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- How to Change Object Function?
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- Sims 3 Creation >
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- How to Change Object Function?
For example, say I clone a counter and I want to make it a normal object, when I do this, in game it still allows me to place stuff on it as if it were a counter, I don't want this function, I just want it to be an object without any options.
Anyways, thanks for any help you can provide
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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game where other counters can be connected to it, where objectscan be placed on it,
and where sims need to stand in order to interact with it or objects on it.
And I currently know of no apps, that let us edit an objects slots.
You'll need to base your new item off a similar base game object.
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Amusing and annoying all at the same time. :/
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I just followed flabaliki's tutorial of meshing an object. I made a decorative box by cloning the tissue box, but when I got to texturing part, I realized that clutter has low detail non-CASTable textures
Can I use some else object to turn that into decorative object?
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Now I have a box which is showing in a game, though minor texture problems, but when I got them settled down, I'll create two more with different sizes and share them
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Sometimes instead of using the S3OC to pick a clone it's easier to just open the game, go to the section for whatever type of thing it is that you want to clone, and find an EA object that most closely approximates the shape/behavior of whatever it is that you want to make.
Just by looking at the object in the game you'll know if it's recolorable, if it will sit on surfaces, how big its footprint is (although that doesn't matter so much anymore since HL wrote her tutorial on how to change it), and etc.
This allows you to use the game itself as your "filter by type" and saves having to go through the s3oc's alphabetized list until you know pretty much which item on the list you want to use.
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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In the meantime, just looking at EA items in the game is a pretty easy way to select an object that has the attributes you need for whatever it is you're trying to make in my humble opinion.
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Actually I should have done it already for the object I'm working on now.
I used KitchenUtensilsCountry (the pot with wooden set), and I got a problem with textures:
The static texture and pattern was mixing in my new object, so I figured out that there must be a file or alpha or something which tells which part of the mapping is covered with static texture and which part can be CASTable.
Can this division be changed somehow, or do I have to re-UV-map the parts to be on CASTable section only (I don't want the texture part, only pattern part)?
I would appreciate very much if some of you had some info about this
I tried to search the forum, but I found very little about texturing, mostly only the basic part of the work with red/green/blue pixmap. We definately would need a texturing tutorial which would cover shadows, speculars, texture/patters etc. in addition to red/green/blue mapping
edited of a thinking error.
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1. map around the part with the alpha texture
2. make a new alpha that doesn't have the texture stencil on it
3. find a dds from some other object that is fully Cas-table (or has a smaller more conveniently placed stencil) and use that instead.
In any of these cases remember that you'll have to change the red/green dds to reflect any alterations to placement that you make when mapping your new object.
Manipulating the indoor shadow is basically handled the same way that mapping anything else is. Export the shadow dds (I keep a copy of one in my general work folder to use for all objects I mesh since it's the same for them all) and then import that to MS as a Material...assign to the shadow. Open up the TCE and you'll see where your shadow is sitting. You can resize it and move it around the same as any other map or object group. I apologize if this isn't what you meant by shadows or if you already knew all that.
Speculars are an annoyance that I still haven't completely figured out. What I can say is that the thing has to have the correct alpha or your object will show up with a glassy texture in the game...and opening it in PS or PSP can sometimes remove/reverse the alpha. Also, if the object is fully CAS-able the Specular isn't supposed to do anything but sometimes it seems to anyway...at least on one project I did.
I've started to get a better idea of the pattern thing and how it fits onto a simple object but I'm still learning so I hesitate to say much about that. Texture mapping with MS or with UV mapper is described in a couple tutorials that I know of...if you can't find links to them post again and I'll see if I can dig them up.
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I'll give some of those three options a chance tomorrow, I'm not happy though about returning to my day job tomorrow, after holidays
Anyway, I think I will play with the alpha, cause I don't want to re-UV-map again
Thanks also for other info, you could really write a tutorial with that knowledge
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So for your object you have to change these 4 DDS files to make it be ok. If you don't want to have a pattern non CAST-able on your new object, just recolor Overlay in black and change it to be transparent.
I hope it could help you (and I hope I had good understand you ...)
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Matrixx, just so as not to be too confusing, the dds that Samelo calls Overlay is the one I was referring to above...it is the black one (alpha part) with a stencil on it that will show up in the game as an unrecolorable design on the object. When it comes to this dds, Samelo knows more about it. I'm basically a beginner when it comes to manipulating alphas and always just work within the constraints of whatever alpha/stencil EA has put on the Overlay dds.
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This 2 plugging are very easy to use ; they are 2 .dll files to put in the "Effects" file in "Paint.Net" and they appear in the "Effects" menu.
Exemple with AlphaMask :
Picture to modify :
Apply AlphaMask to make this picture all transparent :
Result :
Exemple with AlphaSpace : to make part of picture transparent :
Picture to modify :
Apply AlphaSpace :
Result :
That's all fine !!! :D
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Virtual hugs...thanks so much for showing me this Samelo.
Edited to add: I've been trying this out and it's just the best thing. I can't even tell you how happy I am that you taught me this.
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I came back with some middle-time information
I checked the alpha of the dds file where the texture with the utensils lies, and found out the guilty one. It really came out fine in the game when I painted the whole alpha black, thanks both of you!
Now I noticed my pattern is streched 2 x horizontally, but I can think that's fixable, as I already saw a thread where were three chairs, and one had the same problem
Then I try if I can add a little bit of shading to get the object the final look.
edit #1: Shading part went fine, but I didn't manage to fix the tiling issue.
I cloned a new package export only defaults unticked. Xml file was stating pattern tiling being 0.5000 1.0000, which seem to be the reason why textures are horizontally stretched.
I changed the values to 1.0000 and 1.0000 and imported xml back. Though I see no change in game (I checked cache wasn't the issue), so I'm wondering if this is the right way to correct stretched textures, or should I use some separate tool than s3pe?
Another thing which came to my mind was the texture size. The original size in my object's texture was 128 x 256, and I changed the size to 256 x 256. Might this have some effect to texture/pattern stretching?
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I notice when an object with an alpha image is in MS if it's applied to the MLOD it looks solid, but if it's applied to the MODL there seems to be this weird sort of bleed through. I've noticed on my own objects and to a somewhat lesser degree on EA's.
Is this normal or is there some setting I need to change or what? I've put my objects like this into my game and I don't notice anything off about them but still...I hesitate to share them until I know for sure it's ok that they do this.
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Sorry my question was incoherent...lol. I guess what it is, is that when I check the objects I've made an alpha for there seems to be a *lot* of that weirdness...more than what EA's has. But it only shows up on the MLOD if I delete the shadow and it's always there on the MODL. It makes me nervous there is something wrong with my alpha since I just learned how to do them a short time ago.
That makes me hesitant to share anything with an alpha because I don't want to share something that's wrong. The things look fine in the game but I just want to be certain there isn't a problem I need to address.
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I'm not sure I've well understood your post : are you saying that when you apply your alpha texture in Milksahpe your object is partly transparent ?
If it's what you were said, it's the same for me and it's normal (in Milksahpe) because the object has only one texture the alpha, in the game the others (mask, multiplier and specular apply too and replace the black (transparent) parts and the object is no more transparent and appears normal.
Hum ! I don't really think it's what you were meaning ... If it is, sorry...
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Thanks again for teaching me this method Samelo...it's wonderful to finally be able to work outside of EA's alpha box
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