Welcome to
Mod The Sims
Online: 1822
News:
Have an account? Sign in:
pass:
If you don't have an account, why not sign up now? It's free!
Other sites: SimsWiki
Reply  Replies: 249 (Who?), Viewed: 76676 times.
Search this Thread
Old 26th Mar 2010, 04:49 PM #126
Ceixari
Original Poster

Field Researcher

Join Date: Jul 2007
Posts: 232
Thanks: 376 in 1 Posts
4 Achievements


Well, I've found that error and it looks like it's something in Python 2.6 which doesn't quite calculate the tangents correctly, gets confused and then outputs the tangent as 'nan' instead of a float. I'm investigating this further.
Old 27th Mar 2010, 07:16 PM #127
Ceixari
Original Poster

Field Researcher

Join Date: Jul 2007
Posts: 232
Thanks: 376 in 1 Posts
4 Achievements


nan = not a number

That said, I've made the fixes and been able to recompile all the MODL and MLOD files and put them back in a .package file. Just need to load it back into the game and see what it looks like
Old 29th Mar 2010, 09:00 AM #128
Ceixari
Original Poster

Field Researcher

Join Date: Jul 2007
Posts: 232
Thanks: 376 in 1 Posts
4 Achievements


I've been able to take the ChairDiningClub object and imported each of the MLOD /MODL sets into Blender, then exported each set back out. Of course, all the S3OC and S3PE actions as well and the chair is now happily back in TS3 without any problems.

I've also done the same with another object, sorry don't have the name, but it's one of the small tables which has a another shelf at the bottom. I've removed that shelf, but the recompiling for that one failed. I think it's because I need to do a fresh normalizing after removing the shelf. I'll see when I come back from the weekly shopping.
Old 29th Mar 2010, 09:42 PM #129
Ceixari
Original Poster

Field Researcher

Join Date: Jul 2007
Posts: 232
Thanks: 376 in 1 Posts
4 Achievements


I've been importing and exporting a few objects and have decided to release an initial test version of the export file. The import file has also changed, but that one is quite stable as I've used it on loads of imports now, even with the changes I needed to make in order for the exports to work.

This is still a test version and although it will export, it might not compile with the S3ObjTool. If you use this and get any odd things happening, please let me know. I can at last start working on my piano object from TS2 again.
Old 29th Mar 2010, 09:49 PM #130
ertt95
Test Subject

Join Date: Oct 2009
Posts: 38


Thank you sooooooooooooooooooooooooo much!
Old 29th Mar 2010, 10:25 PM #131
Ceixari
Original Poster

Field Researcher

Join Date: Jul 2007
Posts: 232
Thanks: 376 in 1 Posts
4 Achievements


Please make sure you download both files as the import includes new code which is necessary for the export to function
Old 29th Mar 2010, 11:16 PM #132
Robodl95
Alchemist

Join Date: May 2009
Posts: 2,692
Thanks: 13933 in 118 Posts
21 Achievements


EEEEEE! Thank you SO SO SO much!!!
(Now that I have the tools I need to actually learn how to use them -.-)

So..... Back with a question
My meshes seem to be importing fine however when I go to export them I get an error saying I need more than 1 bone value to continue or something

I'm trying to convert a bird house from TS2 (in other words no bones needed) To my understanding bones are what tells the game what happens where right?

Sorry it may be the export script but most likely it's just me

Hi I'm Paul!
Last edited by Robodl95 : 30th Mar 2010 at 03:37 AM.
Old 30th Mar 2010, 04:07 AM #133
orangemittens
Alchemist

Join Date: Mar 2005
Posts: 2,816
Thanks: 12924 in 46 Posts
13 Achievements


Ceixari, this is just a suggestion, so take it for what it's worth...but you may want to add your caveat:

"Please make sure you download both files as the import includes new code which is necessary for the export to function"

in bold letters or something in your first post...the one with the downloads. Many people seem not to read threads below downloads and if they've downloaded the old import plugins they may run into trouble if they just download the new export ones.

