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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
 
790 Comments / Replies (Who?) - 729 Feedback Posts, 60 Thanks Posts
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Mother Function
retired moderator
#101 Old 22nd Aug 2009 at 4:49 AM
Okay everything *should* be updated.

"Holy Shift! Check out the asymptotes on that mother function!"
Test Subject
#102 Old 22nd Aug 2009 at 9:25 AM
Quote: Originally posted by Delphy
Can somebody with the bumpmap issue provide me with the LODs + bumpmap DDS? I'd like to try and replicate it here.

Thanks


Regarding the bumpmap, this version of CTU is doing the same thing as the Beta V1.8. CTU appears to be creating a unique instance number for the new bumpmap you are adding in with the the NEW mesh. The problem appears be that CTU is then changing the reference number of TGIRef02 in the mesh, which is the specular, when it should be changing TGIRef00.

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. I hope that makes sense?

So basically everything is good except for CTU changing the wrong TGIRef of the mesh.

I am pretty sure RoguePilot already pointed out what was going wrong.
Test Subject
#103 Old 22nd Aug 2009 at 10:35 AM Last edited by VampireMike : 22nd Aug 2009 at 10:48 AM.
Quote: Originally posted by fluttereyes
If you go to the tools section there are a couple that do it. Delphy did a packer and unpacker and a couple of other things do it.

Ah thank you
All I gotta do now is try and find it lol
Scholar
#104 Old 22nd Aug 2009 at 11:51 AM
Quote: Originally posted by candybear
Regarding the bumpmap, this version of CTU is doing the same thing as the Beta V1.8. CTU appears to be creating a unique instance number for the new bumpmap you are adding in with the the NEW mesh. The problem appears be that CTU is then changing the reference number of TGIRef02 in the mesh, which is the specular, when it should be changing TGIRef00.

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. I hope that makes sense?

So basically everything is good except for CTU changing the wrong TGIRef of the mesh.

I am pretty sure RoguePilot already pointed out what was going wrong.


Candybear, I'm having this problem too. I sent Delphy a .package last night and he couldn't see the bumpmap in there. This would be why. I'm sure he's working on it. Maybe if you could take some screenshots or something to help him out. He really is trying to deal with all of this.
Test Subject
#105 Old 22nd Aug 2009 at 1:00 PM
Quote: Originally posted by candybear
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. I hope that makes sense?


:lovestruc Thanks for your finding. I'll test it out.
Warrior Gryphon
site owner
#106 Old 22nd Aug 2009 at 1:15 PM
fluttereyes: I think you are confused as to what that bumpmap does. You can't do that (just specify the bump map without specifying any meshes).

The bumpmap field works ONLY in conjunction with the 3 LODs you specify. It does not overwrite any existing bumpmap, and in fact if you specify a bumpmap there and *dont* have any meshes in the boxes, then it basically ignores the bumpmap.

The way to make a bumpmap override an existing one is to copy the TGI reference for it (from the TGI links box) and then import your bumpmap using S3PE with that same reference. You can't do this in CTU.

Story books are full of fairy tales, of Kings and Queens, and the bluest skies.
Lab Assistant
#107 Old 22nd Aug 2009 at 1:25 PM
I keep getting a crash when I go to minimise the CTU.

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
Scholar
#108 Old 22nd Aug 2009 at 1:50 PM
Quote: Originally posted by Skadi
I keep getting a crash when I go to minimise the CTU.


Already fixed in the development version. Just wait for the next update.
Scholar
#109 Old 22nd Aug 2009 at 2:16 PM Last edited by fluttereyes : 22nd Aug 2009 at 2:33 PM.
Quote: Originally posted by Delphy
fluttereyes: I think you are confused as to what that bumpmap does. You can't do that (just specify the bump map without specifying any meshes).

The bumpmap field works ONLY in conjunction with the 3 LODs you specify. It does not overwrite any existing bumpmap, and in fact if you specify a bumpmap there and *dont* have any meshes in the boxes, then it basically ignores the bumpmap.

The way to make a bumpmap override an existing one is to copy the TGI reference for it (from the TGI links box) and then import your bumpmap using S3PE with that same reference. You can't do this in CTU.


That's because I am using the original meshes that I altered. I added them in the designs/textures section. I thought that's what it was for.

