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CAS Texture+Unitool v1.9.3569 r131 (Updated 9th October 2009 - Now works on OS X and Linux!)

by CTU Team Posted 18th Aug 2009 at 11:31 PM - Updated 27th Nov 2013 at 4:07 PM by Nysha
839 Comments / replies (Who?) - 20 Feedback Posts
Introduction

The CAS Texture Unitool (hereafter referred to as CTU), is a tool to basically allow you to edit the CAS Part files that control which textures appear on which meshes. Using this tool, you may add new textures that appear in CAS for a specific mesh. You may also edit the pattern cutouts for those textures, the specular, the base colours, and pretty much everything possible thats available in the file. Additionally, you can add brand new, non-replacement meshes into the game.

What this program does NOT do

It's not a program to do meshes. Use a meshing tool.

It's not a program to do textures. Use an image program.

It does not send satellite pictures to your PDA.

It does not (by default) allow default replacements.

Installation Prerequisites

You must have the following BEFORE using this program:

- A PC running Windows XP or Vista, OS X (with Mono 2.4), or Linux (with Mono 2.4)
- For Windows XP: .NET Framework 2.0
- For Windows Vista, get .NET Framework 3.5 - it includes .NET 2.0
- For XP and Vista: DirectX runtime (March 2009)
- For OS X and Linux, http://mono-project.com/ - please see this thread for more info: http://www.modthesims.info/showthread.php?t=366580

Please note: If you had previously used one of the older versions of CTU from the other thread, then you'll notice that this new version now needs .NET 2.0 and not .NET 3.5. This is entirely deliberate and not a typo. If you ONLY have 3.5 on your PC, make sure to download and install the .NET 2.0 from the link above.

In fact, the .NET 2.0 was done for a reason: So that, in future, if somebody finds a squishinterface dll file for Mac OS X or Linux, it's theoretically possible for this tool to run on those systems.

How to install

DOWNLOAD BOTH FILES! You MUST download and extract both CasParts.rar AND CasTextureUnitool.rar to the same place.

Note: CasTextureUnitool.rar is the Windows version. CasTetxureUnitoolNo3d.rar is the OS X/Linux version. This one has no 3d view.

Extract the contents of both rars to the same place. KEEP FOLDER STRUCTURE INTACT. You will probably need to copy some files around after extraction.

You should see the CasTextureUnitool.exe and a bunch of other files, and then a casparts folder and an xml folder. Inside the casparts folder should be over 1000 files.

Do not delete/move/change or otherwise do anything to the files in casparts!! If you do and you complain I will beat you with a set of clocks since we are running out of lime.

Quick and Dirty How To Add a New Texture Thingy To A Wotsit CAS Mesh

Using the 3 dropdowns, select your poison... aka Age, Gender and Type.

Using the Mesh Name box, select your mesh (ie a T shirt, or a Bra, or whatever)

Click "Add a Design"

Disable any stencils that are enabled (it copies the default values) and Enable Stencil A

Click "Replace" and find the DDS file you want to use. NOTE: Make sure you saved in a DXT format (DXT1 for things without alpha channels, DXT3 or DXT5 for with alpha channels). Do not use 8.8.8.8 ARGB (R8G8B8A8) as it is uncompressed and you will end up with massive files. It's fine for patterns, but not good for this stuffs.

Click Commit

Click File -> Save As.

Note: You may add multiple Designs to a single file - this could be different t-shirt logos, etc, but all designs in a file affect the same mesh

Simple Usage Instructions

daluved1 has written a great guide on CTU and how to use it - please check it out on the wiki here: Sims 3:CTU Guidewiki

Detailed Usage instructions

For more help and information about using this tool, please see the CAS Parts forum, located here: http://www.modthesims.info/forumdisplay.php?f=597

For additional tutorials, see: Sims_3:Modding#CTU_Tutorialswiki

I get a System.Core error when saving

You don't have .NET framework 2.0 installed or installed properly. Go get it and install it. If you have it already, reinstall.

