: :!:

Numenor
5th Jul 2006, 08:57 PM
Pink walls? You're right, there are most chances that there is a problem with the Wallmasks (which are not shown in the SimPe preview: there's why the preview is perfect).
Compare the names of the textures with the references contained in the TXMTs (in both the Péroperties and in the File List tabs): the references must be identical to the texture name, without the _txtr extension en with the ##0x1C050000! prefix.
Also, double check if the first part of the TXMT names (the part before the first underscore) is identical to the CRES name.

nectere
8th Jul 2006, 05:50 AM
How do you get the shadow invisible on the diagonal?

IgnorantBliss
8th Jul 2006, 06:04 AM
Invisible? You mean you don't want any shadow at all? Then you can just delete all the shadow related files from the diagonal package (the mesh, texture, material definition, Shape reference)

nectere
8th Jul 2006, 06:13 AM
Thats what I finally ended up doing thanks. Because I had left the shadow in the straight but blacked it out, yet the diagonal was still picking up the original shadow - I presume from the maxis window, as there isnt anything in the diagonal package for the shadow other than the shape ref and the gmdc part, nor was there a txtr image. My problem was that the shadows were twice as dark on my windows as on the maxis windows and I couldnt figure out why so I just decided to get rid of them all together, I am having enough problems as it is lol.

btw could you take a look at my window package in Object repair and tell me specifically what is wrong with it? I cant figure it out and dont see any difference between what Numenor fixed for me and mine that I rebuilt. Please please please, I would really like to learn how to do this, thanks.

IgnorantBliss
8th Jul 2006, 06:21 AM
I already did take a look at it and made a post about it there :).

nectere
8th Jul 2006, 06:47 AM
yes and you ROCK!

Mage
8th Jul 2006, 03:35 PM
Too-black shadows always happen to me as well. I solve it by re-importing the shadow texture as the alpha and then they look right...

nectere
8th Jul 2006, 05:59 PM
I will try that thanks! Currently I reduced the size of the shadow and that helped a little because now its barely poking out from behind the frame, which really doesnt solve the issue.

Cooldadx4
21st Jul 2006, 05:51 PM
ignorant bliss i just got this crazy idea while working on my new seemless double hung window ..Is there a way to animate a window say a double hung so that you can open it and shut it ???? My bottom pane on the double hung was off target slightly and it looks really cool opened up and if there is a way to animate it so that you can open or close it i really would love to know how to do it any help would be appreciated...

IgnorantBliss
21st Jul 2006, 05:55 PM
I don't know of an actual animation, but, back in the day, Inge modified one of my window meshes so that it appeared to open and closed. What she did was combine two meshes, an open and closed one, into the same package, and made it so that only one mesh was visible at a time. The meshes switched at a certain time each day. I don't know how she did it, but it had something to do with BHAVs, which I'm not very familiar with. The windows can be found at Pixel Sims (link in sig).

Cooldadx4
21st Jul 2006, 06:00 PM
ok , im not that into this stuff yet to start messing with Bhav's so i think what i will do is make two seperate windows one closed and one open this way if you want to place an open window next to a closed window you can or have any combination of the two ...This is prob the easiest way as once i get the original closed one done all i have to do is edit the 2 pane meshes in the second window.. Thanks for everything !

Obie505
9th Aug 2006, 08:12 PM
Okay. I have been trying this tutorial(very nicely done and really much appreciated :-D)however, I cannot seem to get it right. I'm having the same problem with it saying that "Cannot Be Placed On Diagonal Wall" but I've checked my GUIDs because I know that's been the number one problem with that issue around here but they seem to be right to me. I've attached my files and if someone could give them the once over and let me know what's wrong then I would really appreciate it!

Numenor
9th Aug 2006, 10:18 PM
Obie505, I've already replied you on this thread (http://www.modthesims2.com/showthread.php?p=1352558#post1352558). Try not to post the same question on different forums, if you don't want to confuse who is trying to help you.

SimtopiX
24th Aug 2006, 08:56 PM
IgnorantBliss,

I wondered if you could help me out. I followed your tutorial step by step, including Numenor's part of linking the straight and diagonal version of my new window. But it won't work ! Could you check the package files ?

Thanks.

Numenor
25th Aug 2006, 09:12 AM
SimtopiX, the linking was done correctly. I've only noticed an oddity in the OBJD of the diagonal, and I've fixed it. I'm not sure 100% that it was the cause of the problem, but anyway now it works in my game.