The thing is, I have no clue which are which with LOD1, etc. I work on multipliers, speculars, etc. I said this before. I don't have new LOD's for this dress, so I don't need to put in the ones that are already there as part of the dress. My starting point was the in game dress complete with it's LOD's

The bumpmap is definitely over riding the original, I can see that with that unfinished one where there are no wringles and bumps at the bum and front. The bumpmap for that dress is a particularly bumpy one.

I don't understand what you're meaning here at all, sorry. I can see that it is partially de bumped. The only bit not working out is that bit in the middle of the breasts

I'll go take that plain bumpmap of mine into S3PE and see if it changes anything. Though if I don't have new LOD's then I can't enter them. It's a retexture not a new mesh.

I went to S3PE and I don't see any different number there to the one I'm using. I save the modified bumpmap as the same instance number as the original. TGI, what is that, there is no list in S3PE with TGI. Part of the problem here is everyone is using different words and names for things. What would a TGI be, if it's the instance number then I did do that. S3PE doesn't export LOD's either. All I get when I export are the image files.
Warrior Gryphon
site owner
#110 Old 22nd Aug 2009 at 3:17 PM
fluttereyes, you aren't altering the meshes though. You are only changing the textures on the mesh. The actual 3d geometry underneath is the same - ie it's the in game files.

The package file you uploaded does not include a bump map at all. So, you'd need to add it in S3PE and give it the same Type, Group and Instance as the one listed on the TGI Links list in CTU. Once you do that you'll see the bumpmap disappear completely - both on your re-texture and the original mesh. (ie any in game items too)

Story books are full of fairy tales, of Kings and Queens, and the bluest skies.
Scholar
#111 Old 22nd Aug 2009 at 7:07 PM
S3_00B2D882_00000000_0905475676FDF851_afBodyDressCocktail_0x0905475676fdf851%%+_IMG

That number? It is and always has been saved as that. This time I imported the modified mesh into S3PE. I then saved as and saved over the other one making sure the numbers didn't change. I got the three LOD's from the original dress, saved them in my folder. Loaded the 3 LOD's and the bumpmap saved with that orininal Type, Group and Instance. It changed nothing. The other dress I did, the long one, that one was fine without all of that except for the issue with the mesh, which you've fixed now and will be in the next update.

Here is the result of doing all that in a screenshot, to show the numbers I'm using and to show I'm importing all of them into CTU. It didn't change that bump between the breasts.
Screenshots
Warrior Gryphon
site owner
#112 Old 22nd Aug 2009 at 7:26 PM
fluttereyes, see the number at position zero of the TGI Links box? 487EB5E946079CA4? That is the instance of the bumpmap you need to override - I don't know where you are getting the 0x0905475676fdf851 from.

Just FYI: The 3d preview in CTU does not load all of the possible textures from the meshes, and doesn't do anything with the bumpmap on the mesh so the best way to test things is in game.

Vashi: What is the error you are getting? It's helpful to know

Story books are full of fairy tales, of Kings and Queens, and the bluest skies.
Scholar
#113 Old 22nd Aug 2009 at 7:32 PM
I've renamed the bumpmap using the number that is listed on the CTU as the first TGI number, it's the one that ends CA4. I realised what you mean after I went to try it again. It isn't showing in CTU but I'm going to package it anyway and try it in game.

The number that ends in 851 is the actual number of the bumpmap as it comes out of CTU, it's the file name that comes out when you extract the meshes. I had no idea I had to change it
Scholar
#114 Old 22nd Aug 2009 at 7:49 PM Last edited by fluttereyes : 22nd Aug 2009 at 8:08 PM.
Well I took that bumpmap into S3PE and saved it as the number you said, the one in CTU. When I did that and exported it back to my folder, CTU couldn't see the file and it is there if I try to open it with photoshop. I took the dress into CAS and it's blown up. I'm just about to give up to be honest. What gets me is I aready made this dress and the only issue was that it wasn't recolourable. It worked too but have a look at what happened now. The second image is what it was like in CAS when it was not recolourable.

