- Site Map >
- Modding and Creation >
- Sims 3 Creation >
- Meshing >
- Experimental Sims 3 Object Mesh Toolset (deprecated)
- Site Map >
- Modding and Creation >
- Sims 3 Creation >
- Meshing >
- Experimental Sims 3 Object Mesh Toolset (deprecated)
Posts: 148
Thus you will find when exporting and reimporting your model a larger vertex count, but the same polygon count. |
Does this mean I get a hard edge where it was previously welded?
Posts: 699
Thanks: 34134 in 57 Posts
Looking further. This usage of the mask image does make texturing not easier...
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
Posts: 2,832
Thanks: 6608 in 20 Posts
This is no criticism at all, I just wanted to point that out and hope it helps in the development! |
And you have been a big help. Critical examination is to be expected, we all could at times do with fewer whiney butts.
I reexamined the venus statue, the texturing changes you see are being accomplished at the pattern level. This is a new TS3 feature, and is very powerful, because you can add new texturing by using a color mask without having to remap or alter the mesh or its UVs. HP and Delphy, as well as Thomas at TSR all have done a lot of work on enabling patterns to be changed.
For your type of project, they are perhaps less desirable. If you were to edit the mask, however, so that it had only one color, you would just have one area to be designable.
As far as groups themselves, I think I have that right. There are models, and one example is the CarPolice mesh, that have two sets of UVs. Only the first set is imported, and on export the second set ends up being 0,0 for all vertices.
I need to research that a bit to see if there is anything I can do. While highend tools like maya can manage multiple UV maps, all of the stuff mere mortals may own has space for but one UV map.
I think it would be possible to design the importer/exporter plugins to work with either map1 or map2, that would be a lot more work, in that after the first model was finished, it would have to be remapped and exported again (to transfer the secondary values).
Anyway, I am excited also. While I readily admit that the user interface is a method only a hacker could love, if we get this stable and people can make meshes, I can (well, actually have already) start on a program that incorporates the code in the model decompiler/recompiler with such useful things as buttons and file dialogs. It just took so long to get the research done. As you can see from the project files, the .model and .obj are twisty little mazes, and changes must be made in many places to modify it to accomodate changed vertex/face counts.
<* Wes *>
If you like to say what you think, be sure you know which to do first.
Posts: 2,832
Thanks: 6608 in 20 Posts
Does this mean I get a hard edge where it was previously welded? |
It will retain the same normal values for both vertices, and would thus appear as a soft edge.
If you like to say what you think, be sure you know which to do first.
Posts: 148
Hm, I removed the pedestal layer from the mask image (setting green to white and red to black), but the pedestal color can still be seen in the game... Nothing changed, to be honest. |
I would rather set Red channel to white and Green to black as the Red channel is the first mask taken into account by the Texture Builder. I think deleting compositorCache.package would solve the problem resp. make the change appear ingame.
It will retain the same normal values for both vertices, and would thus appear as a soft edge. |
That's great news then. I'll let you know if it works.
