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View Full Version : SimPE Handbook: Cloning and Recolouring options - *07 APR 2006: UPD to new v.56*


Numenor
22nd Jun 2005, 09:59 AM
SimPe Handbook: Cloning and Recolouring options in Object Workshop
(UPDATED to SimPE v.56)

NOTE: the "Classic" Object Workshop is now called "Windowed OW" and is considered obsolete; starting from SimPE v.58, the old "Windowed OW" is not available any more.

:new: 12 MAY 2006 - Added 2 PDF versions of this article: an English version by myself and a German version by Xanathon

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The following information are related to current SimPE version 0.56, released on 13 MAR 2006.

Always download the latest SimPE at http://sims.ambertation.de



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RECOLOUR OPTIONS

(Docked Object Workshop)
http://thumbs.modthesims2.com/getimage.php?file=100150&stc=1

(Windowed Object Workshop)
http://thumbs.modthesims2.com/getimage.php?file=77245&stc=1


This section is quite simple :)

"Create Color Extension Package" - Default: checked
This is the main (only) option: if unchecked, SimPE will create an empty package.



"Enable All Colour Options" - Default: unchecked
Usually this option is not available: it's an option that Quaxi implemented primarily for RGiles and me in order to create the CEP. You shouldn't see it at all, and if you see it, never check it! It will alter/corrupt your CEP files!






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CLONING OPTIONS
(NOTE: some options are available only for the Docked version)

(Docked Object Workshop)
http://thumbs.modthesims2.com/getimage.php?file=127595

(Windowed Object Workshop)
http://thumbs.modthesims2.com/getimage.php?file=77246

"Set Custom GroupID" - Default: checked
When checked, SimPE will assign all the scenegraphic files (http://www.modthesims2.com/showthread.php?t=41689) (formerly: "RCOL files") to the special Group 0x1C050000, that Maxis has reserved to the modding community. All the other files will be assigned to the Private Group 0xFFFFFFFF.
If unchecked, all the original groupID assignments will be preserved: it's useful only for study/testing purposes, because the clone won't work correctly in the game.

"Fix Cloned Files" - Default: checked
When checked, SimPE will automatically invoke the Scenegraph Rename Wizard, that will let you give a unique ModelName to your object; SimPE will also perform a "Fix Integrity" on the package, merging the LIFOs into the TXTRs and doing a lot of other things that we can't discuss here.
Again, unchecking this option is useful only for testing purpose: the resulting object won't work in the game.

"Remove Useless files" - Default: checked
This option is only available when the previous one is checked. Most of its functions has been included in the Fix Integrity routine; nowadays, it only remove some useless Material Overrides from multi-model objects clones (e.g. fireplaces...).
If unchecked, these useless files will remain in your clone; since they are useless, they will be simply ignored by the game, but will nevertheless waste resources, so keep this option always checked.

"Remove non-default languages from References" - Default: checked
This option will remove all the translations in the text references (e.g. the object description, the text messages, etc.). Object Workshop will retain the text only from the default language, i.e. the one you have chosen when you installed the game (that should always match the language set in SimPE Preferences, to avoid unexpected results). If you have created a new object and plan to provide the description in English only, leave this option checked: the file size will result consistently decreased.
Uncheck the option if your object will contain text references in multiple languages.

"Create a Stand-Alone object" - Default: unchecked
This option is important only for original objects that "borrow" the textures from other objects: beds, armchairs, curtains... A complete list of object of this kind can be found in the "CEP3_Objects_List" (http://files.modthesims2.com/getfile.php?file=143136) file, downloadable from the CEP thread.
By default, this option is unchecked: all the external links are preserved, and therefore the cloned object will borrow the textures from the external object.
If checked, all the external links will be broken, and the external textures will be included in the package. This can be useful in some cases (e.g. if you are cloning a table lamp originally linked to the corresponding floor version), but may lead to troubles (if you create a stand-alone bed, it will not use any more the common beddings).
My suggestion is always to start with the option in its default unchecked state; in case the clone doesn't work correctly (e.g. it doesn't use the custom textures you've prepared for it), then try re-cloning the object with this option checked.

"Pull Only Default Colour" - Default: checked
If checked, SimPE will include in the clone only 1 recolour for each recolourable subset; in particular, SimPE will choose the recolour that is marked "True" in the corresponding Material Override.
If you uncheck this option, all the existing Maxis recolours will be included into the clone, and all the custom recolours you have installed in your downloads folder for that object (the custom recolours are pulled only if the Downloads folder was added to the FileTable, in the program Options).
This option should be left unchecked, otherwise cloning e.g. a bed, you'll end up with a clone that contains all the bedding textures. On the other hand, more experienced users can uncheck this option in order to create a multi-texture object (an object that contains multiple alternative recolours).

