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TimSimser
10th Jul 2008, 9:15 AM
Hi,

I downloaded the windows of Tiggy027 on this page http://www.modthesims2.com/showthread.php?t=257715 and I saw she linked the recolors to all the windows. What I want to know if linking a recolor to multiple objects would be possible for all sort of objects or just for windows and how it can be done.

Tim

Rapsheba555
10th Jul 2008, 9:58 PM
Any RECOLORABLE object can be linked this way. It's called a slave. Certain objects cannot have color options, so this naturally will not work for these items. This might be helpful to read: http://www.modthesims2.com/showthread.php?t=42014

And this is the technique you're referring to: http://www.modthesims2.com/showthread.php?t=82227

TimSimser
4th Aug 2008, 8:29 PM
Another thing that I find quite interesting is that some of the recolors of this set don't have a TXTR, can someone explain to me how this is possible, how it works and how this can be created?

groovilicious
4th Aug 2008, 9:31 PM
I would like to know as well about linking a Slave to multiple Masters, is that what you are speaking of? If so, I'll watch this thread for a possible answer...

sweetswami77
4th Aug 2008, 11:58 PM
The master would have the TXTR. The slaves won't (except for the parts of the object that are not recolorable). They're directed by the TXMT (I believe) to look for the textures in the master file. That's why you MUST keep the master object, even if you don't use it in your game.

TimSimser
5th Aug 2008, 9:39 AM
Another thing that I find quite interesting is that some of the recolors of this set don't have a TXTR, can someone explain to me how this is possible, how it works and how this can be created?

Actually this question hasn't anything to do with the repository technique any more, I am just interested in recolors without a TXTR.

groovilicious
5th Aug 2008, 3:10 PM
ok, thanks for the clarification!

Lethe_s
10th Aug 2008, 9:41 AM
TimSimser,

it's possible to make colours, using just the txmt.
This is mostly handy for glass, as it leads to 'bucket filled' textures that don't look good on, say, a couch.


Here goes, I'm mostly copying this from an old tutorial (http://www.modthesims2.com/showthread.php?t=37846) by the fantastic RGiles (that i still use as reference for making glass textures)

First, you'll need to pick a color that you like in your graphics program, and get the RGB (Red, Green, Blue) values for it. A very bright purple has the RGB value 200, 103, 255. For each of the 3 numbers, divide them by 255. So:
200/255 = 0.78
103/255 = 0.4
255/255 = 1

Write down or somehow keep track of the numbers you get in your calculation. (Round them off to 2 decimal places like I have.)

Back in SimPE, find the Material Description of your glass subset and look for a line called “stdMatDiffCoef” and click on it.

To the right, you’ll see
Name: stdMatDiffCoef
Value: 1,0,0

Change the Value to the numbers you got in your calculations, in the order Red,Green,Blue with no spaces between them. So for my bright purple, the new Value would be 0.78,0.4,1

Now in the same list, find the line called “stdMatUntexturedDiffAlpha” and click on it. This is the transparency value.
You can change that value to anything between 0 (completely transparent) and 1 (no transparency). This is a matter of preference and some trial and error, so you’ll just have to play with it a bit to get the number you like best.

When you’re done with that, click the Commit button in Plugin View.