What happens if I blow up CTU!?

You should get an error box. Hit Ctrl-C, and then paste the clipboard into a reply on this thread. Tell me exactly what you did to get to that point.

PS: Use the [ spoiler] [ /spoiler] (remove spaces) around your error message to help cut down the amount of scrolling.

Thanks.

Changelog

Changes in v1.9.3569 r131:
- Mostly minor bugfix release
- Addition of extra mesh LOD fields on Meshes tab
- Better bumpmap support
- Better morph support
- Fixed some bugs in the pattern code

For a full list of changes, see: http://code.google.com/p/madscienti...ons/source/list












Thanks and Credits

Thanks to all who decide to test this, Snaitf and Rabeeto for being initial guinea pigs, and fanseelamb for some of the UI suggestions.

Thanks to the CTU Team (Delphy and jonha) for coding this!

Credits to:
Rick, for the Gibbed libraries
TigerM, for the DDS decompression routine

Operating System: Windows Linux Mac OS X
Utility Type: CC Editors
Plugin Type: Not Applicable

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 3
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
CasTextureUnitool.rar | Description: v1.9.3569 (Windows XP and Vista) 376.8 KB 102,236 18th Aug 2009
CasParts.rar 2.43 MB 88,776 19th Aug 2009
CasTextureUnitoolNo3D.rar | Description: v1.9.3569 (No 3d view - OS X and Linux beta) 383.8 KB 25,775 24th Aug 2009
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

1. Download: Click the download link to save the .rar or .zip file(s) to your computer.

2. Extract: Use WinRAR (Windows) or Stuffit (Mac) to extract the .package file(s) from the .rar or .zip file(s).

3. 4. Download BOTH files
5. Extract them BOTH
6. Run CasTextureUnitool.exe

Need more information?
 
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839 Comments / Replies (Who?) - 722 Feedback Posts, 59 Thanks Posts
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Test Subject
#126 Old 22nd Aug 2009 at 11:55 PM Last edited by candybear : 23rd Aug 2009 at 12:08 AM.
Ok, now I am confused (what's new). Why does CTU change TGIRef02 in the lods to the same instance number as the new bumpmap dds file?

Should I just keep doing what I am doing as I posted above:

"I was able to fix this last time (as I posted in the other thread) by putting the whole package together with CTU, then using Postal to open up the package file, extracting the lods, opening them up in Milkshape and manually changing the TGIRef00 in the comment section to match the instance number of the new bumpmap CTU had generated".

Although RoguePilot's way seems much better because if I do this with Postal I cannot seem to open the package file again with CTU.
Scholar
#127 Old 23rd Aug 2009 at 12:25 AM Last edited by fluttereyes : 23rd Aug 2009 at 1:20 AM. Reason: .rar won't stick been having trouble with this all day, it is in this post
Delphy, sorry, I finally get what you mean now. I've done that with the first TGI. Can I ask how I import the other TGI's (2and 3)? They don't seem to change when I bring them in through textures. 4 doesn't work for some reason, you'll know why. The problem is I now have a bumpmap showing in a different area and it isn't part of TGI 1. It's because the design is still visible in TGI 2 and 3, they don't change in the meshes part when you change them in the textures part. Hope you know what I mean.

I've been going at this for hours. The legs blow up no matter what I do. Now there is still something of the beads under the breast showing, even though if you look at the bumpmap you'll see they are erased. I've included the .package in the attached .rar. I ran it through S3PE and the bumpmap is definitely in there, I saw it in there.

I also included two images in the .rar to show you what I had tried and how it looks in CAS. Sorry to be a pest.