"Pull Wallmasks" - Default: checked
This option is useful when cloning doors, windows and arches. The "Wallmasks" creates a "hole" in the wall when you place a door/window onto it.
When the option is checked, SimPE will scan the game packages in order to find any wallmasks related to the object that is being cloned, and will include them in the clone. If you are not cloning a door/window/arch, SimPE simply won't find (nor include) any wallmask, so you can always leave this option checked.
If unchecked (when cloning a door/window/arch), no wallmasks will be pulled, and the resulting door won't cut any hole in the wall; but the door will still be usable, so unchecking this option may be useful to create hidden doors.

"Pull Animations" - Default: unchecked
This is quite self-explanatory. When checked, SimPE will pull any ANIM files related to the original object: it's useful only if you are planning to actually edit the animations; if it's not the case, leave the option unchecked.

:new: "Pull #STR-linked Resources" - Default: checked :new:
When checked, SimPE will include in the clone the additional materials referenced in the STR# 0x88 (that lists the alternative textures used in multi-state objects: lit/unlit and clean/dirty): if you are cloning a lamp, a counter, a plumbing item or anything that gets lit or dirty, be sure to keep this option checked (it won't hurt leaving it always checked, even for non-multistate objects).

"Reference original mesh" - Default: unchecked
This option is usable only when cloning fences, walls, floors and roofs.
Since these architectural elements can't be "recoloured" like a normal object, you need to create a sort of clone, in order to add a colour option to them.
When checked, OW will create a clone without the data related to the mesh: the original (Maxis) mesh will be used ("referenced"), instead.
Uncheck the option to include the mesh in the resulting package, if you are planning to create a custom mesh for your fence.
IMPORTANT: the "recolours" created using this option will NOT work with the base-game (i.e. without an EP installed).

"Change Description" - Default: checked
This option will instruct OW to open a special window, at the end of the cloning process, where you can edit the name, the cost and the description of your new object. IMPORTANT: when checked, this option will allow you to edit the description in the default language, and will remove all the other translations (no matter the state of the "Remove non-default languages" option explained above).
Uncheck this option to keep the original description, name and cost.




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Tutorials:SimPE_Handbook:_Cloning_and_Recolouring_options

XTS
23rd Jun 2005, 01:16 AM
I've printed it, not too well at memory.. lol
Thank you very much.. this should help me tremendously!
xts

shtinky
10th Jul 2005, 11:39 AM
thankyou Numenor for your time and effort on this thread, it is extremely helpful and concise.

Inge Jones
12th Jul 2005, 09:36 AM
Could a moderator please undelete my previous message - I realised it was correctly posted after all. But the forum software won't allow me to either undelete it or repost it.

crowridgestudio
12th Jul 2005, 11:57 AM
Numenor,

Thank you for this. I always have an easier time understanding, when I know the reasons for the steps I'm making in any project.

Suzanne

Numenor
27th Jul 2005, 05:10 PM
:new: 27 JULY - The front page has been updated to include screenshots from the new GUI version os SimPE (v. 0.42).

TazzMann
28th Jul 2005, 07:15 PM
@Numenor

I don't think that the Object WorkShop dock will be avalible until v 0.44 is officially released. However you are giving an awesome SNEEK-PEEK of what is to come. :D

I just thought I would add this so you don't get bombarded with posts asking how to make Object WorkShop use the NEW look.


TazzMann

Numenor
28th Jul 2005, 09:09 PM
LOL! You're right! I used the wrong version...
I think I'll edit a little the explanations in the front page. Thanks for the heads up!

fireflies
29th Jul 2005, 09:19 PM
Fix Cloned Files .. hmm i wonder how well this will finaly put a damper on faulty food files?
anyways thanks for the sneak peak!

jcfranklin27292
29th Jul 2005, 10:03 PM
Thanks for the helpful information and the sneak peek. Can't wait to get .44!

Kitana2
6th Aug 2005, 03:33 PM
So far I love the new version of SimPE. I was playing with 44 for a little while and thought it was best to go back to 42. :)
At any rate I thank you for this Numenor. :)

Megahue 2
7th Aug 2005, 06:49 AM
Just a few questions - not sure where to ask. I find that some objects do not show up in the game when I recolor. When is it appropiate to clone? What is the format for naming clones? Do we need to include the original objects makers initials? Do clones require new GUIDs?
Thank you for all your help and tutorials!!

