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- Object Creation - Tutorial: Creating and Coloring Glass Texture in Sims 3
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- Object Creation - Tutorial: Creating and Coloring Glass Texture in Sims 3
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Off to try again.
Thank you for making the PDF's EC3D...I will try to copy the link into the first post. I still have to read through them but I'm sure they are fine.
OM
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I used a .mtlsrc file of the transparent screen from the Sims3Store "The Curve" (in the background of the picture).
; decompiled with S3ModlD V1.00 - by Wesley Howe MATD 0103 MtlName 0xE01A0BB8 ShaderName GlassForObjectsTranslucent MTNF 21 Transparency 1 1 1.000000000000 DiffuseUVSelector 1 3 0.000030518509 0.000000000000 0.000000000000 UVScales 1 3 0.000030518509 0.000000000000 0.000000000000 EdgeDarkening 1 1 0.000000000000 SpecularUVSelector 1 3 0.000030518509 0.000000000000 0.000000000000 SpecularMap 4 4 30000003 00000000 00000000 00000000 MaskWidth 2 1 00000200 MaskHeight 2 1 00000200 SpecularUVScale 1 2 1.000000000000 1.000000000000 DiffuseMap 4 4 30000004 00000000 00000000 00000000 MaskWidth 2 1 00000200 MaskHeight 2 1 00000200 NormalMapScale 1 1 1.000000000000 DiffuseUVScale 1 2 1.000000000000 1.000000000000 0x449A3A67 2 1 00848484 Specular 1 3 0.495049506426 0.495049506426 0.495049506426 Shininess 1 1 20.000000000000 Diffuse 1 4 0.519999980927 0.519801974297 0.519801974297 0.802469074726 NormalUVScale 1 2 1.000000000000 1.000000000000 RefractionDistortionScale 1 1 0.000000000000 FresnelOffset 1 1 0.200000002980 |
It is just a little bit transparent and it seems to be more transparent for darker colours. I don't know why.
Again I used the topiary and my own mesh. I copied the text into both files (block 13 and 14) from the MLOD file with 00000000 in its name.
I will test now the other .mtlsrc files of this screen.
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Would one of you who has managed to actually get glass onto a mesh of your own post the mesh here so I can look at it?
I'm thinking it must be something occurring in the Milkshape part of the process since we're all following the same tutorial for the code part.
Was the item you made into glass mapped? Could you go step by step through the things you did between the tutorial steps to copy your mesh over the EA clone?
What I did this time was clone the deco screen, used an EA box, resized it to fit the deco footprint, mapped it onto the screen's IMG, saved over the clone. Removed the shadow (I was working on the MLOD first) and saved that over the MODL. Changed the code to glass for the MLOD block 13 and 14. Changed the code to glass for the MODL block 7 and 8. Recompiled. Opened with S3PE and reimported my MODL and MLOD. Saved. Opened with S3OC and fixed. Imported package into the game.
When I put the object into the game instead of a glass block type thing I got the shadow of the screen and invisible object above.
What did you do differently?
A grit is a grit...so it has to be something in the process of creating the new object mesh and replacing the EA object mesh that is at issue here. But what?
OM
I just tried to do a chess table in glass but i failed at it
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Jillian, could you please post the steps you used to create the item that worked and how they differed from the steps you used to create the item that failed...and what the failure was?
OM
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OM
With the chess table I only opened edited the MLOD & MODL MTLSRC Files and the diffuse recompiled and did the same steps as I usually do the end result was a huge shadow and I could see part of the glass on the top of the table but the chess pieces looked out of place kinda like a mesh gone bad then it disappeared. It looks like this
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I will start a complete new object, so I can write down all the steps I did.
Killcia_VaseEckigGlasVersion.rar (454.4 KB, 26 downloads) - View custom content | ||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- Killcia_VaseEckigGlasVersion.package 589998 465196 78% 15-10-09 19:48 .....A. 5321C6D0 m3e 2.9 ------------------------------------------------------------------------------- 1 589998 465196 78% |
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The conversion and editing with MS are the important parts I think...because this is the part that isn't in the tutorial so this is where we are all doing something differently and ending up with different results.
Where did these clutter shoes come from? Were they mapped to an EA IMG? Or did you only overwrite the MLOD and MODL and not map at all? Did you overwrite the shoe file and then change the code or did you change the code first?...hmmm...I wonder if that should even matter. Did you change the sunshadow MLODs or just stick to changing the main MLOD with shadow and the MODL?
The more specific you can be about the steps you took the better we can all figure out why sometimes the tutorial process works and other times it does not.
Sorry to ask so many questions.
Thanks Killc*a
OM
So I am wondering what could have gone different with the chess table and why I am getting a huge shadow but no object. This is definitely weird. I didn't even open the chess table in MS so I am wondering if I should and try switching the groups around and see if that will work. I am willing to try anything to see if it works Maybe try a different obj.
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I tried this method after reading your post and had the shadow IMG on my object...I could see each of the little dark blobs in mid-air but no glass.
OM
So I re-switched the grouping order back to the original and that worked where the shoes were the first group and the shadow was the second group.
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There is something else.
OM
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But now I also have the problem, no object visible, just a shadow.
I just opened the MODL and the MLOD file in Milkshape, created a few boxes, regrouped them, deleted the original plant. And replaced the text in the .mtlsrc files of the MLOD and the MODL.
That should be no problem.
I really don't know what I did different this time.
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OM
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I think it's got to be something pretty easy and fundamental and that's why we aren't seeing it. |
Please let me see your invisible package.
If you like to say what you think, be sure you know which to do first.
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We seem to be making them in oodles ^^. I have a few already.
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You had only one ring of vertices assigned. You get so used to ignoring the warning that it is ineffective. You should always check and never skip that.
I had a badly misshapen table in game, when I redid it to assign everything to the root bone, recompiled, repackaged and here is the result:
If you like to say what you think, be sure you know which to do first.
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In TS3, this is not true. Almost all objects have a "transformBone" that everything except the dropshadow is assigned to (it's OK to assign that, too, because it never exports that way).
The transformBone is used to rotate and place the object... in many cases this is just the middle of the square, but other times it is a slot on top of a table. Something has to be there so the game can use an object on a floor and use the same object on a table. This is the magic of the assignments... the bone is moved and everything is supposed to go along for the ride.
Unless you forget to assign the joints... which is why I wrote code that goes through every vertex and makes sure they are all assigned, and if not tries to tell you...
All that come to mind is an old saying about horses and water.
If you like to say what you think, be sure you know which to do first.
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BUT, I do know about repairing mistakes and I'm glad to report SUCCESS on glassifying my deco horse !! (I was so excited that i forgot to take a pict, but it's showing perfectly !).
Thank you Wes !!
Part of the reason I gave up assigning bones when I made my objects, is that I was lost on how to use the "joint" tab. Apparently, assigning is so evident to most, that nobody actually bothers describing the (admittedly simple) process... So I was left floundering and always ending up with that "bone assignment missing" message. But since it seemed to do no harm, I got used to simply skip it.
So I had to dig into the forum to find the answer (plus the Milkshape site is not very helpful), but I did find it (thanks LemonCandy !).
In the Joints tab, click SelUnassigned, then Assign. It was that simple. No more annoying message.
And a glass horse !
I have to take a pict ! Done !
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(You can lead a horse to water but you cannot make him drink.)
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In the Joints tab, click SelUnassigned, then Assign. It was that simple. No more annoying message. |
I am sorry this was not easier for you to learn.
But I am pleased that you got your glass made, and that we found what the real issue was.
If you like to say what you think, be sure you know which to do first.
Who Posted
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