EDIT***** I identified the problem. It's nothing to do with the bumpmap. The bump between the breasts is part of the LOD. Now also one of the legs isn't included in LOD_1 it's added in LOD_2. Hopefully the next update to CTU will fix this issue too. I'm having a go at changing that LOD and I know I haven't a clue what I'm doing
Download - please read all instructions before downloading any files!
File Type: rar BlowUp.rar (1.56 MB, 7 downloads)
Description: blowUp
Scholar
DELETED POST
23rd Aug 2009 at 1:07 AM
This message has been deleted by fluttereyes.
Scholar
#128 Old 23rd Aug 2009 at 1:09 AM
Quote:
Originally Posted by RoguePilot
Fluttereyes. Heres how to get a custom bumpmap working with a custom mesh.

First get your mesh LOD1, LOD2 and LOD3 prepared.

Get your bumpmap ready. I have found a 2 layer DXT 5 format works ok. The RGB layer is left to right lighting(or possibly the other way depending on your frame of reference), the alpha is top down lighting. The most user friendly bumpmap is a flat mid-range grey on both layers.

Import the bumpmap into S3PE and give it a unique TGI.
Tag is always 0x00B2D882
Group is always 0x00000000
Instance should be a sixteen digit hex. Use a random GUID generator.
Save the package.

Remember this number. (I have accumulated a load of notepad files with texture references)

Open up Milkshape and import your prepared Lod.

Click the 'groups' tab. Click on your GEOM group in the selection window and then click the 'comments' button.
The comment window pops up.
Edit the TGI Ref 00 to read the same as your new bumpmap. Beware of the space between digits 8 and 9 of the instance. This is required. OK the window.
Re-export the Lod file.
Do this for all 3 lods.

Now, use CTU to import the LODs and then ignore the bumpmap box.
Don't change the bumpmap in CTU.
Name your mesh.
Save the package.

Open up the package in S3PE and import the bumpmap package into it.

Thats it. A mesh which refers to a unique bumpmap with that bumpmap contained in the mesh package. CTU doesn't do everything (yet), but it makes things a lot easier. If you ever read my original meshing post you would see just how much easier Delphy is making this particular task.


I don't have a custom mesh, I'm just retexturing the original one
Forum Resident
#129 Old 23rd Aug 2009 at 3:14 AM
Default Another glove error
Quote:
Originally Posted by Delphy
PanthroSamah: I just tried the amAccessoryGloveBurglar and don't get the error. I also don't get a mesh showing up, but thats usually becuase accessories work in a weird way.


I didn't get an error with the Burglar gloves and did not find a mesh. But I did get the following error with the afAccessoryGlovesLong_fitted when I tried to add a new blank design.

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at MadScience.StringHelpers.HashFNV64(String input)
at PatternBrowser.PatternBrowser.makePatternThumb(patternsFile pattern, Boolean saveImage, patternsFile pOverride)
at CASPartEditor.Form1.showPatternDetails(patternDetails pDetails, Boolean doEnable)
at CASPartEditor.Form1.showPatternDetails(patternDetails pDetails)
at CASPartEditor.Form1.showPatternDetails(Int32 designNo)
at CASPartEditor.Form1.showCasPart(Int32 chunkNo)
at CASPartEditor.Form1.listView1_SelectedIndexChanged(Object sender, EventArgs e)
at System.Windows.Forms.ListView.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.ListView.WmReflectNotify(Message& m)
at System.Windows.Forms.ListView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
CasTextureUnitool
Assembly Version: 1.8.3518.1616
Win32 Version: 1.8.3518.1616
CodeBase: file:///C:/Users/Administrator/Documents/Sims%203%20Tools/CAS%20Unitool/CasTextureUnitool.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
MadScience.Wrappers
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Administrator/Documents/Sims%203%20Tools/CAS%20Unitool/MadScience.Wrappers.DLL
----------------------------------------
PatternBrowser
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Administrator/Documents/Sims%203%20Tools/CAS%20Unitool/PatternBrowser.DLL
----------------------------------------
MadScience.Helpers
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Administrator/Documents/Sims%203%20Tools/CAS%20Unitool/MadScience.Helpers.DLL
----------------------------------------
MadScience.Render
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Administrator/Documents/Sims%203%20Tools/CAS%20Unitool/MadScience.Render.EXE
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
rhyuab-v
Assembly Version: 1.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
Microsoft.DirectX.Direct3D
Assembly Version: 1.0.2902.0
Win32 Version: 9.05.132.0000
CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.DirectX.Direct3D/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3D.dll
----------------------------------------
Microsoft.DirectX
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll
----------------------------------------
sdwnasud
Assembly Version: 1.8.3518.1616
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
sxahtsj0
Assembly Version: 1.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
Microsoft.DirectX.Direct3DX
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.3900
CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.DirectX.Direct3DX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3DX.dll
----------------------------------------
OX.Copyable
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Administrator/Documents/Sims%203%20Tools/CAS%20Unitool/OX.Copyable.DLL
----------------------------------------
System.Security
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Security/2.0.0.0__b03f5f7f11d50a3a/System.Security.dll
----------------------------------------
Accessibility
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Data.SqlXml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Data.SqlXml/2.0.0.0__b77a5c561934e089/System.Data.SqlXml.dll
----------------------------------------
Microsoft.VisualC
Assembly Version: 8.0.0.0
Win32 Version: 8.00.50727.3053
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualC/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualC.dll
----------------------------------------
pa5sqhyl
Assembly Version: 1.8.3518.1616
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
qmbt99wy
Assembly Version: 1.8.3518.1616
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