Numenor
7th Aug 2005, 11:55 PM
If you create a recolour, you won't find it in the catalogue as a stand-alone object: e.g. if you recolour the potty chair, you have to select the original potty chair from the catalog, and once you have clicked on it, your recolour will be shown as colour option, along with the original red colour.

Cloning is appropriate only if you want to create a brand new object: e.g. a square potty chair. In this case you have to clone the original potty chair and register for it a new, unique GUID.
As for the naming, when you clone an object you are first asked to rename the so-called "Scenegraph chain": in the Scenegraph Rename Wizard that open up while cloning, you can either accept the suggested name, or give a custom unique name (I suggest MyName-UniqueObjectName: e.g. "Megahue-SquarePottyChair"). When you are asked to save the package, choose the name you like (again, I suggest to include your name or initials and the custom object name: e.g. "Megahue_SquarePottyChair.package").

Lastly, you ask about the "original object maker initials": if you are going to recolour a custom object created by another user, yes, I suggest to include the creator name or initials (e.g., if you create a blue recolour for Numenor's Square Potty Chair, you can call your package "Megahue_NumenorsSquarePottyChair_Blue.package").
If you are going to clone an object created by another user, then don't do it: most creators, including me, don't like at all having their objects being cloned; ask permission, first.

Here are a couple of tutorials that may help (maybe you already know them...)

RECOLOURS:
http://www.modthesims2.com/showthread.php?t=34399

OBJECT CREATION (and Cloning):
http://www.modthesims2.com/showthread.php?t=59293

Megahue 2
9th Aug 2005, 12:02 PM
Thank for answering and for all of the information. I found a counter on another website and try as I might I can not recolor it. It never shows the new color in the catalog under the original counter. The site said free to recolor or clone. Any suggestions?

Numenor
9th Aug 2005, 02:51 PM
Is that counter posted on a free site? If so, would you please provide a link to it? If it's a paysite, I can't check (and obviously you can't post the counter here :)).

Megahue 2
9th Aug 2005, 03:46 PM
It's a pay site! Thanks anyway! Is there any other way I can get some help on this?

Numenor
9th Aug 2005, 05:17 PM
Only asking for support to the creator. After all, it's a pay site: if they don't give support, why should they deserve your money? ;)

EDIT:
I mean asking to the object creator, not the "Creator"! LOL! :D

nixie
24th Sep 2005, 05:19 AM
"Recolourable_and_Excluded_Objects" << does that come in pdf format because i do not have excel :(

Numenor
24th Sep 2005, 10:44 AM
Nixie, in the RAR archive you'll find, in addition to the main Excel file, three text files in .rtf format (readable with WordPad) that contain the same info as the Excel sheet.
Anyway, I suggest to download Microsoft's free Excel Viewer (http://www.microsoft.com/downloads/details.aspx?FamilyID=c8378bf4-996c-4569-b547-75edbd03aaf0&displaylang=EN): it may come in hand in many situations :)

simnuts101
14th Oct 2005, 08:20 AM
Hi Numenor:

I am having some difficulty adding recolors to my new mesh objects that are 2 tiles or higher. I have gone through the tutorials again, but with no luck. I have the latest CEP files and Sim PE (v 0.48). This is what I am finding:

I am in the process of making a new mesh and using the "Sims Cityscape" as a base because it gives you the option to mix and match different paintings with different frames. This is a 2 tile object and requires three GUID's. When I create my mesh, I register for three new GUID numbers. Then I go through the process and create my new mesh. When I go into the game, the painting is there, BUT in the catalog in the game, it shows only a picture of the painting, it does not have the option to mix and match. When I create a recolor for it, it too is also not showing up in the catalog. I did check the Material Override in the recolor package, and it is the same number as my LAST GUID number (SimPE puts that number in).

I did try both checking and unchecking the "Pull only defalt color" in the cloning options, but I still had no luck with it. When I make 1 tile ojects, they work fine, I have all the color options, but anything 2 tiles or over, I have no options. Looks like I'm missing something, but I'm not sure what.

Any feedback would be greatly appreciated.

Thanks for you help!

IgnorantBliss
14th Oct 2005, 10:43 AM
"Remove non-default languages from References" - Default: checked This option will remove all the translations in the text references (e.g. the object description, the text messages, etc.). Object Workshop will retain the text only from the default language, i.e. the one you have chosen when you installed the game (that should always match the language set in SimPE Preferences, to avoid unexpected results). If you have created a new object and plan to provide the description in English only, leave this option checked: the file size will result consistently decreased.
Uncheck the option if your object will contain text references in multiple languages.


