Search: Posts Made By: WesHowe
Page 1 of 106
Forum: Meshing 22nd Nov 2011, 11:41 PM
Replies: 15
Views: 9,600
Posted By WesHowe
I haven't got a clue what LN is, or the muscle...

I haven't got a clue what LN is, or the muscle slider. Or what mesh goes wrong.

I see the seam, and I know what tangents are. But I have no files to work the issue with.

<* Wes *>
Forum: Tutorials 19th Nov 2011, 9:26 AM
Replies: 1,443
Views: 334,268
Posted By WesHowe
You should make sure that you have access to that...

You should make sure that you have access to that directory. Generally, anything in Program Files requires administrator access. You also have UAC which will try to prevent you from writing new files...
Forum: Meshing 15th Nov 2011, 4:44 PM
Replies: 10
Views: 5,571
Posted By WesHowe
I have a couple of reliable reports now. I will...

I have a couple of reliable reports now. I will just add it to the UniMesh message #1 posting soon. UniMesh has done well for bugs... it is about 4 years since it was last updated.

<* Wes *>
Forum: Meshing 15th Nov 2011, 12:05 AM
Replies: 10
Views: 5,571
Posted By WesHowe
As all the young dudes and dudettes say "no...

As all the young dudes and dudettes say "no problem".

No lacy things were damaged in the production of this bug fix. :)

<* Wes *>
Forum: Meshing 14th Nov 2011, 10:14 PM
Replies: 10
Views: 5,571
Posted By WesHowe
Well, I did not have to go through all of those...

Well, I did not have to go through all of those to find the problem. It was because the number of joints has passed 128, and I still had some old code in there that was interpreting the joint index...
Forum: Meshing 14th Nov 2011, 4:00 AM
Replies: 10
Views: 5,571
Posted By WesHowe
Unless you want to attach one of your .ms3d files...

Unless you want to attach one of your .ms3d files that does not work, I cannot make any fixes, because I do not have Pets (or the latest s30c, s3pe or TSRW).

<* Wes *>
Forum: Meshing 12th Nov 2011, 4:28 AM
Replies: 252
Views: 181,526
Posted By WesHowe
Hey, buddy, apparently you do better work than...

Hey, buddy, apparently you do better work than you think.

So I reworked this, tested it and it worked. Sadly, I did not have time to rummage around and retest it with a Sim animation. I moved some...
Forum: Meshing 11th Nov 2011, 4:39 PM
Replies: 252
Views: 181,526
Posted By WesHowe
Can someone post the rigfile and especially the...

Can someone post the rigfile and especially the clip ad_idle_stand_breathe_x file?
I have access to neither.

<* Wes *>
Forum: Meshing 4th Nov 2011, 7:59 PM
Replies: 7
Views: 4,093
Posted By WesHowe
If you realize and are comfortable with the idea...

If you realize and are comfortable with the idea that you have to redo the skinning (bone assignments and weights), then you could import the desired GEOM, press the Anim button, pose the mesh to...
Forum: Body Shop - Meshing 2nd Nov 2011, 3:44 AM
Replies: 6
Views: 3,754
Posted By WesHowe
Sharp bends in the mesh are caused by abrupt...

Sharp bends in the mesh are caused by abrupt transitions in weighting from one joint to the next. You can see that where the colors turn sharply from one to another, for example where magenta and...
Forum: Site News 18th Oct 2011, 3:39 PM
Replies: 465
Views: 247,789
Posted By WesHowe
It is no wonder things got discombobulated. For...

It is no wonder things got discombobulated. For Pets, EA hired a company who in turn hired a bunch of artists and programmers for the duration of the contract (which wound up a few weeks ago) to get...
Forum: Meshing 16th Oct 2011, 7:55 PM
Replies: 5
Views: 3,450
Posted By WesHowe
OK on that advice for the poster, but smoothing...

OK on that advice for the poster, but smoothing groups cannot be stored in a MODL/MLOD file, regardless of whether he is using S3PE or the ObjTool. Smoothing groups are the way you make hard edges in...
Forum: Meshing 26th Sep 2011, 1:51 AM
Replies: 234
Views: 362,833
Posted By WesHowe
Here is how this works: When the .skcon file is...