I also found no meshes for the fingerless gloves and all the stockings.

I hope this is helpful.

Sometimes the Dragon wins and I AM the Dragon!
Warrior Gryphon
site owner
#130 Old 23rd Aug 2009 at 11:15 PM
Winterhart,

Thanks for the report - this has been fixed in the development version, however, please note that Accessories in general are still very much a WIP, so you'll still see the little cube mesh for accessories.

Story books are full of fairy tales, of Kings and Queens, and the bluest skies.
Test Subject
#131 Old 24th Aug 2009 at 12:23 AM
Quote:
Originally Posted by VampireMike
Where's Delphy's tool that converts a .package into a Sims3Pack? :x

Anyone?
I can't see it e.e
Test Subject
#132 Old 24th Aug 2009 at 1:50 AM Last edited by jweslake : 24th Aug 2009 at 2:13 AM.
Mkay, I'm having issues getting this to work. Let me start off by saying I am on Vista (I read about .NET 2.0 being included in .NET 3.5 or w/e, because .NET 2.0 will not install on Vista), and I have the Direct X thing downloaded. I also read through all of the posts and didn't find anything helpful, although I could have missed something. I'm also using the most up to date version of the CTU. Oh, and I followed the install instructions and extracted both .rars into the same folder.

Okay, I downloaded the CTU and used it on a couple of hairs. All I wanted it for was to open up CC hair and check/uncheck the part categories. These first few hairs I used it on, it worked perfectly and nothing went wrong. Then, all of a sudden, it stopped working. I can open the files just fine, and it doesn't come up with a message or anything when I click "commit", but when I try to save it says:
Unhandled exception has occurred in your application... The process cannot access the file 'C:\...' because it is being used by another process.


I redownloaded to see if that would fix the problem, but nothing worked. So am I just doing something wrong? Oh, and it's worth noting, I do have UAC enabled but I copied the CC I wanted to use the program on into my Documents folder, so that can't be the problem.

ETA: Mkay, I just figured out a workaround. When I open the program, it lets me edit the first hair and save it without problems. But any hair after that, it has problems with. So I have to close the program. However, the error message carries over to the next time I open the program unless I close the program through File->Exit versus the little "x" in the corner. I have no idea why the happens.
Perfecting the Pedagogy
staff: retired moderator
#133 Old 24th Aug 2009 at 1:56 AM
Quote:
Originally Posted by jweslake
Okay, I downloaded the CTU and used it on a couple of hairs. All I wanted it for was to open up CC hair and check/uncheck the part categories. These first few hairs I used it on, it worked perfectly and nothing went wrong.