Does this mean that when I check "Remove non-default languages from References", if I give the object a description in English, it will show up in English in everybody's game regardless of the language of their game, or will people that games are not in English get no custom description at all?

Numenor
14th Oct 2005, 02:37 PM
Yes, exactly. This option is useful for cloned objects, because usually the creator only edits the English description. Without this option, in this case, an Italian user would read the original italian description. With the option activated, the Italian user will read the new English description.

NOTE:
You can always check this option and then manually add one or more localized descriptions, if you like. E.g., if you release your object with the description in English and Italian, all the users except Italians will read the English one; but Italians will read the Italian one.

Numenor
14th Oct 2005, 02:47 PM
Simnuts - Check again the GUID into the Material Overrides: it must match the one of the "main" OBJD (i.e. the one without "0,0" or "1,0").

You didn't change the names of the meshes, did you? The name of the "models" in the GMDC should be "paintinghorizontalcity_city" and "paintinghorizontalcity_frame".

simnuts101
15th Oct 2005, 02:00 AM
Hi Numenor:

Thank's for the quick reply! :beer:

Well, now I'm very confused. What I did is I started right from scratch again. The only thing I noticed is that when I imported the mesh into SimPE the "k" from paintinghorizontalcity_canvasback was missing, so I corrected it and added in the "k", committed and saved. I got unique GUID's, and I see what you mean by the "master" GUID file name not having 0,0 or 0,1. Now when I redid everything, the mesh showed up properly in the small preview window in SimPE. This is the confusing part, when I went to re-color the mesh, I loaded it up, gave the re-color a new name, but the subset selection comes up blank and sits there. So I can't try to re-color the object now. I currently have SimPE v0.48.2087.35611. I have also attached the file for you to look at if you have the time. The mesh does show up in the game, but with no color options available in the catalog.

Again, thank you for your help, I'm not sure what I'm doing wrong. Oh, I did also try this with the clone options checked and unchecked for "Pull Default Color" with the same results.

Thanks again Numenor! :beer:

IgnorantBliss
15th Oct 2005, 08:37 AM
simnuts101, I think I was able to fix your painting. The problem was in the Material Overrides with some file names, they were not pointing to the correct modelNames, names and subsetNames. Maybe open both the previous and new versions of the painting in different instances of SimPE and compare the Material Overrides side by side. You also had two extra Material Definitions that I deleted. Now when I set to recolor the painting, I get the options show up correctly.

I'm still too new to this to exactly explain why these changes fixed your painting, but maybe someone else can give you a deeped explanation *lol*. I don't know exactly what I'm doing and why, just trying on a hunch.

simnuts101
15th Oct 2005, 11:12 AM
Thank you very much IgnorantBliss, yes, the recolor option does work now on that mesh for me. For some reason it was bringing in Numenor's seemless wall set names???? I deleted them out of my downloads folder, and the subset selection worked again.

BUT I still don't get the recolor options for the painting. I actually redid the whole mesh right from the begininng again along with a recolor. My "main" OBDJ number is 0x0001A13F, and I used this number in my recolor package. When I go into the game, the original color for the mesh show's up in the catalog. When you click on the painting, the recolor is there and that is the only one you can pick, you can't pick the original painting from the catalog, but it show's it in the catalog??? It can't be this complicated, everyone recolors 2, 3 and 4 tile meshes with no problem. I have attached the original mesh along with the recolor. If anyone can help me, I would be very grateful :beer: I did create this meah by UNCHECKING the "Pull Default Colors" box.

Thanks!!

IgnorantBliss
15th Oct 2005, 11:55 AM
I will take a look at you package a little later, but just a couple of things. Was there a particular reason you unchecked the pull default colors option while cloning? When you say you don't get recolor options on the painting, do you mean you can recolor it in SimPE but it just doesn't work in the game?

Numenor
15th Oct 2005, 12:15 PM
Simnuts, if the GUID for your main OBJD is 0x0001A13F, then why in both the Material Overrides there is the GUID 0x0001A141? ;)

You should fix the GUID in the object and in the recolour package, too.

simnuts101
15th Oct 2005, 05:29 PM
Hi Numenor:

THANK YOU VERY MUCH!!!!!! That worked! I was thinking that you had to change the GUID in your materials override in the recolor package to that of the "main" GUID only. SimPe automatically puts in the last, or in this case, the third GUID I had registered for in the materials override in the mesh package. I did see that, but just thought it was suppose to be that number. So the material override GUID number should only be the "main" GUID number in both the recolor and the mesh package. Again, thank you very much Numenor, this was driving me crazy for the last few months!