Posts: 699
Thanks: 34134 in 57 Posts
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
Posts: 256
Thanks: 1130 in 6 Posts
Odistant_TestingPosterMesh.zip (524.2 KB, 10 downloads) - View custom content | ||||||||||
596373 07-29-09 16:48 Odistant_FunkyPoster.package 13312 07-29-09 11:52 s3modlc.exe 15360 07-29-09 11:52 s3modld.exe 6756 07-29-09 16:51 S3_01661233_00000001_0000000000B0FEA6_paintingPosterTeenRoom%%+MODL.model 68 07-29-09 16:52 S3_01661233_00000001_0000000000B0FEA6_paintingPosterTeenRoom%%+MODL_block00.bnry 244 07-29-09 16:52 S3_01661233_00000001_0000000000B0FEA6_paintingPosterTeenRoom%%+MODL_block01.bnry 236 07-29-09 16:52 S3_01661233_00000001_0000000000B0FEA6_paintingPosterTeenRoom%%+MODL_block02.bnry 272 07-29-09 16:52 S3_01661233_00000001_0000000000B0FEA6_paintingPosterTeenRoom%%+MODL_block03.bnry 124 07-29-09 16:52 S3_01661233_00000001_0000000000B0FEA6_paintingPosterTeenRoom%%+MODL_block04.bnry 64 07-29-09 16:52 S3_01661233_00000001_0000000000B0FEA6_paintingPosterTeenRoom%%+MODL_block05.bnry 172 07-29-09 16:52 S3_01661233_00000001_0000000000B0FEA6_paintingPosterTeenRoom%%+MODL_block06.bnry 36 07-29-09 16:52 S3_01661233_00000001_0000000000B0FEA6_paintingPosterTeenRoom%%+MODL_block07.bnry 44 07-29-09 16:52 S3_01661233_00000001_0000000000B0FEA6_paintingPosterTeenRoom%%+MODL_block08.bnry 3096 07-29-09 16:52 S3_01661233_00000001_0000000000B0FEA6_paintingPosterTeenRoom%%+MODL_block09.bnry 340 07-29-09 16:52 S3_01661233_00000001_0000000000B0FEA6_paintingPosterTeenRoom%%+MODL_block10.bnry 64 07-29-09 16:52 S3_01661233_00000001_0000000000B0FEA6_paintingPosterTeenRoom%%+MODL_block11.bnry 172 07-29-09 16:52 S3_01661233_00000001_0000000000B0FEA6_paintingPosterTeenRoom%%+MODL_block12.bnry 32 07-29-09 16:52 S3_01661233_00000001_0000000000B0FEA6_paintingPosterTeenRoom%%+MODL_block13.bnry 588 07-29-09 16:52 S3_01661233_00000001_0000000000B0FEA6_paintingPosterTeenRoom%%+MODL_block14.bnry 620 07-29-09 16:52 S3_01661233_00000001_0000000000B0FEA6_paintingPosterTeenRoom%%+MODL_block15.bnry 44 07-29-09 16:52 S3_01661233_00000001_0000000000B0FEA6_paintingPosterTeenRoom%%+MODL_block16.bnry 1948 07-29-09 16:52 S3_01661233_00000001_0000000000B0FEA6_paintingPosterTeenRoom%%+MODL_cfg.mcfg -------- ------- 639965 22 files |
||||||||||
Description: Work Folder |
Posts: 2,832
Thanks: 6608 in 20 Posts
The decompiler gets one part of the disassembly wrong on that one, it is a bug, and your post will help me fix it.
Until I do, here is how you can fix the particular one if you want to play with it:
Open the .mcfg file with wordpad. Change the line that says:
G00VRTFBlock=1 |
to
G00VRTFBlock=0 |
and continue from there.
<* Wes *>
If you like to say what you think, be sure you know which to do first.
Posts: 256
Thanks: 1130 in 6 Posts
My question is, should I NOT overwrite the .lod since it's not letting me and just run the compiler on the .model?