This is what I've done.
In the multi-tile objects, there are several OBJD files; there must be *one* "Master" tile and *one* "Lead" tile.
Both can be recognized looking into the "Placement" section of the OBJD: the Master has the field 0x000B (Multi-tile sub index) set to 0xffff, while the Lead tile has the field 0x003F (Multi-tile lead object) set to 0x0001.

In your diagonal, both OBJD had the "Multi-tile Lead Object" field set to 1, so I've reset to zero the OBJD that was not a lead tile.

While I was there, I've also deleted the many TXMTs that SimPE imports by mistake (almost 70 TXMTs related to other windows, and unnecessary in your package).

Now the window can be correctly placed on diagonal walls. Just check the shadow of the diagonal: the original shadow is still visible.

SimtopiX
25th Aug 2006, 11:27 AM
Numenor, you're the greatest !

I'll try to fix the shadow, but I'm quite sure it won't show up any more after changing the shadowmesh. It's a small problem I had with other windows I've created.

Thanks !

Numenor
25th Aug 2006, 12:40 PM
Most creators just delete the shadowmesh and all the related TXMT and textures. The overall look of the window will still be quite good, even without shadows (that in most cases is invisible, anyway).

SimtopiX
7th Sep 2006, 02:55 PM
I just want to know if it is possible to add (or remove) tiles to windows. I would like to make a four- and five-tile window, but the largest ones provided by Maxis (to clone) are only three tiles wide.

Thanks.

IgnorantBliss
7th Sep 2006, 03:06 PM
Removing tiles is easier than adding them. One of the 2-story windows is four tiles wide, and what you can do it clone that, then delete the Object Data, Object Functions and Lightning files for the second story tiles, and only leave the ones on the first floor.

Alternatively, you could ask Zookini if you could clone his 4-tiles wide window (http://www.modthesims2.com/showthread.php?t=139870) (which is based on a clone by me).

MissWendy
23rd Nov 2006, 06:17 AM
Thank you for this wonderful tutorial. I have two questions. Since the "glass" is not recolorable, is it possible to add a subset to the window that is recolorable? And with that new subset, can the texture be animated? :)

IgnorantBliss
23rd Nov 2006, 06:28 AM
Yes, you can add a recolorable subset, as long as it's no more than a total of 2 recolorable subsets. And animating that texture should be possible by using JWoods' tutorial on animation cell recolors, although I've never tried it myself.

By the way, the textureless glass is in most cases made recolorable by the CEP, so you will have to remove the glass from the recolorable subsets if you want to replace it with another.

MissWendy
23rd Nov 2006, 03:17 PM
Thank you for your quick response. :) I will look more into the glass being recolorable.

Claireh82
28th Nov 2006, 08:19 PM
I have made a new window as I needed to put some new glass in to make it recolourable, in my game the coloured glass looks really good, however in my two testers games the windows are great in the catalogue but purple in the walls? Any ideas. Thanks for your great tutorial and help!

zookini
28th Nov 2006, 08:38 PM
Claire It looks like you didn't fix/create a new wall mask for your mesh. Look and see in your texture files (TMXT) for them

meggola
29th Jan 2007, 09:17 AM
Is there a way, if i already have the mesh of a window, to make it also in diagonal mode?
thanks :)

IgnorantBliss
29th Jan 2007, 09:58 AM
Yes, my tutorial explains how to make the diagonal version, and there is a link to Numenor's article on how to link it to the straight version.

Alektra
20th Mar 2007, 05:27 PM
Quicky question -

I am first-timing this - and will be referring to both this and the "start to finish" tutorial. This tutorial registers new guids at the start, whereas the "start to finish" tuts assign guids after mapping etc...does it matter when I assign the guids?

IgnorantBliss
20th Mar 2007, 06:23 PM
No, it does not matter at which point to assign the new GUIDs, and long as you do it at some point, and update the MMATs after assigning the new GUIDs.

Alektra
20th Mar 2007, 06:38 PM
Thank you very much ^^

I suspected as much but felt I should confirm. This is an awesome tutorial btw, nice and easy to understand. After wrestling with tutorials for both Milkshape and Wings 3d over the past few days, this one makes the whole thing seem "doable". Wish me luck as I have meshes made and hope they turn out!

TimSimser
15th May 2007, 06:24 PM
is it possible to create such meshes with wings 3d?

