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- General/Other - Problems with WA Scooter as clone, now using car as clone, etc etc - Finished! Thanks everyone!
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- General/Other - Problems with WA Scooter as clone, now using car as clone, etc etc - Finished! Thanks everyone!
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Now, the one last bit of weirdness of that scooter that I still haven't been able to figure out, is that it doesn't generate a thumbnail for the new item. I tried importing my own thumbnail (256x256 .png) in S3OC but the thumbnail still comes out blank. I can't figure out what to try next - does anyone know how to get a thumbnail into a package that doesn't seem to want to acknowledge one?
As a separate issue, is it possible to move the headlight glow? My 'new vehicle' is a rideable giant bat (yes, yes, I know I'm nutty) (well, it's for the Fantasy theme, that's my excuse, THIS time) and I wanted to have its eyes light up to be the headlights and I made the headlight meshes accordingly, but the glow still appears in the position of the scooter headlight:
IS this something that it's possible to modify, or is this some game-generated effect that we can't get control over via the package file? If it's not possible to change it, I was hoping that explaining it away as a mystical glowing orb conjured by the bat for the purpose of night driving would be acceptable, but I'd rather do it properly if possible.
TIA for any help with these two issues!
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Those 2 are used for the headlights on cars.
I use Atevera's S3PE plugin for the edits.
No idea why the thumb isn't showing, S3OC normally does a great job, even on default replacements.
You can also change the hand position, _IKtarget_SteeringWheel_01 and 02
The arm will follow
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Most of the times this will have the correct result but it is possible you need to adjust the same bone in other files aswell:
The updates need to made in the SKINs of the MLOD and MODL. The values are under InverseBindPose, and are inverted. You have to change them for each group that has the joint(s) you've moved referenced in it's Skin. |
But the light usually only need a edit in the RIG file
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A million thanks again , it is so helpful to get an idea of how that rig editing stuff works!
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There's definitely something not at all right about that WA scooter as an object to clone from. Further to the buggy problems I already mentioned in my first post, I went to take gameplay screenshots for upload only to discover that: a) when a teenager uses it, it disappears afterwards (it's OK after adults use it) and b) when you go out to Edit Town, the game hangs forever and you have to force-quit TS3. Teens not being able to use it could be liveable-with, but not something that hangs everyone's game.
So, just be warned in case anyone reading this thread might be thinking of cloning from the scooter. I've never had such problems with anything else I've cloned from!
I've now re-made the bat by cloning it from the car I used for my rideable dragon and UFO, and it all works fine and as expected. Sigh of relief!
At least some good came of this: thank you to Bloomsbase for the advice about rig editing - I experimented and found I was able to rig-edit the driver's position to rotate her forward rather than backward as is the default car-driving position, so that it sort of looks like she's holding the bat's ears similar to the scooter clone shots above,and for some reason this also causes the driver's legs to splay out so that they are straddling the bat's head rather than clipping through it, which was an unexpected benefit because the next problem was going to be how to get around the legs-clipping-through-the-head issue.
Just one question: Only odd thing is that the sim sits with one hand higher than the other, so one hand hovers just over one ear and the other is slightly clipping through the other ear - see below. Not really very noticeable in gameplay, but I'd like to get it right if it's possible - Bloom, or anyone, do you know if it's possible to use Rig Editor to change the position of one hand, and if so, how?
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Move the hand and the rest of the arm will follow, same with the foot.
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You can find more of my stuff here: http://www.blackpearlsims.com/downloads.php
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The Sim on the bat ... her feet are backwards, if that's the position they use when driving a car, EA really have been lazy. |
Thought that at first too lol. If you look very closely you can see they are not. Its just the boots are black making it hard to make out the details of them.
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It actually doesn't look too bad aside from a few things: With the front seat passenger, her left hand clips through the wing but the rest of it looks quite OK. With the back seat passengers, their legs clip through the bat, and the left-side back seat passenger's butt is hanging in the air - I'll see if I can figure out how to reposition the necessary body parts. It does look pretty amusing to see the bat flying around town with four people sitting on it!
Also @Bloom: I love your car! (And the new hand position) Is it a 57 Chevy Bel Air or similar? Love old classic cars.
@orangemittens: Thank you, glad you like the idea!
@Dee and Odistant: Ha ha, her feet aren't backwards, but it does look like that in the pic now that you mention it - I think there's something about those boots. In the side-view pic above you can see that everyone's feet are on the right way around, but yes, I wouldn't put it past EA to do something that lazy, especially considering that the sim's feet aren't normally seen inside the car!
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Wat car did you clone? i never have people in the back of my cars....i did have 3 in the front(mom and dad holding the baby but the ones in the back always fade out)
Its a 56 Bel air indeed, you find it on TSR(got rejected here lol)
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You can make em sit all 4 in front if you like or rotate them 180 degrees Wat car did you clone? i never have people in the back of my cars....i did have 3 in the front(mom and dad holding the baby but the ones in the back always fade out) Its a 56 Bel air indeed, you find it on TSR(got rejected here lol) |
Aha, it's good to know you can make them all sit in front - I had been wondering if I could move the left-side rear passenger (the one sitting in mid-air) to the front of the right wing, so hopefully that should work. And maybe the person sitting on the bat's hindquarters could be rotated to face backward, so that their legs hang down behind the bat rather than clipping through it. Will try that later!
