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- Object Cloning
#1
18th Jul 2009 at 8:33 PM
Posts: 699
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Object Cloning
I just used Peter Jones' Object Cloner to clone a painting and change the graphics.It was quite easy. Select a suitable painting in S3OC (paintingAnimalGiraffe), go through the cloning process and save the resulting package.
After that I used S3PE to replace the giraffe-dds with a custom made and reimported the new dds into the package, again using s3pe.
After that I fixed the package in s3OC, saved and tested ingame: Worked like a charm.
The resulting package, however, is quite big for just a painting, about 1.8 MB. I used DXT5 for the texture since it had an alphachannel and that obviously was smart, since the frame was still changeable.
I have yet to test if DXT3 can be used and if the filesize is smaller that way plus I have not yet tried to compress package-resources.
Just wanted to give a quick heads up. It is quite easy to do this, but still in an experimental phase I would say...
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
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#2
18th Jul 2009 at 8:37 PM
There is no difference in filesize between DXT3 and DXT5. The only difference comes from going down to DXT1.
Story books are full of fairy tales, of Kings and Queens, and the bluest skies.
Story books are full of fairy tales, of Kings and Queens, and the bluest skies.
#3
18th Jul 2009 at 8:43 PM
Posts: 699
Thanks: 34135 in 57 Posts
Thanks for the info.
If I pack the package with 7zip at highest possible compression I can get it to around 470k, so I would say there is definitely room to make the packages smaller.
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
If I pack the package with 7zip at highest possible compression I can get it to around 470k, so I would say there is definitely room to make the packages smaller.
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
.: Do not harass me with requests via PM, you will only get ignored :.
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
#4
18th Jul 2009 at 9:22 PM
You could try the TS3 Recompressor:
http://www.moreawesomethanyou.com/s...ic,15129.0.html
Note: I have no idea whether this will help, so I'd suggest backing up first in case it doesn't work.
http://www.moreawesomethanyou.com/s...ic,15129.0.html
Note: I have no idea whether this will help, so I'd suggest backing up first in case it doesn't work.
#5
18th Jul 2009 at 10:00 PM
Xanathon, out of curiosity did you on your painting change the thumbnails and text? I did on mine:
http://sims3tinkers.com/smf/index.php?topic=296
Tell me what you think. I was trying to look at your but I do not know enough German :D
http://sims3tinkers.com/smf/index.php?topic=296
Tell me what you think. I was trying to look at your but I do not know enough German :D
#6
18th Jul 2009 at 10:08 PM
Posts: 11,682
Thanks: 9680 in 11 Posts
The cloner doesn't recompress (at least not at this time - not sure what Peter is planning for another release); you can take your package into S3PE and select all the resources at once and use Resource/Compressed or as someone above has mentioned there are other compressors. If you already have S3PE that's almost as quick as anything else.
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
#7
18th Jul 2009 at 10:14 PM
Posts: 53
Is it possible to clone plants, fences, stairs, etc? I want to know if I'm swimming upstreams, trying get some new colour on the plants...
#8
18th Jul 2009 at 11:42 PM
Last edited by xanathon : 18th Jul 2009 at 11:58 PM.
Posts: 699
Thanks: 34135 in 57 Posts
wintermuteai1: Nope, I did not change the thumbnail and strings, first I wanted to test the process... And sorry for my german only page, I want to do it multilanguage but thats consuming a lot of time and the informations can be found here anyway...
Edit: I guess you only did change the english texts? Which leads me to a question: If I remove all the description strings save the english ones will the game crash or will only the english text be shown for all language versions? Since my language skills besides german, english, php, java and javascript are nearly nonexistent I will not be able to set most of those strings to something other than gibbberish...
Mootilda: Thanks for the hint, the recompressor reduced the filesize to around 600k. (which is still somewhat big, but we are only at the beginning of cloning here, so this will improve, I am sure).
Inge: Thanks for the alternative method!
