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MTS Movie Night #2 - posted on 10th Aug 2017 at 2:58 PM
Locked thread | Replies: 8 (Who?), Viewed: 18250 times. | Locked by: Numenor Reason: New tutorial: [url]http://www.modthesims2.com/showthread.php?t=86295[/url]
Field Researcher
Original Poster
#1 Old 14th Feb 2005 at 11:51 AM Last edited by Miche : 14th Feb 2005 at 12:47 PM.
Default NEW MESH TOOL TUTORIAL (also now uploaded to the website.)
I am placing the tutorial here until it can be posted.

You will Need :

A Copy of Miche and Delphy Mesh Tool

The latest copy of SimPE, get it here:
http://sims.ambertation.de/index.shtml

Microsoft .NET Framework Version 1.1
http://sims.ambertation.de/index.shtml

Delphy's Sims 2 Mesh Extractor
http://www.modthesims2.com/showthre...6&page=12&pp=25

A 3D Program: no support offered
A Paint Program: no support offered



A Tutorial to creating new objects using the Mesh tool wizard.
This is a simple tutorial
Please remember that this tool is still in testing.
We can not offer support for:
other 3D programs:
other paint programs:
any changes made other then what is covered here.


Open SimPE and go to plugins object workshop,
it will take a few mins to open.
you should have this version,
0.17.1869.4344 or higher
(if you don't, then download the right version)

http://www.modthesims2.com/attachme...tid=31981&stc=1

Pick a base object to clone.
Pick the type of object you want your new one to be.
(here we clone Manor House table) Click on clone
Make sure all four boxes are checked.
(set Private group ID, fix clone files,
use Rcol relations, Remove useless files).
Click start,
http://www.modthesims2.com/attachme...tid=31982&stc=1

Rename wizard will pop up.
Do not change anything here, just click ok.
http://www.modthesims2.com/attachme...tid=31983&stc=1

Save as what ever you want to call your new object. make sure to take note where you are saving it to.
http://www.modthesims2.com/attachme...tid=31984&stc=1
Screenshots
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Field Researcher
Original Poster
#2 Old 14th Feb 2005 at 11:55 AM Last edited by Miche : 14th Feb 2005 at 12:31 PM.
Now click on the object data/plug-in view
click on the "Get GUID button.
( make sure the update MMAT box is checked )
http://www.modthesims2.com/attachme...tid=31985&stc=1

Fill in the details to register the object for a new
GUID.
(If you do not have a guid account already, you
will need to register, click on register new user)
after you have the new guid# click on commit.
http://www.modthesims2.com/attachme...tid=31986&stc=1

Note: If you have more then one object data file you will need
to get a new guid# for each one, to keep your object from
replacing the original object.
Once you have changed all the guid # and committed on each
one, save your object.
http://www.modthesims2.com/attachme...tid=31987&stc=1
Screenshots
Field Researcher
Original Poster
#3 Old 14th Feb 2005 at 12:02 PM Last edited by Miche : 14th Feb 2005 at 12:34 PM.
Click on Geometric Data Container/Plugin View/Content/Cgeometric Data Container and Export to OBJ botton.
import into your 3d program, use it as a starting point, or to compare the size of your model.
after you have your model the way you want it, Export it as a OBJ file
http://www.modthesims2.com/attachme...tid=31990&stc=1

Start up the Mesh tool and click on the "Object Wizard button
http://www.modthesims2.com/attachme...tid=31991&stc=1

Click on the Browse button.
http://www.modthesims2.com/attachme...tid=31992&stc=1

then find the OBJ file/Model you created
http://www.modthesims2.com/attachme...tid=31993&stc=1

Now open and click on the next button.
http://www.modthesims2.com/attachme...tid=31994&stc=1
Screenshots
Field Researcher
Original Poster
#4 Old 14th Feb 2005 at 12:06 PM Last edited by Miche : 14th Feb 2005 at 12:36 PM.
This next window will tell you how many meshes
the object is made up of, if this is correct. click ok.
http://www.modthesims2.com/attachme...tid=31995&stc=1

Next are two check box, check the top one leave the other box UNCHECKED for now. click the "next" button to continue.
http://www.modthesims2.com/attachme...tid=31996&stc=1