(Posting screenies now)
Odistant_Half_Earth_Poster_Files.zip (519.1 KB, 7 downloads) - View custom content | ||||||||||
0 07-29-09 18:09 Mesh 1/ 9484 07-29-09 18:15 Mesh 1/Half_Earth_Poster_MS3DMODEL.ms3d 578002 07-29-09 17:30 Mesh 1/Odistant_FunkyPosterFramed.package 13312 07-29-09 11:52 Mesh 1/s3modlc.exe 15360 07-29-09 11:52 Mesh 1/s3modld.exe 2316 07-29-09 17:32 Mesh 1/S3_01661233_00000001_000000000099C359_paintingGoth%%+MODL.model 88 07-29-09 17:33 Mesh 1/S3_01661233_00000001_000000000099C359_paintingGoth%%+MODL_block00.bnry 128 07-29-09 17:33 Mesh 1/S3_01661233_00000001_000000000099C359_paintingGoth%%+MODL_block01.bnry 36 07-29-09 17:33 Mesh 1/S3_01661233_00000001_000000000099C359_paintingGoth%%+MODL_block02.bnry 44 07-29-09 17:33 Mesh 1/S3_01661233_00000001_000000000099C359_paintingGoth%%+MODL_block03.bnry 2564 07-29-09 18:09 Mesh 1/S3_01661233_00000001_000000000099C359_paintingGoth%%+MODL_block04.bnry 240 07-29-09 17:33 Mesh 1/S3_01661233_00000001_000000000099C359_paintingGoth%%+MODL_block04.bnry.bak00 568 07-29-09 18:09 Mesh 1/S3_01661233_00000001_000000000099C359_paintingGoth%%+MODL_block05.bnry 40 07-29-09 17:33 Mesh 1/S3_01661233_00000001_000000000099C359_paintingGoth%%+MODL_block05.bnry.bak00 64 07-29-09 17:33 Mesh 1/S3_01661233_00000001_000000000099C359_paintingGoth%%+MODL_block06.bnry 172 07-29-09 17:33 Mesh 1/S3_01661233_00000001_000000000099C359_paintingGoth%%+MODL_block07.bnry 508 07-29-09 17:33 Mesh 1/S3_01661233_00000001_000000000099C359_paintingGoth%%+MODL_block08.bnry 540 07-29-09 17:33 Mesh 1/S3_01661233_00000001_000000000099C359_paintingGoth%%+MODL_block09.bnry 44 07-29-09 17:33 Mesh 1/S3_01661233_00000001_000000000099C359_paintingGoth%%+MODL_block10.bnry 1443 07-29-09 18:09 Mesh 1/S3_01661233_00000001_000000000099C359_paintingGoth%%+MODL_cfg.mcfg 8660 07-29-09 17:32 Mesh 1/S3_01D10F34_00000000_000000000099C359_paintingGoth%%+MLOD.lod 244 07-29-09 17:33 Mesh 1/S3_01D10F34_00000000_000000000099C359_paintingGoth%%+MLOD_block00.bnry 196 07-29-09 17:33 Mesh 1/S3_01D10F34_00000000_000000000099C359_paintingGoth%%+MLOD_block01.bnry 272 07-29-09 17:33 Mesh 1/S3_01D10F34_00000000_000000000099C359_paintingGoth%%+MLOD_block02.bnry 124 07-29-09 17:33 Mesh 1/S3_01D10F34_00000000_000000000099C359_paintingGoth%%+MLOD_block03.bnry 64 07-29-09 17:33 Mesh 1/S3_01D10F34_00000000_000000000099C359_paintingGoth%%+MLOD_block04.bnry 172 07-29-09 17:33 Mesh 1/S3_01D10F34_00000000_000000000099C359_paintingGoth%%+MLOD_block05.bnry 36 07-29-09 17:33 Mesh 1/S3_01D10F34_00000000_000000000099C359_paintingGoth%%+MLOD_block06.bnry 44 07-29-09 17:33 Mesh 1/S3_01D10F34_00000000_000000000099C359_paintingGoth%%+MLOD_block07.bnry 4944 07-29-09 17:33 Mesh 1/S3_01D10F34_00000000_000000000099C359_paintingGoth%%+MLOD_block08.bnry 688 07-29-09 17:33 Mesh 1/S3_01D10F34_00000000_000000000099C359_paintingGoth%%+MLOD_block09.bnry 64 07-29-09 17:33 Mesh 1/S3_01D10F34_00000000_000000000099C359_paintingGoth%%+MLOD_block10.bnry 172 07-29-09 17:33 Mesh 1/S3_01D10F34_00000000_000000000099C359_paintingGoth%%+MLOD_block11.bnry 32 07-29-09 17:33 Mesh 1/S3_01D10F34_00000000_000000000099C359_paintingGoth%%+MLOD_block12.bnry 508 07-29-09 17:33 Mesh 1/S3_01D10F34_00000000_000000000099C359_paintingGoth%%+MLOD_block13.bnry 540 07-29-09 17:33 Mesh 1/S3_01D10F34_00000000_000000000099C359_paintingGoth%%+MLOD_block14.bnry 44 07-29-09 17:33 Mesh 1/S3_01D10F34_00000000_000000000099C359_paintingGoth%%+MLOD_block15.bnry 1897 07-29-09 17:33 Mesh 1/S3_01D10F34_00000000_000000000099C359_paintingGoth%%+MLOD_cfg.mcfg -------- ------- 643654 38 files |
Posts: 2,832
Thanks: 6608 in 20 Posts
You say it saved the .model file just fine. Or did you mean it was unchanged?
