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- Glass Frame, need picture to show up stronger
Posts: 110
Thanks: 1179 in 8 Posts
Edit:Forgot to say. The mesh was cloned from the Film Nior painting.
Sakurahana_BlakeEnter_PaintingM.rar (625.7 KB, 6 downloads) - View custom content | ||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- Sakurahana_BlakeEnter_PaintingM.package 947848 640622 67% 17-11-09 19:59 .....A. AFD3C567 m3e 2.9 ------------------------------------------------------------------------------- 1 947848 640622 67% |
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Description: Working file |
Posts: 2,932
Thanks: 15563 in 28 Posts
But have you thought of using the medicine cabinet deco piece as your clone instead? This object has the number of groups you need and hangs on the wall. It might work out better for you than a painting that lacks the correct number of groups.
OM
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Posts: 2,932
Thanks: 15563 in 28 Posts
I don't think this kind of issue interests the people who know the most about the coding though so I don't have much hope this question will be answered anytime soon.
But I still think decorators would like to have a glass painting frame with an unfaded image in it regardless of the room score of the object. Most decorators could not care less about room score issues.
OM
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In order for a custom object to have its own tuning, you have to create a custom scriptclass. That means looking at how the original subclass for an individual painting is written and copying the top level bit of it, with a different classname. Then you need to include the result in your package, with an instance number that is fnv64 of the dll name (including ".dll"), and edit the OBJK to call that new class. At that point you can copy the original tuning xml, and change its instance number to be a fnv64 hash of the scriptclass name. Then edit it to suit. |
EDIT: Additional info: How I made a toilet with its own class and its own tuning - by Inge Jones
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Posts: 110
Thanks: 1179 in 8 Posts
Orangemittens-I remade the package using the medicine cabinet. This is the result is posted below in attachments.
I lost the beveling in the frame and the center where the picture should be is completely glass. When I regrouped it, the Center became group 02 and the frame (including the back) group 01.
I am not really sure where I went wrong. THe uv map and Object file are included.
Sakurahana_Blake Enter_PaintingN.rar (526.8 KB, 4 downloads) - View custom content | ||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- Sakurahana_Blake Enter_PaintingN.package 683641 532817 77% 18-11-09 14:47 .....A. DDB0AF8B m3e 2.9 enter3ToMap.obj 11160 2400 21% 18-11-09 12:27 .....A. 64979308 m3b 2.9 enter3ToMap.bmp 263222 4070 1% 18-11-09 12:23 .....A. C0CF3EE5 m3d 2.9 ------------------------------------------------------------------------------- 3 958023 539287 56% |
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Description: Package, Uv Map, Object file |
Posts: 2,932
Thanks: 15563 in 28 Posts
Your frame appears to be solid white just like the cabinet is so I think your object did what the vase did...that is, it took on the texture of the cabinet rather than staying glass as you want it to.
Also, for some reason when I look at the MODL/MLOD Info using the Object Tool I see the two groups and their material mtlsrc...both groups have glass shaders. The first group, the one that should be glass goes with mtlsrc 6 and this one has ShaderName GlassForObjects. The second group, the one that should be the painting goes with mtlsrc's 17 and 18. When you open these with Notepad they have ShaderName GlassForObjectsTranslucent. Did you add glass texture shaders to some part of the object? If so, you don't need to since one of the groups is already glass.
Since the shaders for the image portion of your object are glass shaders the painting image is coming out glass instead of showing your image correctly.
Lastly, I opened each of the 5 IMG files that are in the S3PE list for this object and none of them had an IMG that shows your painting image on it. One was a shadow, two were solid red, and one was solid white. Are you sure you imported the IMG that has your painting image on it? I'm thinking the solid white one should have your painting image on it.
OM
edited to add: Cmo, I looked at that tutorial and it's a little above my head too. Is there an easier way of describing how to change the room value of an object? As-is, I'm not getting it. Thanks for any help and for posting the tutorial. It's good to know it's at least possible even if it's out of my reach at the moment.
Posts: 110
Thanks: 1179 in 8 Posts
Did you add glass texture shaders to some part of the object? If so, you don't need to since one of the groups is already glass. |
Yes I did. I have changed them back to the original that I kept as back-up. thank you for letting me know know about mtlsrc 6 being the glass group. I mixed them up.
One was a shadow, two were solid red, and one was solid white. Are you sure you imported the IMG that has your painting image on it? I'm thinking the solid white one should have your painting image on it. |
I checked my package (saved on my drive) and the image file is there. I think the solid white one is the chrome file from the original package. One of the solid red image files was the recolor channel for the objects inside the original cabinet. Was it right to turn it red? I wasn't sure if I should delete it.
If so you should try remaking the object without mapping any parts that you intend to take the glass texture. |
Uhhmmm, how do I do this? (I use UVMApper) And, does this mean I can make the Painting part take up the whole uv map space
Edit:Well, I just went ahead and remade the entire package. I did not map the frame (group 01). The new UV map is only of the painting section. But I moved the frame back into the mesh file after mapped it and imported that into the package. The frame still shows up flat without the frame look. Do I need to change the mtlsrc 6? Also, might the chrome image be affecting it? The good news is the picture shows up very well in this package. I appreciate the help. Thank you OM.
