Here's a different approach to the issue,
It does incorporate bump files into an extraction project, but uses TXTRs instead of LIFOs
Also, the original MtBeer skins aren't required.
The notes were made while extracting the Male 'Blue Swat' uniform.
1) Start BodyShop & create a new clothing project using an existing full body skin (of the right sex and age) that already has a bump layer. Give it a sensible name, i.e. 'AM_BlueSwat', and export. Immediately import it back in, then close BodyShop.
2) Find your project in your 'SavedSims' folder (it should be the one with the latest time stamp), and note it's name. Mine was 7f07e54f_AM_BlueSwat.package. Move it this to a work directory.
Make a note of the 8 digits at the front of the name - we will call this the 'ProjectId'
3) Start SimPE, open Sims02, and find the MATD file (ambodyswat_blue_txmt).
Look at it in the plugin view / File List tab. Note the two names - these are the names of the required TXTR files.
Extract the MATD file to your work directory.
4) Open Sims07, find and extract the texture TXTR (uubodyswat-blue_txtr) file to the work directory. Save it with a sensible name like 'texture.simpe'
5) Still in Sims07, find and extract the bump TXTR (uubodyswat-all-bump_txtr) file to the work directory. Save it with a sensible name like 'bump.simpe'
6) Open Sims05, find the correct SHPE file (ambodyswat_untagged0_shpe), and note down its Subtype and Instance numbers.
7) Open Sims06, find the correct CRES file (ambodyswat_cres),and note down its Subtype and Instance numbers.
8) Open the package you created in step 1
9) In the 'Packed file' window, select the TXTR file that contains the texture image (check with the 'plugin view).
Right click on it, and select 'Replace'. Choose your extracted 'texture.simpe' as the replacement file, and commit.
In the plugin view, change the filename to ##0x********!body~stdMatBaseTextureName_txtr, but use your 'ProjectId' from step 2 instead of the ********
Click commit and save the file
10) In the 'Packed file' window, select the TXTR file that contains the bump image (check with the 'plugin view).
Right click on it, and select 'Replace'. Choose your extracted 'bump.simpe' as the replacement file, and commit.
In the plugin view, change the filename to ##0x********!body~stdMatNormalMapTextureName_txtr, but use your 'ProjectId' from step 2 instead of the ********
Click commit and save the file
11) In the 'Packed file' window, select the MATD file. Right click on it, and select 'Replace'. Choose your extracted MATD as the replacement file, and commit.
In the plugin view, change the filename to ##0x********!body_txmt (remember to replace the ******** with your ProjectId.
Change the description to ##0x********!body (Do I still need to keep reminding you about the '********'s?)
In the Properties tab click on 'stdMatBaseTextureName', and change the value to the file name you used in step 9, but WITHOUT '_txtr' on the end. Commit the change.
click on 'stdMatNormalMapTextureName', and change the value to the file name you used in step 10, but WITHOUT '_txtr' on the end. Commit the change.
Save the file.
12) In the 'Packed file' window, select the 3DIR file.
In the plugin view, select 'Shape' Change the SubType and Instance numbers to those you got from step 6. Commit the changes
Select 'Resource Node' Change the SubType and Instance numbers to those you got from step 7. Commit the changes.
13) Save the file and quit
SimPE 14) Move the package file back to your 'Downloads' or 'SavedSims' folder.
It should now be available for use.
As a bonus feature, I've also added a file to this post. It's an excell spreadsheet with all the id's and filenames for the SHPE, CRES, TXTR, LIFO, MATD files from the SimsXX packages.
Comments appreciated!
Cheers
Mike
Attached files:
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SimsShape.zip (812.8 KB, 278 downloads)
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3429888 01-18-05 19:33 SimsShape.xls
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3429888 1 file
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