And there wasn't a .lod file in the poster. Are you trying to make one?
If so, the tool isn't set up to do that, and it is probably unnecessary... the .mcfg file has a lot of parameters that need to be changed, more than the extension and so on.
<* Wes *>
If you like to say what you think, be sure you know which to do first.
Posts: 256
Thanks: 1130 in 6 Posts
Oh yes, I just finished making the .dds file from the mesh and I'm working on fixing it up with titles and descriptions. I'll post the picture when I get it up.
Posts: 2,832
Thanks: 6608 in 20 Posts
My question is, should I NOT overwrite the .lod since it's not letting me and just run the compiler on the .model? |
OK, I think I understand somewhat better.
The .lod file is one you took from another object, I can see from the instance values.
The first error is because your MilkShape model has one group and the .mcfg came from an object with two groups. Changing the group count is not going to be possible given the extent of development, it is beyond the scope of what the compiler will do. This is because the MLOD is merely updated, not rewritten, and there is an entry for each group in there.
But the need to do what you are trying is probably not there. Other chunks in the original .package play a role, in particular the VPXY points to the MODL, and he MODL itself lists the additional .lod files the object has. In this case, there is only the one mesh file, the .model one.
The concept of the LOD (level-of-detail) is that when an object is in the distance, it cannot be rendered in the detail it can when close, as there are fewer screen pixels it occupies. So by making a less-detailed mesh (and textures) for use further away, overall load on the system will be reduced.
However, the designers probably decided that, given the size of lots and houses, few occasions would occur where a painting was able to be seen from any great distance. Thus, no reduced detail mesh would be needed. Space and memory conserved.
Try making the object with just the .model file it had. There are many other values not documented that would need changed in the .lod file to fix it... for example all of the fields that are BlockDefxx need a new instance, and probably some of the ExternRefs, too. Peter and Inge's object cloner knows how to revise this data, and it is done before the decompiler ever sees it. All of those values are TGIs that either define the TGI for the chunks in the package, or contain pointers to the TGIs for data needed from other items, like DDS files.
I have identified and fixed the first issue you found, and that fix will be in the next release, perhaps I will get that up tonight.
<* Wes *>
Oh, and thanks for posting the issue and trying this. We are all learning here, that is the whole purpose.
If you like to say what you think, be sure you know which to do first.
Posts: 699
Thanks: 34134 in 57 Posts
I think the reason could be that a painting has very few polygons by design (the simplest version is just a very flat cuboid) so an additional reduced polycount mesh does not really make sense for such objects anyway.
A cuboid is such a simple object that it has six faces regardless how far away you are. The venus for example is way more complex, so it makes sense to include a lower-poly-version for greater distances. I think the need for such mesh-LODs arose since you are able to freely wander around in Sims 3 (without too much distance-clipping), something that was not possible in Sims 2.
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
Posts: 256
Thanks: 1130 in 6 Posts
Also, if you look at the bottom of the painting in the mesh, what are those blue spherical like lines for?
Edit: I got that message again, but it was not on the LOD. It was on the MODL. Changing the value did not work, so I just made 2 groups instead of having one. That seemed to fixed getting the error message.
Posts: 2,832
Thanks: 6608 in 20 Posts
Those blue circles are the joints, in this case there is just one. You can make the joint size more suitable for TS3 by setting it to 0.012 in the preferences, located on the file menu.