Also, could someone post how to assign joints using Blender? This is gonna be an issue, I guess, just how it was for all of us using Milkshape if Robodl95's post is any indication.

Robodl95 almost all Sims 3 objects need joints assigned...most need only one. If I knew how to tell you the way to do that with Blender I would do so...but for now we'll have to wait for a Blender user to provide the information on that.
Old 30th Mar 2010, 07:23 AM #134
Ceixari
Original Poster

Field Researcher

Join Date: Jul 2007
Posts: 232
Thanks: 376 in 1 Posts
4 Achievements


Basically, in order to get a TS2 object into TS3, you will have to clone a TS3 object (with it's bones), also import the TS2 object, delete the TS3 object after you've placed the TS2 at the right place, assign the bones to the TS2 object, but OM is right. I don't have that knowledge yet, but the Blender site has many tutorials which may help.
Old 30th Mar 2010, 07:40 AM #135
Ceixari
Original Poster

Field Researcher

Join Date: Jul 2007
Posts: 232
Thanks: 376 in 1 Posts
4 Achievements


Thanks for your suggestion OM. I've just added both the import and export files into a single zip as that makes more sense as you cannot have the export without the import in any case.

Please delete any pre-installed s3asc scripts. I've now made the last naming changes to the scripts. They are now simply s3asc_import.py and s3asc_export.py as we don't need the differentiation of with and without bones anymore.
Old 30th Mar 2010, 12:01 PM #136
Robodl95
Alchemist

Join Date: May 2009
Posts: 2,692
Thanks: 13933 in 118 Posts
21 Achievements


Thankyou that makes a lot of sense (Goes off to blender island to see if he can find anything on the subject) I'll let you guys know what I find

Hi I'm Paul!
Old 30th Mar 2010, 01:07 PM #137
cmomoney
Who wants to play video games?



Join Date: Dec 2008
Posts: 1,693
Thanks: 71801 in 82 Posts
25 Achievements


Assigning bones in Blender

1. Select the group you want assigned and switch to edit mode(TAB).
2. Select all the vertices you want assigned and go to the editing panel(F9).
3. In Links and Materials under Vertex Groups, click "New". Change the group name to the bone's name(hash in this case, i.e., CD68F001).
4. Click "Assign".

To see the assignment, switch to Weight Paint mode(CTRL+TAB). Assigned parts will be red, unassigned parts will be blue.

"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
Have you seen my Simple E Modern Bed @Leefish
| (• ◡•)| (❍ᴥ❍ʋ) [◕ ‿ ◕]
Old 30th Mar 2010, 01:38 PM #138
orangemittens
Alchemist

Join Date: Mar 2005
Posts: 2,816
Thanks: 12924 in 46 Posts
13 Achievements


Thanks for the information Cmo. Quick question...and maybe a stupid one since I haven't used Blender much yet and am very unfamiliar with it.

For Step 2, since most objects have only one joint that should be assigned to all the vertices, is there an easy way to select all the unassigned joints in an object at once? In Milkshape you can do this with one click of a button...is there some similar feature in Blender?

Also, big congrats on finishing this project Ceixari...I think this will open the meshing door up for a lot of people.
Old 30th Mar 2010, 01:48 PM #139
cmomoney
Who wants to play video games?



Join Date: Dec 2008
Posts: 1,693
Thanks: 71801 in 82 Posts
25 Achievements


Quote:
Originally Posted by orangemittens
For Step 2, since most objects have only one joint that should be assigned to all the vertices, is there an easy way to select all the unassigned joints in an object at once? In Milkshape you can do this with one click of a button...is there some similar feature in Blender?
Not that I'm aware of.