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
Edit: I guess you only did change the english texts? Which leads me to a question: If I remove all the description strings save the english ones will the game crash or will only the english text be shown for all language versions? Since my language skills besides german, english, php, java and javascript are nearly nonexistent I will not be able to set most of those strings to something other than gibbberish...
Mootilda: Thanks for the hint, the recompressor reduced the filesize to around 600k. (which is still somewhat big, but we are only at the beginning of cloning here, so this will improve, I am sure).
Inge: Thanks for the alternative method!
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
.: Do not harass me with requests via PM, you will only get ignored :.
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
#9
19th Jul 2009 at 1:50 AM
Posts: 487
Thanks: 29003 in 78 Posts
Quote: Originally posted by xanathon
wintermuteai1: Nope, I did not change the thumbnail and strings, first I wanted to test the process... And sorry for my german only page, I want to do it multilanguage but thats consuming a lot of time and the informations can be found here anyway... Edit: I guess you only did change the english texts? Which leads me to a question: If I remove all the description strings save the english ones will the game crash or will only the english text be shown for all language versions? Since my language skills besides german, english, php, java and javascript are nearly nonexistent I will not be able to set most of those strings to something other than gibbberish... Mootilda: Thanks for the hint, the recompressor reduced the filesize to around 600k. (which is still somewhat big, but we are only at the beginning of cloning here, so this will improve, I am sure). Inge: Thanks for the alternative method! |
If you remove all but the English string tables, it will still work fine on an English game, but on other languages it will display something along the lines of *** 1445698877435489887589 ***, so the best way to do this, if you only know English, is to just change all the string tables to your title/description in English. At least that way they will still display properly in other language games, but only in English.
#10
19th Jul 2009 at 10:35 AM
Posts: 11,682
Thanks: 9680 in 11 Posts
Quote: Originally posted by Snaitf
If you remove all but the English string tables, it will still work fine on an English game, but on other languages it will display something along the lines of *** 1445698877435489887589 |
Is this just an intelligent guess or have you actually had someone from non-english-speaking country test this?
In Sims 2, if you deleted all but the default (US-English) strings, the game used the default strings for all locales.
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
#11
19th Jul 2009 at 3:44 PM
Posts: 699
Thanks: 34135 in 57 Posts
Update:
I included the thumbnails manually. When I tried to do this in S3PE (via resource export - editing the png in photoshop and reimporting the resource) the resulting package crashed the game. When I used Postals png import routine (via import button) it worked fine.
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
I included the thumbnails manually. When I tried to do this in S3PE (via resource export - editing the png in photoshop and reimporting the resource) the resulting package crashed the game. When I used Postals png import routine (via import button) it worked fine.
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
.: Do not harass me with requests via PM, you will only get ignored :.
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
#12
19th Jul 2009 at 4:27 PM
Posts: 11,682
Thanks: 9680 in 11 Posts
Have you made a bug report for this? Don't forget to include build version number. I know I have used S3PE to import thumbnails with no problems in the game.
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
#13
19th Jul 2009 at 7:10 PM
Posts: 699
Thanks: 34135 in 57 Posts
Could you please test this?
New poster, changed the thumbnails and catalogue description and compressed the file. Works for me, but I guess a little betatesting is in order...
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
New poster, changed the thumbnails and catalogue description and compressed the file. Works for me, but I guess a little betatesting is in order...
Attached files:
xanathon_believe04.rar (499.5 KB, 22 downloads) - View custom content | ||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- xanathon_believe04.package 580486 511436 88% 19-07-09 19:32 .....A. D7980CEE m5e 2.9 ------------------------------------------------------------------------------- 1 580486 511436 88% |
||||||||||
Description: testpackage poster I WANT TO BELIEVE |
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
.: Do not harass me with requests via PM, you will only get ignored :.
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
#14
19th Jul 2009 at 9:35 PM
Works perfect Xanathon, Thumbs and Stbl all good :D
#15
19th Jul 2009 at 9:39 PM
Posts: 699
Thanks: 34135 in 57 Posts
Thanks for the heads up wintermute.
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
.: Do not harass me with requests via PM, you will only get ignored :.