And you should assign all the vertices in the model to that joint (the originals were). This is easy to do, go to the joints tab, double-click on the joint to select it, go to groups and select the entire set of groups, go back to joints and click on assign, and you're all done.
Some models, like cars, have multiple joints, and parts like tires have to be assigned to the correct joint for each, and the body to another. Joints are used in the game to make animation happen, including when placing and rotating objects.
<* Wes *>
If you like to say what you think, be sure you know which to do first.
Posts: 207
Thanks: 22399 in 34 Posts
But, I noticed that when I went to export the mcfg file, it asked me to "Open" it...I clicked on the mcfg file and "opened" it. It saved the mesh, and the object showed up in game...it just seemed weird to me.
I'm not a Milkshape user so forgive me if it's supposed to say Open
"Holy Shift! Check out the asymptotes on that mother function!"
Posts: 256
Thanks: 1130 in 6 Posts
I made....a block But it works! But, I noticed that when I went to export the mcfg file, it asked me to "Open" it...I clicked on the mcfg file and "opened" it. It saved the mesh, and the object showed up in game...it just seemed weird to me. I'm not a Milkshape user so forgive me if it's supposed to say Open |
It's not suppose to say Open. It should say save, and when I try to save it as something else, it gives me "Could not find file". I'm not sure if its suppose to be this way, but if it is, then Wes probably did this for a good reason. Possibly so you could compile it together that way. That must be what the .bnry (or something like that xD) are for.
Posts: 2,832
Thanks: 6608 in 20 Posts
I am gratified that we have some level of success. This is just the start, not a final product. I decided to modify the process somewhat by moving some more detailed parts of the code from MilkShape to the compiler/decompiler, and making a set of ascii formatted files to hold the mesh data... files that could be loaded into wordpad, although that is a generally useless method to work with meshes.
The code in the decompiler/compiler programs is destined to be put in a bigger program with some sort of button gizmo gee-whiz interface.. Oh, wait, I remember, it's called a GUI.
I am thinking about adding the .package file to the process while I am at it. Both Rick and I independently wrote code for the dbpf 2 format when Spore came out, and we have shared the specs and in some cases the source with others that have gone on to make some of the package editors. So I do know how to do that, too.
At any rate, I run a small shop here. The main programmer, Wes, is at the mercy of an erratic and unstable boss, Wes, who has had some recent health problems. We are also running a small website, but are in the process of divesting it, resulting in the imminent layoff of our webmaster, Wes. Our technical writer, Wes, seems to have been on strike because he has written only a short blurb about this and stuck it in the package. And to top it off, revenues have not been very good because our marketing guru, Wes, seems to have decided to give all of our products away for free!
What a way to run a business.
If you like to say what you think, be sure you know which to do first.
Posts: 207
Thanks: 22399 in 34 Posts
Posts: 256
Thanks: 1130 in 6 Posts
Off topic, but why's my game messed up like umm... this? :].