IgnorantBliss
15th May 2007, 06:29 PM
Yes, making windows and doors should be possible with Wings 3D, as far as I know, just never used that program myself :).

TimSimser
17th May 2007, 02:54 PM
Hi, I created a window with this great tutorial, but I got one little problem, I replaced the texture thats called :genericrectangularsharpguob-alpha_txtr
by a simple white texture, but now there's a sort of black frame at the wall around the window, any idee how to fix this?
(I cloned the window from the one used in this tuturial.)

IgnorantBliss
17th May 2007, 05:15 PM
If you want to make the shadow invisible, you need to make the shadow texture completely black :).

TimSimser
31st May 2007, 06:54 PM
owk I've got another question
I want to make a set with a two tile and a one tile window, but I can't find two windows with the same sort of glass that are compatible with the main game, so is it possible to change the textures of the glass or didn't I see two windows with the same glass texture?

IgnorantBliss
31st May 2007, 07:14 PM
Most windows don't have a texture for the glass, but, yes, it's possible to change it just like any texture if there is one, and it's also possible to add a texture if there isn't.

TimSimser
2nd Jun 2007, 02:17 PM
and where can I find how to add a texture?

IgnorantBliss
2nd Jun 2007, 04:18 PM
Numenor has a tutorial on adding a broken glass texture to a window.

medicus quisnam
6th Jul 2007, 10:34 AM
Hello, I was wondering whether it is possible to make the glass on the windows tinted?

d4aae0
20th Jul 2007, 02:36 PM
Hi, I was wondering if anyone else had tried to use Blender3D for this tutorial?

I have followed all the steps and successfully created windows but in certain cases (e.g. the "Plate Glass" window) the group name for the glass mesh is so long that it gets shortened by Blender3D. When I try to import my new mesh back into SimPE it does not list any objects as the group name has been truncated and is not as the original (e.g. windowplateglass_frostedglass gets truncated to windowplateglass_frost).

I tried renaming the groups to something more convenient - windowglass - (for the north and south glass) before exporting and editing my meshes but was still unable to see anything to import again :(.

Any help would be much appreciated. As I say, it is only in cases where Blender3D can't handle the length of the group name.

P.S. Excellent tut btw!

IgnorantBliss
20th Jul 2007, 02:46 PM
You can rename the groups after importing to SimPE. Import them with the truncated names, then go to the Groups tab under Geometric Data Container and select the groups you want to rename, fix the name to what is should be (the original name), then commit and save.

d4aae0
20th Jul 2007, 04:02 PM
You can rename the groups after importing to SimPE. Import them with the truncated names, then go to the Groups tab under Geometric Data Container and select the groups you want to rename, fix the name to what is should be (the original name), then commit and save.

Thanks for your swift reply, IgnorantBliss. It was all my fault all along! I had been making an error when exporting the .obj file from Blender3D and as a result there was no facet information in the file! What a tool! I was selecting the vertex option when I only needed the normals option selecting.

Hope this helps anyone else with the same problem!

Thanks to all and keep up the good work. This is one of the few forums on the web where one feels able to ask questions without being abused in response!

nixie
28th Aug 2007, 01:01 PM
:up: :up: big and bold THANK YOU for a big and bold person who willingly share their knowledges :up: :up:

some notes after making a window using this tutorial:

1) you really have to read both numenor (http://www.modthesims2.com/showthread.php?t=82075&c=1&ht=0&page=1&pp=25#startcomments) and IgnorantBliss tutorials (this one), don't miss a word :) and you don't have to go back to redo your package. they are both very clear and easy to follow.

2) first thing you do after cloning an object is get GUID (well, I found that out after doing both this tutorial, I've always wait until the last minute to register GUID, no more! going back to do it will confuse ME lol)

3) in step 13 of IgnorantBliss tutorial "move the whole mesh just a tiny little bit towards the wall side direction." towards the wall side is very important, because when you want to line up both side of an open window, I get easily confused so just move every thing towards the wall direction (in wings 3D the wall direction is the one where there are blues bits showing)

3 a) if you have open window see picture below, when you flip your South window do not flip the "open window pane", just the frame.

3 b) it would be easier to line things up if you also export the North side mesh , after you flip your mesh, import the exported N mesh into your 3D program, and move the frame to where the exported N mesh is, if you are using wings 3D, use the Save Bounding Box options.