Cheers :beer:
Simnuts101

Numenor
15th Oct 2005, 11:19 PM
Simnuts, a common error made while registering new GUIDs is to hit "Update MMATs and commit" for every GUID; usually SimPE is smart enough to avoid problems, but it's always better to perform this task correctly: i.e. hitting "Uppdate MMATs" only for the main OBJD, and hitting only "Commit" (on the right of the window) for all the other GUIDs.

As for the recolours, I've suggested you to fix the recolour because I knew that you created it from the old, wrong package; and so I was sure that it contained the wrong GUID, too. But once the mesh package is fixed, every recolour you make will contain the right GUID.

Cazkiwi
26th Oct 2005, 01:49 AM
Thanks very much for this detailed description with pics.... I understand now! Thanks to the "Creator" and to the creator ;) hehehehehe

simnuts101
4th Nov 2005, 05:46 AM
Hi again:

Sorry to keep bothering you about this, but ever since I updated my SimPE to verion 50.212.35905, my recolors do not work again. I've attached another mesh, if someone could look at it for me.

This mesh uses 4 GUID numbers, which I have registered for. The main GUID (0x0001A155) is also correctly in my material overrides file (on the objectGUID line). In the catolog in the game, it just show's the one painting, with no options for mixing and matching (based on the Rolling Hills painting). When I try to recolor it using this mesh, nothing comes up in the subset selection (painting or frame). It was working perfect when I was using SimPE version 48. Is there a new step in version 50 that I am missing??

Thanks again for your help!

Numenor
4th Nov 2005, 08:25 AM
Simnuts, you have either a bad CEP installation, or a wrong setting in SimPE: in your clone threre is the original (not colour-enabled) GMND, instead of the one provided by the CEP (the MMATs provided by the CEP, on the contrary, are in the clone).

Please check the CEP FAQ (http://www.modthesims2.com/showthread.php?p=768284#post768284) to know if the CEP is correctly installed, and check in the SimPE File table (menu Extra/Preferences -> File table) if the checkbox labelled "Include CEP" is activated and the first line of the list refers to the _EnableColorOptionGMND.package; if not, click "Reset" and restart SimPE.

simnuts101
5th Nov 2005, 08:15 AM
Hi Numenor

Well, it worked!! My file table had some really strange file listed first. I'm not sure how it got there, I obviously did something though :naughty: I "reset" the table like you suggested, and everything works fine again! :nod:

Vostro i ringraziamenti MIGLIORI ancora per il vostro aiuto! Non avrebbero pensato mai per controllare là (speranza di I potete capire il mio italiano!)

All the best
Simnuts :beer:

Numenor
5th Nov 2005, 11:35 AM
I understand your Italian perfectly! Thanks :)
And I'm glad it worked!

simnuts101
30th Jan 2006, 06:24 AM
Hi everyone:

I hope someone can help me with this one, I've almost got it working! :nod:

I've made some two story doors, and am just testing them in my game. Everything works great, but I'm just having a problem with the texture on the doors. As you can see from the picture below, there seems to be small white lines going up and down and horizontaly (I've also recolored the doors light brown and the lines are lighter brown). I'm not sure what is causing this, I have spent about 8 hours trying to figure it out. The base mesh does have a window in the middle of the door, but I did change the format in the texture image from DXT3 Format to DXT1 Format. Even when I used the DXT3, I still got these lines. You have to excuse the picture, I have not spend the time yet to really recolor it as it is still in the testing phase.

Thanks! :beer:
Simnuts101

Numenor
30th Jan 2006, 12:19 PM
Simnuts - I can't answer without peeking into the package: it might be a problem of UVmapping, or related to the mesh, or just the texture...
Moreover, I'd like to know if the *vertical* lines that I can see in the screenshot are intentional, or are part of your problem.

Please, repost your question, providing this screenshot, the requested additional info and the package, to the Object Repair Center (http://www.modthesims2.com/showthread.php?t=82084)

xylune
23rd Apr 2006, 02:01 AM
I have no "clone" or "recolor" option settings in my SimPE, and I've got the latest version of that and CEP. I'm trying to clone a maxis bed and give it better energy/comfort value, but I simply can't figure out how.

