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- Mesh shows in CTU - crashes game
Replies: 9 (Who?), Viewed: 1865 times.
#1
15th Jun 2011 at 11:30 AM
Posts: 24
Thanks: 228 in 2 Posts
Mesh shows in CTU - crashes game
I am creating a toddler skirt mesh and wanted to see it in game. Before creating textures and masks. I must have done something wrong though (or forgot to do something) as the mesh crashes the package crashes the gmae if you try to use it.I have been trying to find a tutorial online that could help me figure out where I went wrong. I am thinking the issue occurs somewhere in the adding of vertices that I did. I did autonumber.
I copy pasted comments from base mesh.
Anyone have any ideas on where I might want to start looking?
Thank you.
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#2
15th Jun 2011 at 2:02 PM
Posts: 4,419
Thanks: 2483 in 21 Posts
Adding vertices or renumbering does not crash your game, a corrupt package does.
when creating a package with CTU you only can attache the meshes one time, updating them later with CTU will give you a corrupt package that will crash your game.
you might have done that?
Updating the meshes should be done with S3PE or Postal, or start over with CTU.
renumbering the vertices is not needed with toddlers, they dont have any morphs(not slider enabled)
Other then that i need some more info on the mesh, how did you create it?
when creating a package with CTU you only can attache the meshes one time, updating them later with CTU will give you a corrupt package that will crash your game.
you might have done that?
Updating the meshes should be done with S3PE or Postal, or start over with CTU.
renumbering the vertices is not needed with toddlers, they dont have any morphs(not slider enabled)
Other then that i need some more info on the mesh, how did you create it?
#3
15th Jun 2011 at 7:41 PM
Posts: 24
Thanks: 228 in 2 Posts
Quote: Originally posted by BloomsBase
Other then that i need some more info on the mesh, how did you create it? |
But renumbering doesnt hurt, right? I like to form good habits and I'm using toddlers as a gateway. Start simple. Build on it.
I did not update the meshes in CTU. It happened with the first package.
I started with pfBottomDiaper.
Imported a portion of tfBodyEP4DressSideFlower that I had isolated and saved previously.
Imported puNudeBottom and puNudeTop. Regrouped Nudes into a single group.
Imported pfBodyDressPetalSleeveCollar.
With groups hidden and unhidden as the situation called for I duplicated the tfBodyEP4DressSideFlower for a total of three tiers. Scaled, and moved the tiers to what I thought looked good. Pulled a section from the waist of pfBodyDressPetalSleeveCollar (rest was deleted). Used Vertex Data Merge to line the bottom of waist portion with the top tier.
Decided pfBottomDiaper wasn't working. Imported puTopShirtTee and puBottomPants_corduroy for bleedthrough check and waist comparison.
Scaled, moved, Vertex Data Merged until I was happy with the shape and look.
Deleted Nude, Tee and Pants references.
Imported puBottomNude.
Exported as .obj
Seperated Tiers on the UV map.
Milkshape -> New -> Imported .obj
Used Texture co-ordinator to tweak UV map until I was happy.
Regrouped into one. Renamed to GEOM-00.
Renumbered.
Imported puBottomNude.
Copied comments. from Nude to GEOM-00.
Deleted Nude.
Exported as .simgeom
Created lod 2 and lod 3 following http://www.modthesims.info/showthread.php?t=429672
Replaced legs in lod 2 and 3 with nude lod2/3 legs. Autosmoothed (this was to get normals fixed so I could check the mesh in game). Exported as .simgeoms.
Packaged meshes with an empty normal map. Saved and tried to see it in game.
It crashed and I thought because I didn't renumber lod2/3 so I went into lod2/3 and renumbered and exported. Packaged anew and tried in game again. Same result.
I think that is everything I did. I thank you for your patience. I have been trying to follow tutorials but I cannot find one about steps for adding/deleting vertices, or how to handle comments.
I am attaching some of the files. the .simgeoms, two failed packages, .ms3ds I saved and the .obj I imported into milkshape.
