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|15th Oct 2009, 03:35 PM||Request possible? #1|
Since we need to choose our mesh clone wisely, based on the number of recolorable parts it has and how many we want, is it possible to have this listed in s3oc? We see a great pic and all text info, but is it possible to simply show the number of recolorable parts?
The last week I have been cloning a bazillion objects (yea I exaggerate) to find an appropriate 1 or 2 parts object. So before I go crazy creating a list I was just wondering if this could be part of the first info screen in s3oc.
|15th Oct 2009, 04:24 PM||#2|
(and its author) doesn't know how to find out this information. Can you describe the algorithm for obtaining it?
|15th Oct 2009, 05:38 PM||#3|
lol Sorry I'm clueless, I am not a programmer. I just have ideas on what would useful to have, most are probably not possible or not worth the time. I've just seen in the xml for objects where it lists patterns and whether they are enabled, and they seem to correlate with the actual number of recolorable channels so I was hoping it was possible. Hopefully that xml will help build a decent list then.
Thanks for responding though Inge.
|15th Oct 2009, 05:53 PM||#4|
I am sure it would be possible, just need someone to say what you'd need to do to look it up the long way, and then ask to do it for us.
|19th Oct 2009, 09:59 AM||#5|
I don't know if this is helpfull to find where could collect that information, but here's my 2 cents:
The number of recolorable areas/parts, are painted with a different color on the -mask- texture. Only red means 1 recolorable part etc.
Parts that are not recolorable have a seperate texture, or only this texture if it is not recolorable at all.
The number of groups in a mesh that use different textures can be found after decompiling a mesh. e.g. group00 group01
Each of those groups have an seperate UVmap
As I understood the MODL file stores information about the number of meshes and groups and the bounding mesh uhhh........ info
Still learning here, trying to understand the Scenegraphic chain of objects
|19th Oct 2009, 10:18 AM||#6|
Then it looks like there are some major obstacles to this. Had it been something that could be looked up in the OBJD it would have been easier. But if the tool has to read into a decompiled mesh it means would have to gather all the parts - pretty much have created the clone - before it would know what to open to find the info. So there would be no chance of seeing this information in the list of objects, or before the long part of building up the list of parts was completed.
What would seem more practical would be if we had a list of EA objects on the wiki along with various bits of information such as this, gradually built up by creators who had used these various objects.
I'll talk to Delphy about it.
|19th Oct 2009, 10:45 AM||#7|
Maybe it is possible, there is information about the typecode entries in the Materialblocks in the OBJD
Here in this thread tutorial from Jynx:
The entry "MaterialBlock" also contains "TypeCodes"entries.
You'll have to find them all to find all texture references.
A list with all objects with info about groups and recolorable parts
|20th Oct 2009, 03:12 PM||#8|
Can it read the associated xml files? That has a list of each channel, whether it is enabled, and the default material. It is pulled when you untick default materials only.
I've read that post by jynx a hundred times and everytime all I get is changing the number of recolor options, not actually changing how many channels are recolorable. I'm going to actually have to *do* it I think.
|26th Oct 2009, 12:40 PM||#9|
Inge, if I may ask, is anything like making a list of the objects possible, with information that is available with the cloner?
In this thread http://www.modthesims.info/showthread.php?t=375652
we want to start a list of all the objects with the recolorable parts and groups, to make it easier to choose an object to clone.
If some information is possible to obtain via the cloner, it would be very helpfull.
Like the fact that the in-game names of the objects are different than internally/in the cloner.
I mean is it possible to extract a list from the object database to find/with information?
Than we can fill in the parts about groups and recolorable parts, after we used/cloned an object.
|26th Nov 2009, 03:43 PM||#10|
Don't ask me, I just code
Join Date: Nov 2005
If the information is in the game objects, that's where the tool would pull it from. Currently, everything comes from the catalog object, the index entry and then, once and object is selected, from the STBLs and the THUMs. Tracing the graph from the catalog object to find other information to put in the listing (prior to selecting an item) will make the already slow process of finding the original object to clone even slower.
As per the thread linked above, the best solution currently looks like a community maintained resource to help identify prospective objects prior to starting the process in s3oc.
|27th Nov 2009, 02:06 PM||#11|
Thank you for looking into this pljones, hope other creators will contribute to that list.