IgnorantBliss
23rd Apr 2006, 06:32 AM
I have no "clone" or "recolor" option settings in my SimPE, and I've got the latest version of that and CEP. I'm trying to clone a maxis bed and give it better energy/comfort value, but I simply can't figure out how.

You have to start up Object Workshop to get those options. I recommend JWoods' object tutorial in the Object Creation & Texturing forum's tutorial section to get you started.

xylune
24th Apr 2006, 06:21 AM
I did start the object workshop. The options never appeared and all I could do was view the furniture...no options to clone, recolor or make other changes were available. I'll try looking at that tutorial again, but so far I haven't found any that help me open up the cloning options. Thanks.

IgnorantBliss
24th Apr 2006, 06:33 AM
Make sure that the options, like the Next button, are not covered by scrolling too low in the window. Make the Object Workshop window bigger and you should see all the buttons, they should be there. See the 2 attached screenshots (For some reason the screenshots are in reversed order, see the right one first)

xylune
24th Apr 2006, 07:14 AM
Ah, I got it now...at least the cloning part. The tutorials I kept finding started after cloning but didn't go into how to actually get the cloning option to appear. :) Thanks! Now I just have to dig up the tutorial on cloning maxis items to change the energy/comfort value. I want to make the new seashell and castle beds that came with FFS useful for more then decoration...hehe.

Perhaps I should use advanced search options and try to narrow it more...there are so many tutorials to browse through! :lol:

Thank you again.

morten8035
11th May 2006, 05:11 PM
I opened objects Workshop but not all main opened only few of the objects came up and only for chrismas party pack.
here is a picture. some so know what is wrong?

Numenor
12th May 2006, 01:52 AM
Check the "File List" into Extra -> Preferences. Probably somehow all the EPs and the basegame got unselected, and therefore SimPe ignores them. Be sure that in the file list all the available EPs are selected; then, close the preferences and restart SimPE.

morten8035
12th May 2006, 10:04 AM
ok, I wil try it ;)
and thanks ;)

xanathon
12th May 2006, 12:44 PM
Hey, Numenor!

Here's a german translation as PDF.

I hope it's okay with you if I offer this on my page, you get full credit for the original version, of course! :)

morten8035
12th May 2006, 01:06 PM
Check the "File List" into Extra -> Preferences. Probably somehow all the EPs and the basegame got unselected, and therefore SimPe ignores them. Be sure that in the file list all the available EPs are selected; then, close the preferences and restart SimPE.

it don't woked. :(

Numenor
12th May 2006, 04:56 PM
Xanathon - Thanks for the translation; I've moved your RAR to the front page. Of course, you can post it on your site :)


Morten - SimPE, by default, reads the paths where the game is installed from the Registry; if you, by chance, use for SimPE a different account than the one you use for playing, this may lead to little problems.
In any case, in the Preferences (on the very first tab, if I remember well), there are the fields where to put the correct path to all your game folders (one for each EP): double check them, to be sure they point to the right path.
If the paths are all correct, then you can try and force SimPE to reset its internal file table, by performing the following steps:
1) go to the folder where SimPE is installed;
2) open the "Data" folder and delete the file "folders.xreg" (if there is a file "folders2.xreg", delete it, as well).
3) restart SimPE, while crossing your fingers ;)

morten8035
12th May 2006, 08:11 PM
i delted the file.
i loded object workshop but then the object workshop will not load anymore.
so i put the file back and now work object workshop.

Numenor
12th May 2006, 10:33 PM
Morten, what you say it's quite strange... Deleting that file should not prevent Object Workshop to load...

My suggestion is that you uninstall SimPE, *manually delete* the "SimPE" folder and then reinstall SimPE.

morten8035
13th May 2006, 12:04 PM
It works :beer:
Thanks Numenor :D

T4noc4po
15th Sep 2006, 11:09 PM
Hi Numenor!!

Sorry, but i need your help. I'm trying to clone a painting. What i want is a new painting not a recolour (new enviroment points, new price, new description) Where can i find a tutorial for this?? Is this tutorial helpful??(SimPe Handbook: Cloning and Recolouring options).
What i'm doing is cloning a Maxis painting. I rename it, but i don't know what to change to have a whole new paint.

Thnx in adv.

Numenor
16th Sep 2006, 12:18 AM
The "Start to finish Object Creation Tutorial" (http://www.modthesims2.com/showthread.php?t=104795) is probably what you need: it explain how to clone an object and then modify its mesh, so to have a different object.