Here is how this works:

When the .skcon file is in the same folder as the mesh file, the plug-in reads the bone positions from it and applies them to the 'standard' 121-joint skeleton that is coded...
Forum: Tutorials 15th Sep 2011, 1:48 AM
Replies: 5
Views: 7,448
Posted By WesHowe
Nice bit of research, Bloom. <* Wes *>

Nice bit of research, Bloom.

<* Wes *>
Forum: Meshing 14th Sep 2011, 1:53 AM
Replies: 29
Views: 11,671
Posted By WesHowe
All positions are relative to something. In a 3D...

All positions are relative to something. In a 3D editor, that is relative to the "origin", at 0,0,0. When the mesh is placed in the game, that origin is repositioned to a new location, and each...
Forum: Meshing 13th Sep 2011, 9:30 PM
Replies: 29
Views: 11,671
Posted By WesHowe
You might find the location to place the...

You might find the location to place the sunshadow mesh at from these two fields in the MLOD (see the wiki entry for the source):

FLOAT[3] MirrorPlaneNormal // 3d normal vector specifying the...
Forum: Meshing 10th Sep 2011, 12:44 AM
Replies: 10
Views: 5,098
Posted By WesHowe
The "No Bone Assignments" is actually a...

The "No Bone Assignments" is actually a warning instead of a full fledged error (in that it continues rather than stopping things). I am uncertain if TS3 absolutely requires a joint, but pretty much...
Forum: Meshing 7th Sep 2011, 4:37 AM
Replies: 20
Views: 6,276
Posted By WesHowe
No, the bone file is referenced from the geom. It...

No, the bone file is referenced from the geom. It is loaded on import, stored in the comments, and regenerated on export.
The joints themselves each have a hash value, made from the joint name, and...
Forum: Meshing 7th Sep 2011, 2:56 AM
Replies: 20
Views: 6,276
Posted By WesHowe
The popular and well-known penis for Sims 2 was...

The popular and well-known penis for Sims 2 was an accessory with multiple models for the various states.

While creating a new joint is pretty much out of the question absent a game-changing hack,...
Forum: Meshing 7th Sep 2011, 2:44 AM
Replies: 20
Views: 6,276
Posted By WesHowe
The joints only use a 32-bit hash, which is 8...

The joints only use a 32-bit hash, which is 8 characters long in hex. It is the very same hash used in TS2, so you can generate one in SimPE in the hash generator function.
Other parts of TS3 use a...
Forum: Meshing 6th Sep 2011, 5:27 PM
Replies: 20
Views: 6,276
Posted By WesHowe
I'm pretty sure all of the joints are defined in...

I'm pretty sure all of the joints are defined in the grannyrig files, and for all adult sims there is a single file, auRig, shared for all (as well as a cuRig and a puRig).

The skcon files do not...
Forum: Meshing 28th Aug 2011, 2:22 AM
Replies: 234
Views: 362,833
Posted By WesHowe
Please post the file path to one of the files. I...

Please post the file path to one of the files. I am using Win 7 64-bit here and it works.

Also, note that qhilw UniMesh and my older plug-ins work back to version 1.7.8, the Q-Mesh plug-ins require...
Forum: Tools and Templates 17th Aug 2011, 2:41 AM
Replies: 345
Views: 471,257
Posted By WesHowe
It is at the end of the first post in the...

It is at the end of the first post in the thread.
Note that the last update was in early 2005.
Forum: Meshing 12th Aug 2011, 12:54 AM
Replies: 98
Views: 109,492
Posted By WesHowe
If all you see is a blob shaped like a mass of...

If all you see is a blob shaped like a mass of circles, then your joint size is set too large. The default setting in MilkShape is 1.0, you need something like 0.01.
Go to file -> Preferences menu,...
Forum: Animation & ANIM Files 6th Aug 2011, 1:21 AM
Replies: 6
Views: 9,083
Posted By WesHowe
Call me anything, but spell my name right!...

Call me anything, but spell my name right! :)

Yes, the tools are old, but they work as well as they did when they were released. If you have been able to make meshes before, you should have the...
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