Um...I don't think the CTU was made to alter hair files, I believe you need DABOOBS to recategorize hair meshes.

"Holy Shift! Check out the asymptotes on that mother function!"
Scholar
DELETED POST
24th Aug 2009 at 2:05 AM
This message has been deleted by fluttereyes. Reason: double posted
Scholar
#134 Old 24th Aug 2009 at 2:08 AM
Hysterical paroxism has done a good tutorial on hair in the creators forum. In it she lists all the tools you need to do the job. Good luck with that, I hear it's really difficult and we do need more hairstyles in the game.

Quote:
Originally Posted by jweslake
Mkay, I'm having issues getting this to work. Let me start off by saying I am on Vista (I read about .NET 2.0 being included in .NET 3.5 or w/e, because .NET 2.0 will not install on Vista), and I have the Direct X thing downloaded. I also read through all of the posts and didn't find anything helpful, although I could have missed something. I'm also using the most up to date version of the CTU. Oh, and I followed the install instructions and extracted both .rars into the same folder.

Okay, I downloaded the CTU and used it on a couple of hairs. All I wanted it for was to open up CC hair and check/uncheck the part categories. These first few hairs I used it on, it worked perfectly and nothing went wrong. Then, all of a sudden, it stopped working. I can open the files just fine, and it doesn't come up with a message or anything when I click "commit", but when I try to save it says:

Unhandled exception has occurred in your application... The process cannot access the file 'C:\...' because it is being used by another process.
[spoiler]See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.


Quote:
Originally Posted by VampireMike
Anyone?
I can't see it e.e


Have you tried, downloads, programs and utilities?

http://www.modthesims.info/browse.p...showType=1&gs=2
Test Subject
#135 Old 24th Aug 2009 at 2:15 AM Last edited by jweslake : 24th Aug 2009 at 3:21 AM.
Quote:
Originally Posted by daluved1
Um...I don't think the CTU was made to alter hair files, I believe you need DABOOBS to recategorize hair meshes.


Oh, because I was over at MATY and I think Motoki said that's what he used. Thanks for the speedy responses guys. I did look at those tuts but I don't want to make hair, I just wanted to change the categories for it. Perhaps I didn't look close enough, I'll check it out again.

Perhaps I should clarify, I'm opening CC I have downloaded and changing the categories for them, not making my own. I already know how to do what I want, the program just wouldn't do it for me. For example, some CC hair I have is enabled for children, but when children wear it, it floats above their head and looks rediculous. So I used the program to make it unselectable for children. But, as said earlier, the program borks after editing and saving the first hair. Anyways, I found a workaround, I just have to work one hair at a time. I still have yet to test the files saved in-game, but that's why I have all of it already backed up.

ETA: I only have one question now, I realize hair for adults cannot be enabled for children/toddlers or it will float above their head, but can we enable it for teens, or will the same thing happen?

ETA: K, it has completely borked itself. No matter what I do it sends the same message, saying it is being used by another process. Save As does not work. I have no clue how I got it working the first or the second time. I managed to finish a bunch of the hairs I wanted, but I have a long way to go still. If anyone has any clue wtf is happening to mine, please let me know. I have tried everything I can think of, and I know I must have had it installed correctly or it wouldn't have worked in the first place. This tool has so many useful things I wish I could use it!
Test Subject
#136 Old 24th Aug 2009 at 3:33 AM
Quote:
Originally Posted by fluttereyes
Hysterical paroxism has done a good tutorial on hair in the creators forum. In it she lists all the tools you need to do the job. Good luck with that, I hear it's really difficult and we do need more hairstyles in the game.