T4noc4po
16th Sep 2006, 06:42 AM
Grazie tante :!: :!: :!:

Llial
29th Nov 2006, 11:56 PM
Hi,

I tried to clone the good witch community counter to us it on the residential lots. So far so good, but now I can't recolor any other Maxi objects. :cry:

I become no texture images in the plug view and can't import the new textures.

Somehow it ask for the parent object :blink:

I removed the clone from the game, but still SimPe workshop can not create a propper file for recolering.

Numenor
30th Nov 2006, 08:40 AM
This counter can't work, for many reasons:

1) It's a commercial counter, and therefore it lacks the many different meshes that are needed for a counter to work in a residential lot (meshes to be used with the sink, for example, or with an appliance mounter under it).
2) You cloned it using the "make stand-alone" option: this option should be used carefully, because it breaks the link between different objects. The counters need to be linked internally, one mesh to the other, in order to share the same recolours. The "stand-alone" option also sometimes "confuses" Object Workshop, when creating recolours.

Since cloning counters is difficult, and SimPE doesn't perform this task very well, I've created a "cloning template" for the kitchen counter: LINK (http://www.modthesims2.com/showthread.php?t=124268).
Clone it, following the instructions provided.

Llial
30th Nov 2006, 12:27 PM
Thanks for the tips with the counters Numenor. :up:

I thought cloning is so easy and I loved this particular counter. :faceslap:

The Sorceress
8th Dec 2006, 11:15 AM
Hi Numenor, You start this tread with "always download the latest SimPE" and I always did untill now and this is where I hope you can help me :)

If I want to use the new version of simPE I have to use the .Net framework 2.0 and to be able to use .Net framework 2.0 I have to download Windows XP service pack 2. I have heard so many problems about installing service pack 2 that I'm really scared to install it. So what should I do. I feel really lost about this. I do have a feeling simPE is not handling my recolors as it used to, so if you have any suggestions please let me know. I have pets installed and I use SimPE version 0.58b.

Thanks in advance :)

Numenor
8th Dec 2006, 03:06 PM
I installed SP2 for WinXp as soon as it was released, and the .Net2, too. I had no problem whatsoever.

Of course, most depends oon what applications you have installed on your system etc...
But if you are going to use SimPE regularly, you can't avoid upgrading your system, I'm afraid.

The Sorceress
9th Dec 2006, 10:54 AM
Thank you for your quick reply Numenor, :) Maybe a dumb question but what do you mean by applications.

Thanks again :)

Numenor
9th Dec 2006, 11:28 AM
Programs, software, utilities, anything that runs under the Window operating system...

The Sorceress
10th Dec 2006, 09:16 AM
Thanks Numenor, I think I'm going to uninstall pets first so I can keep on creating for my group first now it is Xmas time I look into it deeper in January. Thank you for you help. I really appreciate it very much. :)

Deadbeat 007
16th Apr 2007, 10:47 PM
Thanks, Numenor. I have a question: I want to recolor a wallpaper... where can I find that in the list when I go to recolor it? I only see "Appliances," Aspiration Awards," "Career Awards," "Decorative," "Electronics," "General," "Hobbies," "Lighting," "Other," "Plumbing," "Seating," "Surfaces," and "Unknown." I skimmed through all of these, but found no walls and floors. Is it possible to recolor things this way?
Sorry, I'm new to this. ;P

- Lauren

Numenor
17th Apr 2007, 12:33 AM
The best way to recolour a wallpaper is using HomeCrafter. SimPe supports the wallpapers, but you should only use it for specific tweaks to wallpapers that are not supported by HomeCrafter.
Anyway, in order to see the wallpapers in the object list, you must put SimPe in "Advanced Mode": there is a checkbox in Extra -> Preferences -> SimPE Settings.

Deadbeat 007
17th Apr 2007, 07:03 AM
Alright, I'll get HomeCrafter and try that. Thank you!

rosaline_10
26th Aug 2007, 09:26 AM
Hi can someone please help,
I have created my own mesh, and I want to do a recolour of of it,
so I go in to the objectworkshop and click open, and load my obj file, but it comes up with error message "unhandled exception has occured in your application" and it also says "ystem.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown".,
now I have done a clean install of simpe
I also reinstaleld .net frame work.
I am running the lastest version of simpe. and i keep getting the same error all the time.
please help, i did try at simpe to contact them but the page kept coming up with errors.

