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- Help with a new object- The game won't let me pick it up.
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- Help with a new object- The game won't let me pick it up.
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Extracted and altered the plumbob, and for testing applied it to a deco plant base.
But when I place it, I can't pick it up. I can also not delete it with the sledgehammer. If I start from another object and drag across it I can delete it, though.
Why does this happen? I literally did NOTHING but replace the mesh.
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You transferred it to the new clone as an obj I'm guessing? And then used mtlsrcs to make the plant clone into glass?
Or how did you do it?
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I replaced the existing plant with the extracted modl
That's it. And I want it as decoration.
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Which object did you clone? A small tabletop plant? It sounds as if your bounding box is off. This was an issues before, and I think changing the mimic to that of something smaller may have solved it. Or possibly adjusting the values for the bounding box in the OBJD and/or VPXY.
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And I did clone a plant, yes. The little atrium box, to be specific, because it seemed to be about the same size.
I dont know what you're talking about with the bounding box. I dunno what that is. :<
It means the object size dimensions in the cloned VPXY, FTPT footprints resources (maybe FTPT slots, too?) and the new mesh's bounding box values do not match. I normally check for these values in Milkshape (one of the menus: Model Info or something) and just plug in these values in VPXY editor (and/or FTPT resource), varying for some decimal points.
Sometimes, when this happened, looking downwards from birds-eye-view - you can view it from the top of the object and grab it that way.
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I extracted the mesh of the original plant, used the obj tool to decompile it so I could open it, opened it, copied the min and max values from the original plant in Milkshape after quite some time of searching for the proper button, and put them into the vxpy editor for the vxpy from the plumbob file.
Nothing changed. I also cant interact with it, despit ethe plant being viewable. Since I did nothing but change the mesh, I dont quite get this at all.
Edit:
Uh...there...has to be data stored in this mesh. I just noticed...they still float up and down and spin. <_<; Which is pretty cool, I guess, because now I want to make them upright and enormous as a sort of beautiful fancy magical decoration.
But...apparently the model is enough to tell it to:
-Be reflective
-Be refractive
-Float
-Spin
wtf
Well, a lot of it was on trial & error and I haven't continued meshing and making changes to object size and orientation, footprints & slots to give conclusive facts.
And short of digging through my files and notes and firing up Milkshape to capture a set of screenshots just for you? Uh-uh no no honey, I thought you're big on helping oneself?
That was the extent of what I *do* remember off the top of my head, so that's what you got.
It has been brought up a few times on the forum, I think - that's how I know to try grabbing it from the top view, looking down from the ceiling.
No dice? Then just remove the package and caches/thumbnails and next time you load the item will have reverted to its base object.
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And I can't get it from above, either. It simply does not have a footprint. Since it apparently stores the information that keeps it refractive and transparent and reflective, AND the data that tells it to spin and float up and down, maybe it's hard-coded behavior that you can't pick it up.
Also, unrelated info: Scaling them DOES NOT work. This mesh wont scale. It will rotate, it will move, but scaling it does not change its size. There must be very hardcoded information in here(whatever makes it float and spin). So my dreams of an enormous spinning crystal plumbob floating in town square are shattered.
A lot of these stuff are still too different from TS2 that most of the groundbreaking brainstorming is happening as people asks questions and figure things out by trial & error. So the next tutorial might be from you...on VPXY editing. :p
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The atrium fern clone should have 2 groups (plus a shadow group for MLOD1). If you replaced the glass part of the atrium fern with the plumbob and did nothing to alter the material slider then that explains why your plumbob looks like glass...you replaced a glass part with it and it took on that part's material slider. Did you keep the plant part and it's now inside the plumbob?
I also am not getting the part where you say, "Scaling them DOES NOT work. This mesh wont scale..." I cloned the plumbob and I see it in MS and it scales just fine. Are you saying that you scaled it in MS but it showed up with no size change in the game?
All of this I gotta see Please describe the exact steps you took in creating your elusive plumbob. I want to see the thing float in my game
On the other hand, if all you want is a more standard piece of deco outta the plumbob, you could clone it, bring it into MS, save it as an obj, close that. Bring in your atrium fern clone, delete the glass group, bring your plumbob clone in and put it in place of the glass group, scale it so it fits around the plant, assign joints, and then export that to overwrite the atrium fern.
If you do it that way you can use the plumbob shape and I'm pretty confident it won't be floating and spinning in the game.
Out of idle curiosity I gave it a try. The thing is funny-looking but well-behaved:
I had to scale it to get it to fit around the plant and it kept the size I adjusted it to using MS scaling.
My guess is that your object can't be picked up because of some mistake you made in the object creation process. But you haven't given enough specific information about your method to tell what exactly that mistake is.
When you made your deco piece what did you do with the atrium plant group that has the plant and the metal atrium frame?
I'm tempted to add a smart remark about meshing errors made by someone who sees floating, spinning plumbobs in his game and what that might imply about what said mesher was smoking at the time but I'm worried you might take that the wrong way...lol.
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I took the modl with the instance(or group or type I dont know) of 0x000000 and REPLACED IT WITH THE MODL FOR THE PLUMBOB. That is 100% all I did!