Have you tried, downloads, programs and utilities?

http://www.modthesims.info/browse.p...showType=1&gs=2


Yeah but I don't know what it's called, I read the descriptions and couldn't see anything that says you can convert .package files into Sims3pack e.e
Perfecting the Pedagogy
staff: retired moderator
#137 Old 24th Aug 2009 at 3:37 AM
Quote:
Originally Posted by VampireMike
Yeah but I don't know what it's called, I read the descriptions and couldn't see anything that says you can convert .package files into Sims3pack e.e


All I've seen is one that goes from .Sims3Pack to .package, not the other way around =.='

"Holy Shift! Check out the asymptotes on that mother function!"
Test Subject
DELETED POST
24th Aug 2009 at 6:34 AM
This message has been deleted by candybear.
Warrior Gryphon
site owner
#138 Old 24th Aug 2009 at 10:28 AM Last edited by Delphy : 24th Aug 2009 at 11:59 AM.
With regards to hair - you can use CTU to recategorise it, but not to actually make new hair in the first place.

jweslake: Thanks for the report. jonha got similar saving / permission denied errors in his development version but wasn't able to track them down. However, with a detailed report we should be able to track it down.

Edit: OKay I tracked down the bug and fixed it, so this will be in the next version.

I also modified the Extract Textures routine so that it also looks inside the SimGeom files and extracts the normalmaps, and also modified Extract Meshes so that it uses the VPXY similar to the 3d render view, to find the meshes.

Story books are full of fairy tales, of Kings and Queens, and the bluest skies.
Scholar
DELETED POST
24th Aug 2009 at 12:06 PM
This message has been deleted by fluttereyes. Reason: no longer usefull
Test Subject
#139 Old 24th Aug 2009 at 1:20 PM
When i try and recategorise clothes i often get an error message when trying to save that the file is in use by another programme . I do not have anything running that would use these files at the time
Lab Assistant
#140 Old 24th Aug 2009 at 2:17 PM
Another error when trying to save:

Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index


I try to take one day at a time, but lately several days have been attacking me at once.

Owner - Sublime Sims - www.sublimesims.net
Test Subject
#141 Old 24th Aug 2009 at 4:22 PM
Quote:
Originally Posted by candybear
Are you trying to do this with a clothing item? If so, you can do it from within the game, so long as there no custom mesh inside the package file.

Steps:

1. Place the package file in the usual place - C:\Program Files\Electronic Arts\The Sims 3\Mods\Packages

2. Load up the game and go to create a sim

3. Select the the item and change the color (It only has to be a slight change)

4. Save that as custom color

5. Click on share (This will package that item as a sim3pack item and place it in - C:\Documents and Settings\My Documents\Electronic Arts\The Sims 3\Exports

Now in saying all that I believe that TSR Workshp spits everything out as a sims3pack file but I don't know for sure because I don't use it and I prefer CTU.

I hope that helps


That only works for Sims, not sure about textures, but anything with stencils on them doesn't.
I created 2 nWo shirts from the old WCW days using Delphy's tool, then I tried what you suggested before you suggested it anyway, and then to test it completely I deleted the nWo Shirts.package file then installed the nWo shirts through the Sims3Pack, which then I got a message saying an update was needed.
Then I decided to re-add the nWo Shirt.package file, then install the nWo Shirts sims3packs and then delete the nWo Shirts.package file and it didn't appear on the game at all.
Test Subject
#142 Old 24th Aug 2009 at 7:37 PM
Quote:
Originally Posted by VampireMike
That only works for Sims, not sure about textures, but anything with stencils on them doesn't.
I created 2 nWo shirts from the old WCW days using Delphy's tool, then I tried what you suggested before you suggested it anyway, and then to test it completely I deleted the nWo Shirts.package file then installed the nWo shirts through the Sims3Pack, which then I got a message saying an update was needed.
Then I decided to re-add the nWo Shirt.package file, then install the nWo Shirts sims3packs and then delete the nWo Shirts.package file and it didn't appear on the game at all.


I just tried it myself again, with both a stenciled TShirt and a new texture and I didn't have a problem. I have done this several time in the past as well and it's never caused me any grief.