MaryLou
26th Aug 2007, 10:54 AM
so I go in to the objectworkshop and click open, and load my obj file
Your obj file ?
No, you can't open obj file with Simpe: you can import obj file into a package file.
You must create a clone for your new mesh, a whole complete file that also have the texture.
The "Start to finish Object Creation Tutorial" (http://www.modthesims2.com/showthread.php?t=104795) is probably what you need: it explain how to clone an object and then modify its mesh, so to have a different object.
When you'll get your new mesh working, you can create some new recolours following this tutorial.
"Recolouring Objects with OBJECT WORKSHOP" (http://www.modthesims2.com/showthread.php?t=102356)

rosaline_10
26th Aug 2007, 11:54 AM
thank you marylou, ok i understand now, sorry but the tutorial I have been following did not state that it shuold be a package file.
but
I have done the :"start to finish object creationtutorial" a number of times with different objects, and they all work fine.
but what I want to do, is, I have a vase, and its my own mesh, and I want to do a recolour for it, I go to the objectworkshop, I click open, i find my package file, and then i save, and then its ment to bring up a window with a "subset selection" i believe this is where I select the colours I want to recolour. but when i try do this with any of my meshs, it does not work. it just comes up as a empty package file.
what am i doing wrong?

Numenor
2nd Sep 2007, 11:25 PM
If you created the vase by cloning a non-recolourable Maxis object, then your vase is not recolourable.
Most of the vases need the CEP in order to be recolourable: you have to install the CEP before cloning the vase; be sure also to activate the CEP in the SimPe file table (go to Extra -> Preferences -> File Table and check the "CEP" option).

Once you have cloned the Maxis vase with the CEP active, your clone will be recolourable.

One last note: the "Subset Selection" window opens up only if the object has multiple recolourable subsets; if it has only one subset (most vases have only one subset), there is no Subset Selection: SimPE directly creates the recolour package.

rosaline_10
3rd Sep 2007, 09:47 AM
I do have cep checked,
it must be because it has only one subset, thanks heaps

djfreek80
23rd Sep 2007, 09:05 PM
I have a question and I will be gratefull if anybody can help me...can I extract Maxis objects with SimPe and how do I do it?

MaryLou
24th Sep 2007, 10:47 AM
I have a question and I will be gratefull if anybody can help me...can I extract Maxis objects with SimPe and how do I do it?

Yes, of course, you can. The best way is to follow this tutorial
Sims 2 start to finish Object Creation Tutoria (http://www.modthesims2.com/showthread.php?t=104795)

In a few words to extract objects, you should make a clone of them.

kev1701
18th Nov 2007, 12:40 AM
how do you mesh them

tomkat
24th Mar 2009, 04:27 PM
Hi there
Sorry for digging up this OLD thread, but its the nearest I can find to what I want to know.

Im fine with recolouring objects with SimPE, but having hassles with cloning? I dont intend to create custom meshes, I just want a separate object in the catalog for certain items. Especially since not all objects seem to be recolourable without replacing the original (in the catalog).
Im talking specifically about some items from the IKEA stuff pack and the Giant TV from apartment life. Whenever I clone those, using whatever options in the cloning menu in SimPe, I can add custom textures, prices and descriptions, but at the loss of the original object.

I realize that these new objects probably have the same DNA as the originals, and so the game picks them up "instead of" rather than "with" the real objects. Is there any (novice) way for me to separate the two?

Thanks for any help.

Rac379
26th Apr 2009, 07:44 PM
I also apologize for posting in this old thread but its the only place I can find exactly what I'm looking for: a step-by-step guide to cloning objects. When cloning cars there's a way to change the position of where the sims sit and where the doors open right? So that the outline of the cloned car's doors doesn't cut out a spot in the new car for the door to open.

As I said earlier this is the only tutorial where I can find exactly what I want, but I request that you put a version of your tutorial on the internet as an html (doesn't matter where as long as the site can be found easily) because I can't download from MTS2 because of no cookies found, and even if I could download, I really don't like putting lots of things on my computer that I won't likely use more than a few times (I wouldn't use the tutorial after I get familiar with cloning). Thank you so much and I hope you'll put an html tutorial!

Numenor
1st May 2009, 01:30 AM
Rac379, the PDF attached to the first post contains the very same text and pictures as the post itself (which *is* in html, being a web page...).
As for your question about the driver's position, this is not the right place where to discuss it, because it's not something that you can change by setting an option in SimPE. You have to locate the proper "slot" in the CRES, and modify its translation (i.e. the X/Y/Z coordinates). Probably there's some info about this in a tutorial for custom cars? Not sure... Not a beginner's task, anyway, but you can try.