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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It has the wrong thumbnail and it costs 5000 dollars and is in misc deco. It floats. It spins. It does dishes. Here you go.
Claeric_Sculptureplumbob.zip (572.0 KB, 6 downloads) - View custom content | ||||||||||
713164 02-28-10 03:53 Claeric_Sculptureplumbob.package -------- ------- 713164 1 file |
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Either way, the game became confused because it wants two groups for the atrium fern and you gave it one. eta: I'm with Inge on this...it's sort of surprising the thing showed up in the game at all.
And no Claeric, you are *not* being specific about how you went about this. When you replaced the modl did you do this in MS or did you simply rename the thing and import it that way? Did you use the ObjTool for any of this or just s3pe? If you used the ObjTool I'm surprised it didn't complain about the fact that you were missing a group. What about the mlod...did you replace that with the modl also?
The issue you're having though is because you didn't create the object correctly and not because of some magic inherent in the plumbob shape itself. If you follow the directions in meshing tutorials like Ella's you'll be able to have a plumbob deco piece like the one I showed above
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I clearly can do it, as I did. |
s/can't/shouldn't then, if you must have everything 100% literal.
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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I opened the atrium.
I exported the modl. (Only for the vxpy stuff).
I opened the plumbob. I exported the modl. I used obj tool to decompile. I imported into milkshape. I rotated/moved. I exported. I recompiled. I opened the atrium in s3pe. I right clicked and replaced the modl with the one for the plumbob.
And now it has reflectiveness, refractiveness, floatiness, and spinnyness. There HAS to be something inherent in it, why would an object made wrong revert to acting just like the plumbob? All I did was replace teh mesh, and now they have the same function. It's cool, but I'd like to be able to pick it up, is all.
As for resizing, I am saying it does not appear resized in game, at all. I made it 5x the normal size and moved it up quite a bit, but in game it's still the normal size and barely moved up. You can see it in the package. THe package I just uploaded has one that is sscaled 5x.
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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edit: Apparently it's "MLOD" and it is surrounded by things called "MODL". I dont know what the difference is. I called it a mesh because that's...what it is, right? You open it in milkshape, edit it, changes are reflected visually in game? I dont know. I replaced the "MLOD" then.
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Also, as I said, your MODL has only 1 group whereas the Atrium Fern MODL has 2. This alone is gonna screw up your object. While it's clearly possible for someone to botch something up as you've done the end result is a botched item in-game...that is one which cannot be picked up.
I suggest you read a tutorial or two and try making the thing again correctly instead of thrashing around trying to somehow make more of this than simple meshing mistakes.
eta: I opened each of the MLODs and the MODL for your object in MS. Interestingly enough the MLOD is the kitchen utensiles MLOD but with atrium fern mesh (all three groups: glass, plant & frame, and shadow) but the MODL is the MODL for the kitchen utensils but has the mesh for the plumbob.
Clearly you did a little more than what you've described Claeric or how else did the kitchen utensil MODL get into your Atrium fern clone? I think one of the problems going on here for sure is that you aren't really certain exactly what it is you did or did not do...you may think you are...but it's obvious from looking at the parts of this package that you are not.
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But I dont know how it does it, and how to preserve it.
Edit: For the last time. I am very sorry for getting angry with you, but I told you all I did. I replaced the ONE and ONLY one file. Do you want me to make a video of me doing it? I dont know what else I can say. I did what I said I did. I replaced that one and only one file.
And it's the kitchen utensil because I was mistaken, I made various versions to see if it would be picked up with any other object replaced, instead. So I have an atrium one and a kitchen utensil one, I must have uploaded the utensil one, which is probably using the extracted REPLACED atrium.
But that doesn't matter anyway, as the original atrium one spins and floats too. Anything I replace with it spins and floats, without me doing anything extra.
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Now we find that somehow the kitchen utensils were cloned and the atrium fern MLOD used to overwrite its MLOD. God only knows what else you did but you can't expect anyone here to know when you clearly can't even determine it yourself.
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I dont do anything extra but replace the one file. It'll do it with anything I replace, I imagine, as it has twice.
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Problem with this package seems to be multiple issues. The clone package itself is the kitchen utensils, the MLOD has the mesh of the atrium fern and the MODL has the plumbob. If you had read an actual tutorial you would know you need to change all MLOD/MODL. So this is probably the reason you cannot grab it since the bounding box is also contained in the MLOD/MODL when decompiling/recompiling.
The shiny and floating/spinning is most likely due to the plumbob shader in the mtlsrc. Which if you read the threads here in meshing/modding you would know about those mtlsrc files.
Go read a tutorial.
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I dont know what the difference is. |
Usually the term "MLOD" refers to the entire packed resource. This comprises several references into other resources needed by the object, as well as some "chunks" of data, one or more of which are the mesh itself.
When someone says they replaced the MLODI think of it as meaning in S3PE they right-clicked the MLOD resource and chose Replace - and substituted it for an entire MLOD resource exported from another object.
If on the other hand you exported the MLOD, disassembled it with Wes's tool, took the mesh into milkshape and the replacement was at this level, for a different 3D model, then I would call that replacing the mesh, rather than replacing the MLOD.
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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