Attached files:
SJBequeathpftutu.rar (321.5 KB, 4 downloads) - View custom content | ||||||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- SJBequeath_test_tutu.package 84651 70551 83% 14-06-11 21:50 .....A. BAC484BB m3b 2.9 SJBequeath_test_tutu2.package 84614 70543 83% 14-06-11 22:26 .....A. 3404FF79 m3b 2.9 pututulod1.simgeom 56499 26951 47% 14-06-11 21:07 .....A. B32B25FB m3b 2.9 pututulod2r.simgeom 44631 26361 59% 14-06-11 22:22 .....A. FE719855 m3b 2.9 pututulod3r.simgeom 23345 13980 59% 14-06-11 22:23 .....A. E444F19B m3b 2.9 regrouped.ms3d 107687 31033 28% 14-06-11 20:58 .....A. 2682D86C m3b 2.9 skirtmapped.ms3d 107831 31165 28% 14-06-11 20:28 .....A. FF052F45 m3b 2.9 tiersplus.ms3d 119884 32370 27% 14-06-11 19:38 .....A. 7BD1DC7C m3b 2.9 groupsmoved.obj 108341 25791 23% 14-06-11 19:41 .....A. FBA444AD m3b 2.9 ------------------------------------------------------------------------------- 9 737483 328745 44% |
#4
16th Jun 2011 at 1:13 AM
Posts: 4,419
Thanks: 2483 in 21 Posts
renumbering is pretty useless i think but i will check some files first.
im guessing the comments FNVitems is set to 6 wich will make you lose the renumbering on export anyway
Ill have a look later when i have time.
im guessing the comments FNVitems is set to 6 wich will make you lose the renumbering on export anyway
Ill have a look later when i have time.
#5
16th Jun 2011 at 2:43 AM
Posts: 24
Thanks: 228 in 2 Posts
I appreciate it! I'm going to keep trying to fix it so if I figure it out I'll update. Thank you again.
#6
16th Jun 2011 at 2:13 PM
Posts: 4,419
Thanks: 2483 in 21 Posts
The mesh itself looks ok but it is missing all the boneassignements.
This doesn't explain the crash tho, when a mesh has no boneassignements it often invisible in CAS as all vertices will snap to the floor.
Also keep in mind that the comments for the medium and low lod are diffrent.
I am afraid you best start over, reassigning a mesh is alot of work
This doesn't explain the crash tho, when a mesh has no boneassignements it often invisible in CAS as all vertices will snap to the floor.
Also keep in mind that the comments for the medium and low lod are diffrent.
I am afraid you best start over, reassigning a mesh is alot of work
#7
16th Jun 2011 at 4:18 PM
That's not necessarily correct - I have often had meshes cause a crash due to lack of bone assignments, although not reliably.
And, you can update meshes multiple times in CTU, although you do have to close and reopen the program between updates.
What I lack in decorum, I make up for with an absence of tact.
And, you can update meshes multiple times in CTU, although you do have to close and reopen the program between updates.
What I lack in decorum, I make up for with an absence of tact.
#8
16th Jun 2011 at 6:53 PM
Posts: 4,419
Thanks: 2483 in 21 Posts
Quote: Originally posted by whiterider
And, you can update meshes multiple times in CTU, although you do have to close and reopen the program between updates. |
Maybe you can explain how to do so?
Reopening and reattaching meshes and then trying to save will not work.
Using ''save as'' will crash CTU while using ''save'' will make the package corrupt.
Renaming the meshfile(and commiting) does not make any diffrences.
alot of people already tried this and failed, im wondering wat im doing wrong then.
I have the same problem when trying to update a custom normalmap in a already created package.
#9
17th Jun 2011 at 7:56 AM
Posts: 24
Thanks: 228 in 2 Posts
I noticed the missing bone assignments when I was poking around yesterday. I started assigning bones and am about 1/2 way done on LOD 1. slow going but hopefully it is a step to getting this to work.
#10
17th Jun 2011 at 8:58 AM
Posts: 4,419
Thanks: 2483 in 21 Posts
oh, alot of work....
You dont have to do the legs, those you can reimport and use.
You dont have to do the legs, those you can reimport and use.
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