This next window is there for future use, so again just press next continue.
http://www.modthesims2.com/attachme...tid=31997&stc=1

and then enter the name you wish to save the file as.
http://www.modthesims2.com/attachme...tid=31998&stc=1
Screenshots
Field Researcher
Original Poster
#5 Old 14th Feb 2005 at 12:10 PM Last edited by Miche : 14th Feb 2005 at 12:38 PM.
Go back to SimPE/GMDC/Plugin View
(file in the package which contains the meshes you wish to change),
Copy the file name.
http://www.modthesims2.com/attachme...tid=32000&stc=1

then right click on type in packed files,
and select the replace option in the small menu.
http://www.modthesims2.com/attachme...tid=32001&stc=1

Find the model you saved using the mesh tool,
and click open.
http://www.modthesims2.com/attachme...tid=32002&stc=1

paste the filename, so it is the same as the name before.
Commit And Save
http://www.modthesims2.com/attachme...tid=32004&stc=1
Screenshots
Field Researcher
Original Poster
#6 Old 14th Feb 2005 at 12:14 PM Last edited by Miche : 14th Feb 2005 at 12:42 PM.
Go back to the plug-in view for the gmdc file and then
to the "Items 3" tab, Copy down the names of the models.
http://www.modthesims2.com/attachme...tid=32005&stc=1

Now click on the shape file in file types and click on it, then in the plugin view go to the /content/parts tab,
Now change the details to match the name of the imported meshes (which you wrote down in the last step) so that they match with the names of the Matd files that you wish each mesh to use.
http://www.modthesims2.com/attachme...tid=32006&stc=1

So for each mesh in the object there should be a entry, and in each entry what SimPE calls the subset should be the name of a mesh, and the "Material Definition file" should be the name of a MATD file.

Commit And Save
Screenshots
Field Researcher
Original Poster
#7 Old 14th Feb 2005 at 12:21 PM Last edited by Miche : 14th Feb 2005 at 12:53 PM.
Now your ready to change your textures.

this part of the tutorial just cover's importing and
exporting.
If you need more help, look around MTS2 there
are several good tutorial, on changing your package
to fit your object.
Note: The changes made to SimPE is in preparation
for the expansion pack coming out, and is necessary.


Go to Texture/plugin view
This is for simple objects using the same name of the
original object for the models/parts, if you change the
parts names you can find more advance tutorials to
explain how to do this. We will add to this tutorial later
coving more advance changes.
Click on Texture Image/plugin veiw, at the bottom you
will see a box with several TXTR files in it, scroll the
box down. to the very bottom, high light the last file there.
Right click the image on the right and Export, do not
change the name minimize simpe..
http://www.modthesims2.com/attachme...tid=32008&stc=1

change color or edit in your photo editor, save as a PNG file with the same name.
now go back to simpe, right click on picture and import
http://www.modthesims2.com/attachme...tid=32009&stc=1

Update all size.
http://www.modthesims2.com/attachme...tid=32010&stc=1

commit and save.
repeat to all txtr that you want altered in your object.
Recheck your package to make sure you didn't miss anything, or forget to commit/save.
go to tools at the top and fix integrity and save again.
http://www.modthesims2.com/attachme...tid=32011&stc=1

As I made this object for this tutorial, I didn't put much
time into the mesh
and no time in the texture, but as you can see all came
out as I intended.
http://www.modthesims2.com/attachme...tid=32012&stc=1
Screenshots
The ModFather
staff: retired moderator
#8 Old 14th Feb 2005 at 12:30 PM
Thanks Simsuncensored for having updated the tutorial.

I'd like to add only one thing:

As an *optional* further step, you might want to enable colour options for your new object.
If so, read this tutorial.
Field Researcher
Original Poster
#9 Old 14th Feb 2005 at 12:42 PM
Quote:
Originally Posted by numenor
Thanks Simsuncensored for having updated the tutorial.

I'd like to add only one thing:

As an *optional* further step, you might want to enable colour options for your new object.
If so, read this tutorial.



Kool thanks hun, I thought at first you where talking about the Fix Integrity. to fix the color options already in object hehe.
very well done.
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