EnterN.rar (535.7 KB, 6 downloads) - View custom content | ||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- enter3ToMapB.bmp 263222 2800 1% 20-11-09 01:35 .....A. 25E17AAA m3d 2.9 enter3ToMapB.obj 2126 599 28% 20-11-09 01:36 .....A. 6CC9D463 m3e 2.9 Sakurahana_RutherfordSeriesEnterN_Painting.package 766345 544937 71% 20-11-09 02:33 .....A. BF10F940 m3e 2.9 ------------------------------------------------------------------------------- 3 1031693 548336 53% |
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Description: New object, UV map, Package |
Posts: 2,932
Thanks: 15563 in 28 Posts
It may be the case that changing the mtlsrc 6 sliders would help to make your beveling more apparent on the object in-game. It wouldn't hurt to try it and editing those things is pretty quick and easy.
If you try this I think the sliders that would be most likely to help you would be the Diffuse and the Specular sliders. This is just a guess though...I don't know for sure that altering these will fix the problem to your satisfaction.
I apologize for missing the painting IMG in your first post. For some reason the IMG's are split in the S3PE list and I didn't notice the group near the bottom of the list so I thought there were only 5 in the package. I've never seen S3PE split the IMG files in the list like that before so I didn't look beyond the first group of IMG's I saw there the first time around.
You're welcome to whatever small amount of help I can give. I'm glad that at least you're getting the right look on your painting image now.
OM
edited to add: If the second posting of the painting is, indeed, the same as the first, it would appear that mapping this frame didn't stop it from turning to glass as the picture above made it look as if it had. If this is true then there is something different about this medicine cabinet and the vase or there was something different about the process each of us used to create the object and map it. I'm going to take another look at the vase because now I'm curious about that.
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Thanks: 1179 in 8 Posts
Update: Look OM! It's almost exactly what I'm looking for. I edited the mtlsrc 6. I used the traslucent glass and changed some values to match the daffodil vase. I also edited the diffuse code line to give a more smoky look to the glass (grey 36 I think. Somewhere around there). The Specular gave me back my frame look. I copied that from the Translucent glass specular code first from the curve bar, but ended up using the one for the daffodil vase. Just two minor things and it will be perfect for now. THere appears to be some bleed of the texture into the frame (green circle). I don't know why. Also, the painting part is still really shiny. I put a black alpha layer on the specular image (black and white one). So, again I don't know why. Do you think both of the problems have something to do with Alphamask code line in the mtlsrc 6? Will you also do me the favor of looking at the other frame colors from the original cabinet and telling me what they look like for you?
EnterN.rar (536.9 KB, 9 downloads) - View custom content | ||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- enter3ToMapB.bmp 263222 2800 1% 20-11-09 01:35 .....A. 25E17AAA m3d 2.9 enter3ToMapB.obj 2126 599 28% 20-11-09 01:36 .....A. 6CC9D463 m3e 2.9 Sakurahana_RutherfordSeriesEnterN_Painting.package 760830 546227 71% 20-11-09 14:41 .....A. 2F135649 m3e 2.9 ------------------------------------------------------------------------------- 3 1026178 549626 53% |
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Description: Best package ever |
Posts: 2,932
Thanks: 15563 in 28 Posts
I would be glad to look at the other frame colors from the original cabinet but what is it about them you want to know?
OM
Posts: 110
Thanks: 1179 in 8 Posts
Posts: 2,932
Thanks: 15563 in 28 Posts
OM
Posts: 110
Thanks: 1179 in 8 Posts
Posts: 2,932
Thanks: 15563 in 28 Posts
OM
Posts: 110
Thanks: 1179 in 8 Posts
Posts: 2,932
Thanks: 15563 in 28 Posts
I definitely see the differences in the three different versions. The third version looks crystal clear and without the glossiness of the first.
I'm not sure what is making you dissatisfied with the third version?
OM
Posts: 110
Thanks: 1179 in 8 Posts
As far as the shine. I take back what I said about shininess being easy.
Edit: I also included a different copy (stand alone) with the black alpha mask on the painting texture. Once again the extreme between the recolors.
hisuihana_HisayoLondonAsDorothyDandrige_Painting.rar (576.7 KB, 6 downloads) - View custom content | ||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- hisuihana_HisayoLondonAsDorothyDandrige_Painting.package 809997 590396 72% 21-11-09 18:05 .....A. 8B66E7CC m3e 2.9 ------------------------------------------------------------------------------- 1 809997 590396 72% |
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hisuihana_HisayoLondonAsDorothyDandrigeB_Painting.rar (577.1 KB, 9 downloads) - View custom content | ||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- hisuihana_HisayoLondonAsDorothyDandrigeB_Painting.package 814893 590852 72% 21-11-09 18:48 .....A. A9F7078F m3e 2.9 ------------------------------------------------------------------------------- 1 814893 590852 72% |
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Description: Stand alone with black alpha |
Posts: 2,932
Thanks: 15563 in 28 Posts
OM
Posts: 110
Thanks: 1179 in 8 Posts
Posts: 2,932
Thanks: 15563 in 28 Posts
I still need to see what you posted about the image though.
OM
Posts: 110
Thanks: 1179 in 8 Posts
I still need to see what you posted about the image though. |
Please explain. Did I miss something?
Edit: Never mind. Taking screenshot now. The package is in the previous post. The setting are the same, just a different photo and one less image file.
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Thanks: 15563 in 28 Posts
I'm really interested in this that you posted:
"If I delete the image with the the colors channels for the inside of the medicine cabinet, the recolors show up more consistently (just some slight changes in lightness}" ...what was this that you did?
OM
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Posts: 2,932
Thanks: 15563 in 28 Posts
The B version has two recolor options both of which look the same in my game and both of which have no sheen to them at all. Here is a picture of the painting with one of those sheen-free versions selected:
It looks really sharp and very nice. Again, I have to say, I'm not sure how to improve on this...it looks fantastic as-is. Are you still not happy with it in some way?
OM
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