"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
Have you seen my Simple E Modern Bed @Leefish
| (• ◡•)| (❍ᴥ❍ʋ) [◕ ‿ ◕]
Old 30th Mar 2010, 09:11 PM #140
Robodl95
Alchemist

Join Date: May 2009
Posts: 2,692
Thanks: 13933 in 118 Posts
21 Achievements


Thanks so much for that

Hi I'm Paul!
Old 31st Mar 2010, 01:45 AM #141
orangemittens
Alchemist

Join Date: Mar 2005
Posts: 2,816
Thanks: 12924 in 46 Posts
13 Achievements


I cloned the paintingModern and exported just the MLOD. I decompiled that and imported it into Blender. I made no changes but just exported it again. When I tried to recompile I got this error message:





Part of the message is chopped off because I just changed my OS and haven't got all my settings fixed. But the entire text of it is:

ERR: Invalid item count 3: expected 6 [vbuf assign: line 159, group 1].

I'm new to Blender so maybe I have some setting not set right and it's altering the item there in some way even though I didn't do anything to it?
Old 31st Mar 2010, 08:06 AM #142
Ceixari
Original Poster

Field Researcher

Join Date: Jul 2007
Posts: 232
Thanks: 376 in 1 Posts
4 Achievements


Hi OM. No, I saw this on another item as well and I made fixes for that item. I'll export the painting as well and fix this error.

EDIT:
Also the cutoff looks like that on my machine as well
Old 31st Mar 2010, 08:42 AM #143
Ceixari
Original Poster

Field Researcher

Join Date: Jul 2007
Posts: 232
Thanks: 376 in 1 Posts
4 Achievements


It looks like if the imported assignments have a zero value, Blender does not actually store these values. I tweaked the export file a bit and I've been able to recomilw the painting. I'll upload the new version in a mo.

Hoping Robodl95 will say which Item he has a problem with, so I can fix the code further.
Old 31st Mar 2010, 12:02 PM #144
Robodl95
Alchemist

Join Date: May 2009
Posts: 2,692
Thanks: 13933 in 118 Posts
21 Achievements


I have that error also (See thread) I cloned the party balloons

Hi I'm Paul!
Old 31st Mar 2010, 01:15 PM #145
orangemittens
Alchemist

Join Date: Mar 2005
Posts: 2,816
Thanks: 12924 in 46 Posts
13 Achievements


Thank you Ceixari The error looks that way on your OS too? I thought it was my computer since I never saw one that looked this way, all spread out like that, when I had Vista. Maybe I just never got one that long before though.
Old 31st Mar 2010, 05:14 PM #146
Ceixari
Original Poster

Field Researcher

Join Date: Jul 2007
Posts: 232
Thanks: 376 in 1 Posts
4 Achievements


I have WIndows 7. Maybe Wes could place a horizontal slider But no real need as it's easy enough to copy out.
Old 1st Apr 2010, 09:56 AM #147
Dominic11112
Test Subject

Join Date: May 2008
Posts: 19
Thanks: 59 in 1 Posts
2 Achievements


*faints* do you know how long I have been waiting for this day? O: thankyou so much, you are a pioneer in the gaming world.
Old 3rd Apr 2010, 01:18 AM #148
orangemittens
Alchemist

Join Date: Mar 2005
Posts: 2,816
Thanks: 12924 in 46 Posts
13 Achievements


I finally got a chance to try the new plugins versions on the balloons. It works fine. Sorry I posted before when I hadn't noticed that you had updated the version...me bad.
Old 3rd Apr 2010, 09:06 AM #149
Ceixari
Original Poster

Field Researcher

Join Date: Jul 2007
Posts: 232
Thanks: 376 in 1 Posts
4 Achievements


No worries OM. Gave me an opportunity to test it with another object
Old 4th Apr 2010, 03:57 AM #150
Robodl95
Alchemist

Join Date: May 2009
Posts: 2,692
Thanks: 13933 in 118 Posts
21 Achievements


On a different project now I'm having some issues exporting out of blender, bones are assigned and in red so I'm not really sure what it's talking about when it's mentioning bones




Hi I'm Paul!
Reply


Section jump:


Powered by MariaDB Some icons by http://dryicons.com.