I cloned from the Wornado Triage. I too thought that more than 2 sims in a car would disappear, and was surprised when all 4 of them showed up on the bat!
Ah, so I was close with my guess that it was a 57 Bel Air! My mother used to have a 50s Bel Air when I was very little, which someone just GAVE her when they got a new car, because 50s Bel Airs weren't worth any money in those days! (Those were the days!)
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...@Dee and Odistant: Ha ha, her feet aren't backwards, but it does look like that in the pic now that you mention it - I think there's something about those boots. In the side-view pic above you can see that everyone's feet are on the right way around, but yes, I wouldn't put it past EA to do something that lazy, especially considering that the sim's feet aren't normally seen inside the car! |
Its a 56 Bel air indeed, you find it on TSR(got rejected here lol) |
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Finally found the shadow bug so i will upload more now
Oh, that is a very nice site OM! (i so suk at making them)
5 out of 8 uploads got rejected here so i kinda gave up haha
I all uploaded them to TSR, should really do something with my own site.....been a year orso....
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I think I'm going to have to experiment further!
@Bloom: What is the shadow bug? I've had some problems with the shadow for this item - sometimes (rarely) it comes out the right size, but usually it comes out about half size, it varies each time I re-package the meshes even though I'm using the same shadow mesh, is that what you mean? And yes, you should update your site with your new creations, I'd like to see them, without having to go to TSR!
EDIT:
Have now rotated foot03 180 degrees and both arms are OK, legs look OK but her knees look weird and what's up with her skirt? It's formed itself into a tall pointy pyramid.
Is there a tool with which we can view these rig changes in real time, or is it a matter of having to just keep trying out different values blindly and sticking it in-game (which is what I'm doing)? At least this is all a good laugh!
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I am puzzled about the arm tho, there are no joints to adjust that one i guess, strange
Are you using TSRW?
If you import a custom shadow mesh you have to adjust the Possoffset for the shader, something TSRW does automaticly except on the 002 Mlod.
So although you might have created the correct shadowmeshes or let TSRW create them, they never displayed correct ingame because all Mlods kept using the Possoffset of the Mlod002.
It is similar as when you load a new normalmap for the high and low Mlod but forget the Mlod002, the game will then use the Mlod002 normalmap by default
To fix this you either load or let TSRW generate the shadow meshes and export the file.
Convert it to package and open with s3PE.
Either export the Mlod0001(shadow) and import it in the Mlod0002 or change the Possoffset of the last chunkentry into the one from Mlod000 or 0001
Then clone again with TSRW if you want it as sims3pack..
Well. maybe i gave you bad advice when i said you could rotate, i did it a few times with sims 2 passengers and know it can be done in sims 3.
But if you keep running into these problems you better keep the existing pose.
That skirt joint is indeed strange, it should be in the animation(pose) Rig for the adult to object Rig but looks like it isn't.
I am doing similar edits on this AC Cobra
It is a old screenshot and you see the shadow is totally off while the meshes are ok.
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In fact you don't need to clone again anyway even if you do export as package. Simply export and reimport via the Project Contents window.
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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Don't forget you can get a plugin for TSRW from our site http://dino.drealm.info/den/denforu...php?topic=193.0 which opens individual resources in S3PE so you can bypass the step of exporting to package and of course you don't then need to clone again to get a sims3pack In fact you don't need to clone again anyway even if you do export as package. Simply export and reimport via the Project Contents window. |
Exept that TSRW doesn't update real time, untill exporting the package.
So you can not see wat your doing or if you have done it ok.....
I did some tests once to see if i could export a Mlod(through project contents with s3PE) and load it in Milkshape with Wes his plugin.
Then make a edit and import it back into TSRW, it did work but i got all kind of UV errors from Wes his plugin on export.
So both plugins still using a diffrent setup i guess.
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Exept that TSRW doesn't update real time, untill exporting the package. So you can not see wat your doing or if you have done it ok..... |
That's not been my experience. Sometimes you might have to switch views and back again to force a refresh the preview, that's all.
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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I LOVE your Cobra!! Hope you can solve the shadow problem.
@Inge: Are you saying that TSRW actually lets you preview the changes you make to the rig, using the plugin on your site? If so, I'll have to try that, at least use TSRW to see what I'm doing while I experiment, and then finish it off with s3pe/s3oc - would save having to keep booting up TS3 constantly! EDIT: Oh...the link you gave to your plugin has no download attached, just says 'attachment deleted due to old age'...??
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Oh! I didn't realise we had uploaded that as an attachment. Usually I only attach temp images to posts and have the download elsewhere. Let me try and retrieve it. I am sure there will be a backup somewhere...
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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