3c) the only thing left for you to align, will be the open part of the window. if you are using wings 3D select the open part of the windows (hit B, Body selection so you move the whole thing), right mouse click on work area, select move (along axis z or x) in the pop up (first option), release mouse button, hit tab, input window pop up, use something between 0.02 or 0.01 to move it slightly, sometimes you need to move it the "-" negative direction so just add "-" infront. the reason I use the numeric input is for precision, if you move 0.02 along s in south mesh then you move -0.02 in the n mesh until they align nicely when preview in your game. note to self: you won't be able to align them the first trial, be patient and it will line up eventually. nearly chuck the whole project :P

this is my feedback after using the tutorial for wings 3D user. window should be easy to create because they are mostly geometrical shapes (unless you are simPE invalid like me :P)

Ralol6
13th Oct 2007, 07:37 PM
Thanks, for the tutorial, IgnorantBliss! This has been very helpful as was everyone else in this tutorial! Thank you all!

suceress
19th Dec 2007, 01:45 PM
Thank you so much for putting this tutorial up. I've followed it, and the wallmask tutorial, and followed the steps in the modding infocenter on how to link diagonal objects.
Unfortunately, my object can't seem to work diagonally, even though it has a diagonal version.

I cloned the basegame "Well Wisher's Window" but no matter what I do I can't get it to work diagonally. I've gone through the steps 5 times. I can't figure out what I'm doing wrong. Until I can get it diagonal, I can't check to see if the wallmask fits either. :-(

As a note, the windowpane is supposed to be a bit dark because its a stained glass type effect, however the light doesn't seem to go through very well, I can make it so that the recolors have more transparency though. I hope that will make the light come through better.

I'm attaching the file because I can't figure out why its not working right. I probably just missed something minor, but I'm just not seeing it.

Could you please take a look and tell me if I missed something?

IgnorantBliss
19th Dec 2007, 04:43 PM
So far I haven't been able to figure out what the problem is. All I know is that I've never used that window as a base myself, so I can't say for sure if it's a functional window to clone or not. I know there is one curtain where the linking between the straight and diagonal one doesn't work. The Plate Glass window, at least, is something that is supposed to work, so all I can recommend right now is for you to create new clones based on the Plate Glass window, import your meshes and textures into those packages, link them the same way as these ones.

suceress
23rd Dec 2007, 02:13 PM
Thanks.
I decided to clone MaryLou's window template (http://www.modthesims2.com/showthread.php?p=1634076) (which is excellent) and it went diagonal, BUT I ran into a problem on the positioning.

Several people at the create chat pointed out to me that I needed to have different names for the cres for straight and diagonal. I didn't pay enough attention and used the exact same name for each and it caused some confusion. I put straight in one and diagonal in the other and now they work nicely.

I believe I made the same mistake with the Well Wisher's Window clone, which might have causes some of the problem, but I'm not sure and am too lazy to try it again.

acid_gurl
1st Apr 2008, 07:32 AM
i have a problem with my diagonal window. i followed every step in the tutorial, but i seem to have this problem.i have no problem with the straight mesh window,but, somehow there is this flashing blue frame on my diagonal window. do you think it's a texture problem or shape or mesh problem?i hope anyone can take a look into this problem. also,i attached my zip file for reference.

http://img153.imageshack.us/img153/863/snapshot0000000914fe690wl6.jpg

:new: found the problem.it seems my problem is almost the same as simtopix since we used ofb objects.i used simtopix package for my reference and i found my problem.thanks to ignorancebliss for the tutorial and numenor for the modding. anyway, i have one more problem. when i looked at the menu tabs,i found that my window has some kind of an old mesh shadow. is there a way to delete this shadow?

$RaMRoM$
16th May 2008, 09:08 PM
Thank you very much IgnorantBliss.
This tutorials was really very easy to follow, Thanks.

My window worked... and didn't work, The glass does not show when i have the walls up,
It only Shows the body of the window (frame). Can you please help me?

TFFG072
25th Jun 2010, 10:01 PM
you use a square/rectangular window in your Tutorial will this work of a round window too?

IndycentSimCreations
20th Jul 2010, 04:52 AM
Thank you very much IgnorantBliss.
This tutorials was really very easy to follow, Thanks.

My window worked... and didn't work, The glass does not show when i have the walls up,
It only Shows the body of the window (frame). Can you please help me?


Did you edit the wallmask? Thats an important part for your window to work correctly