Someone else has put a dress up with this mesh too and it still has the bump between the breasts. I've asked her if she used the original bumpmap or a new one

http://www.modthesims.info/download...d=1#post2811342
Screenshots
Test Subject
#115 Old 22nd Aug 2009 at 7:51 PM
I got an error:

"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.cmbPatternSelect_SelectedIndexChanged(Object sender, EventArgs e)
at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m)
at System.Windows.Forms.ComboBox.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: 2.0.50727.3074 (QFE.050727-3000)
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/Alvar%20Hanso/Desktop/Programs/MTS_CTU_Team_987146_CasTextureUnitool/CasTextureUnitool.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
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: 2.0.50727.3053 (netfxsp.050727-3000)
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: 2.0.50727.3053 (netfxsp.050727-3000)
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/Alvar%20Hanso/Desktop/Programs/MTS_CTU_Team_987146_CasTextureUnitool/MadScience.Wrappers.DLL
----------------------------------------
PatternBrowser
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Alvar%20Hanso/Desktop/Programs/MTS_CTU_Team_987146_CasTextureUnitool/PatternBrowser.DLL
----------------------------------------
MadScience.Helpers
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Alvar%20Hanso/Desktop/Programs/MTS_CTU_Team_987146_CasTextureUnitool/MadScience.Helpers.DLL
----------------------------------------
MadScience.Render
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Alvar%20Hanso/Desktop/Programs/MTS_CTU_Team_987146_CasTextureUnitool/MadScience.Render.EXE
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3074 (QFE.050727-3000)
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: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
fstxegzm
Assembly Version: 1.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
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
----------------------------------------
8llqgbxg
Assembly Version: 1.8.3518.1616
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
cijd8cex
Assembly Version: 1.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
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/Alvar%20Hanso/Desktop/Programs/MTS_CTU_Team_987146_CasTextureUnitool/OX.Copyable.DLL
----------------------------------------
System.Security
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
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: 2.0.50727.3053 (netfxsp.050727-3000)
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: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Data.SqlXml/2.0.0.0__b77a5c561934e089/System.Data.SqlXml.dll
----------------------------------------
kxjti4mu
Assembly Version: 1.8.3518.1616
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
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."

It happens when I was trying to create a new accessory. I Adult > Male > Accessory > GloveBurglar

Then Designs > Add a new design > Add new blank

When I choosed "Pattern B" I got the error.
Warrior Gryphon
site owner
#116 Old 22nd Aug 2009 at 8:47 PM
fluttereyes: What does the dress look like in game. Ignore the 3d preview in CTU - thats not 100% correct to how the game renders things.

Story books are full of fairy tales, of Kings and Queens, and the bluest skies.
Lab Assistant
#117 Old 22nd Aug 2009 at 9:26 PM
Quote: Originally posted by fluttereyes
I've renamed the bumpmap using the number that is listed on the CTU as the first TGI number, it's the one that ends CA4. I realised what you mean after I went to try it again. It isn't showing in CTU but I'm going to package it anyway and try it in game.

The number that ends in 851 is the actual number of the bumpmap as it comes out of CTU, it's the file name that comes out when you extract the meshes. I had no idea I had to change it


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.

Something, something, something, Darkside
Scholar
#118 Old 22nd Aug 2009 at 9:30 PM
Quote: Originally posted by Delphy
fluttereyes: What does the dress look like in game. Ignore the 3d preview in CTU - thats not 100% correct to how the game renders things.


I showed you in the images in my last comment, it blew up. My post is above the one with all the error message stuff. I noticed I'm not the only one having problems with that same bump as someone else has just uploaded a dress that used that same mesh and I can see the bump in the same place. I asker her about it and wait to see if she says she used the original bumpmap or a modified one.

I'm back to the drawing board right now and not fighting the bumpmap, I'm working around it.

Even when I did have a copy in game that wasn't recolourable, it looked great and no blow up, except that bump was still there. You can see both in that image in my last comment above.

Delphy, thanks for taking time with me, I'm struggling as I'm just learning. That dress is a nightmare. The long one I did with the bits missing was great, no problems with replacing the bumpmap. I can finish that one once you've updated the download for the tool. I have a feeling there's something up with this mesh, but then I'm not experienced enough to know for sure
Warrior Gryphon
site owner
#119 Old 22nd Aug 2009 at 10:33 PM
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.

Story books are full of fairy tales, of Kings and Queens, and the bluest skies.
Test Subject
#120 Old 22nd Aug 2009 at 11:34 PM
Where's Delphy's tool that converts a .package into a Sims3Pack? :x
Test Subject
#121 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
#122 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
Attached files:
File Type: rar  BlowUp.rar (1.56 MB, 8 downloads)
Description: blowUp
Scholar
#123 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
#124 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
#125 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.
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