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
#16
19th Jul 2009 at 9:55 PM
Posts: 6,105
Thanks: 12816 in 71 Posts
Hmm, I had problems last night doing the thumbs too. Didn't crash my game, but it messed up the texture on the object, for some reason. I'll have to try Postal.
#17
19th Jul 2009 at 10:02 PM
Posts: 699
Thanks: 34135 in 57 Posts
It works with s3pe. It seems that you just have to save as a new package instead of overwriting the one you are working at.
The thanks for that hint have to go to wintermute.
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
The thanks for that hint have to go to wintermute.
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
.: Do not harass me with requests via PM, you will only get ignored :.
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
#18
19th Jul 2009 at 10:22 PM
Posts: 6,105
Thanks: 12816 in 71 Posts
oh, I see Thanks, Xanathon.
#19
19th Jul 2009 at 11:54 PM
How about this for object cloning in action?
Made the firetruck ownable and driveable.
:D
#20
24th Jul 2009 at 3:41 PM
Posts: 683
Thanks: 59414 in 42 Posts
Oookay, I think I need some help.
I'd love to clone a lot of items and already did several, but there's this problem with the name/description that just never shows properly, all i get is something like ***235842155975631***.
I tried editing different parts of the package in S3PE and/or Postal, tried the method in the painting tutorial, also tried using only the Cloner for editing the text, nothing works.
I found this answer in the other thread, by Snaitf:
My question would be then, HOW exactly should I go about doing that?
Any kind of help would be greatly appreciated! (by some simple mortal that knows nothing about coding and hex and "instances" etc.)
I'd love to clone a lot of items and already did several, but there's this problem with the name/description that just never shows properly, all i get is something like ***235842155975631***.
I tried editing different parts of the package in S3PE and/or Postal, tried the method in the painting tutorial, also tried using only the Cloner for editing the text, nothing works.
I found this answer in the other thread, by Snaitf:
Quote:
When I looked at your stbl, I saw the hashes were different from the ones in your .object file. So I just changed the .object file to match the .stbl. |
Any kind of help would be greatly appreciated! (by some simple mortal that knows nothing about coding and hex and "instances" etc.)
#21
24th Jul 2009 at 4:04 PM
Posts: 699
Thanks: 34135 in 57 Posts
Did you use the newest version of the object cloner? The previous one had a bug that was causing this behaviour.
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
.: Do not harass me with requests via PM, you will only get ignored :.
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
#22
24th Jul 2009 at 4:10 PM
Quote: Originally posted by lemoncandy
Oookay, I think I need some help. I'd love to clone a lot of items and already did several, but there's this problem with the name/description that just never shows properly, all i get is something like ***235842155975631***. I tried editing different parts of the package in S3PE and/or Postal, tried the method in the painting tutorial, also tried using only the Cloner for editing the text, nothing works. I found this answer in the other thread, by Snaitf: My question would be then, HOW exactly should I go about doing that? Any kind of help would be greatly appreciated! (by some simple mortal that knows nothing about coding and hex and "instances" etc.) |
Mind you this was almost a month ago since I dabbled in this kind of stuff, but I believe that in your STBL script somewhere near where "Checksum.fnv64" is at, your hash/key should be what's in between the stars and the value should be what you want the game to display.
Correct me if I'm wrong, I haven't done this in awhile.
"Holy Shift! Check out the asymptotes on that mother function!"
#23
24th Jul 2009 at 8:08 PM
Posts: 683
Thanks: 59414 in 42 Posts
Thank you both of you! I redid one of my objects from scratch, with the latest Cloner, and now it has a description!! I hope the rest of them will work too! Thanks again )
Lab Assistant
#24
26th Jul 2009 at 1:14 AM
Posts: 77
Thanks: 8661 in 11 Posts
Somebody knows if it's possible to clone rabbitholes?
#25
26th Jul 2009 at 3:45 AM
Posts: 6,105
Thanks: 12816 in 71 Posts
It is definitely possible to clone rabbit holes, and I believe you can do it with the cloner. Which is being updated daily btw, so if you're using this, keep checking for the latest version.
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