Hmm... Well I am afraid I cannot help you. Sorry.
Warrior Gryphon
site owner
#143 Old 24th Aug 2009 at 8:28 PM
Changes in v1.9.3523.36336 r102:
- Full HSV pattern support
- You must remove your xml\custompatterns.xml file prior to running 1.9 for the first time, if you are updating over the top of v1.8!
- You must clear your pattern cache folder to see the updated patterns!
- Hair preview
- Makeup now has specular applied
- Fixed normal mapping on skintones so lighting is now working
- Fixed bug with Saving files (File is open in another process)
- Fixed bug with custom meshes not saving properly in the .package
- Fixed bug with custom bumpmap not being put in the right position
- Fixed a lot of the paths so they (should) work on OS X now
- Fixed Costume Makeup not able to be edited properly
- Patterns now auto-commit automatically when changing the details
- 3d view now support pattern tiling parameters
- Texture keys can now be double clicked to automatically view them
- True/False parameters can now be double clicked to automatically switch them around
- Added right click menu for Editing and Viewing/Replacing
- Changed Extract Meshes so it now uses the VPXY to locate the mesh and any subsections (LOD_1_1, etc)
- Changed Extract Textures so it now extracts the bumpmaps from the meshes too
- Render view now loads in multiple parts (LOD_1_1, LOD_1_2, etc) and displays them
- Hide progress bar in bottom right when not being used
- Added status label in bottom right to indicate currently loaded mesh
- Minor bugfixes and enhancements.

Story books are full of fairy tales, of Kings and Queens, and the bluest skies.
Test Subject
#144 Old 24th Aug 2009 at 8:44 PM Last edited by VampireMike : 24th Aug 2009 at 8:58 PM.
Quote:
Originally Posted by candybear
I just tried it myself again, with both a stenciled TShirt and a new texture and I didn't have a problem. I have done this several time in the past as well and it's never caused me any grief.

Hmm... Well I am afraid I cannot help you. Sorry.


Yeah :s
I guess one last thing I could try is giving someone the Sims3pack and see if it works for them, which is mainly want I'm targetting for anyway, even though I can't get it to work right lol.

Oh by the way, Delphy may I ask you?
Do you or anyone know what the best 3D creating software is best for creating Sims 3 stuff?
I want to learn how to make 3D stuff for the Sims 3...I understand it wont be easy but I can try for nothing
Test Subject
DELETED POST
24th Aug 2009 at 8:57 PM
This message has been deleted by VampireMike.
Scholar
#145 Old 24th Aug 2009 at 9:33 PM
Quote:
Originally Posted by Delphy
Changes in v1.9.3523.36336 r102:
- Full HSV pattern support
- You must remove your xml\custompatterns.xml file prior to running 1.9 for the first time, if you are updating over the top of v1.8!
- You must clear your pattern cache folder to see the updated patterns!
- Hair preview
- Makeup now has specular applied
- Fixed normal mapping on skintones so lighting is now working
- Fixed bug with Saving files (File is open in another process)
- Fixed bug with custom meshes not saving properly in the .package
- Fixed bug with custom bumpmap not being put in the right position
- Fixed a lot of the paths so they (should) work on OS X now
- Fixed Costume Makeup not able to be edited properly
- Patterns now auto-commit automatically when changing the details
- 3d view now support pattern tiling parameters
- Texture keys can now be double clicked to automatically view them
- True/False parameters can now be double clicked to automatically switch them around
- Added right click menu for Editing and Viewing/Replacing
- Changed Extract Meshes so it now uses the VPXY to locate the mesh and any subsections (LOD_1_1, etc)
- Changed Extract Textures so it now extracts the bumpmaps from the meshes too
- Render view now loads in multiple parts (LOD_1_1, LOD_1_2, etc) and displays them
- Hide progress bar in bottom right when not being used
- Added status label in bottom right to indicate currently loaded mesh
- Minor bugfixes and enhancements.


Thanks for all your hard work Delphy. I can't wait to have a go with this.
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