Odistant_WoodenSittingBoxChair.zip (1.88 MB, 9 downloads) - View custom content | ||||||||||
2302385 07-30-09 17:37 Odistant_WoodenSittingBoxChair.package -------- ------- 2302385 1 file |
Posts: 12
Required files attached ~ thanks in advance Wes
blackfaces.zip (243.8 KB, 10 downloads) - View custom content | ||
90822 07-30-09 23:00 chair_1.obj 0 07-30-09 23:20 mlod binaries/ 38272 07-30-09 11:28 mlod binaries/old.mlod 34808 07-30-09 11:48 mlod binaries/S3_01d10f34_00000000_00000000005afc73.mlod 23396 07-30-09 11:30 mlod binaries/S3_01d10f34_00000000_00000000005afc73.mlod.bak00 244 07-30-09 11:48 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block00.bnry 244 07-30-09 11:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block00.bnry.bak00 244 07-30-09 11:30 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block00.bnry.bak01 36 07-30-09 11:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block01.bnry 44 07-30-09 11:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block02.bnry 912 07-30-09 23:04 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block03.bnry 29780 07-30-09 11:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block03.bnry.bak00 912 07-30-09 11:29 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block03.bnry.bak01 912 07-30-09 11:39 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block03.bnry.bak02 28436 07-30-09 11:42 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block03.bnry.bak03 27540 07-30-09 11:45 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block03.bnry.bak04 27540 07-30-09 11:46 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block03.bnry.bak05 912 07-30-09 22:19 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block03.bnry.bak06 912 07-30-09 22:21 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block03.bnry.bak07 912 07-30-09 22:25 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block03.bnry.bak08 912 07-30-09 22:27 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block03.bnry.bak09 912 07-30-09 22:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block03.bnry.bak10 912 07-30-09 22:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block03.bnry.bak11 912 07-30-09 22:30 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block03.bnry.bak12 912 07-30-09 22:49 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block03.bnry.bak13 912 07-30-09 22:50 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block03.bnry.bak14 912 07-30-09 22:53 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block03.bnry.bak15 912 07-30-09 23:01 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block03.bnry.bak16 172 07-30-09 23:04 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block04.bnry 4960 07-30-09 11:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block04.bnry.bak00 172 07-30-09 11:29 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block04.bnry.bak01 172 07-30-09 11:39 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block04.bnry.bak02 3892 07-30-09 11:42 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block04.bnry.bak03 3736 07-30-09 11:45 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block04.bnry.bak04 3736 07-30-09 11:46 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block04.bnry.bak05 172 07-30-09 22:19 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block04.bnry.bak06 172 07-30-09 22:21 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block04.bnry.bak07 172 07-30-09 22:25 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block04.bnry.bak08 172 07-30-09 22:27 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block04.bnry.bak09 172 07-30-09 22:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block04.bnry.bak10 172 07-30-09 22:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block04.bnry.bak11 172 07-30-09 22:30 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block04.bnry.bak12 172 07-30-09 22:49 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block04.bnry.bak13 172 07-30-09 22:50 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block04.bnry.bak14 172 07-30-09 22:53 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block04.bnry.bak15 172 07-30-09 23:01 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block04.bnry.bak16 64 07-30-09 11:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block05.bnry 172 07-30-09 11:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block06.bnry 236 07-30-09 11:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block07.bnry 11040 07-30-09 23:04 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block08.bnry 528 07-30-09 11:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block08.bnry.bak00 15744 07-30-09 11:29 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block08.bnry.bak01 15744 07-30-09 11:39 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block08.bnry.bak02 15744 07-30-09 11:42 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block08.bnry.bak03 528 07-30-09 11:45 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block08.bnry.bak04 528 07-30-09 11:46 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block08.bnry.bak05 11040 07-30-09 22:19 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block08.bnry.bak06 11040 07-30-09 22:21 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block08.bnry.bak07 11040 07-30-09 22:25 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block08.bnry.bak08 11040 07-30-09 22:27 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block08.bnry.bak09 10912 07-30-09 22:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block08.bnry.bak10 10912 07-30-09 22:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block08.bnry.bak11 10912 07-30-09 22:30 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block08.bnry.bak12 15888 07-30-09 22:49 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block08.bnry.bak13 15584 07-30-09 22:50 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block08.bnry.bak14 16224 07-30-09 22:53 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block08.bnry.bak15 11040 07-30-09 23:01 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block08.bnry.bak16 3712 07-30-09 23:04 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block09.bnry 172 07-30-09 11:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block09.bnry.bak00 3736 07-30-09 11:29 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block09.bnry.bak01 3736 07-30-09 11:39 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block09.bnry.bak02 3736 07-30-09 11:42 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block09.bnry.bak03 172 07-30-09 11:45 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block09.bnry.bak04 172 07-30-09 11:46 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block09.bnry.bak05 3712 07-30-09 22:19 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block09.bnry.bak06 3712 07-30-09 22:21 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block09.bnry.bak07 3712 07-30-09 22:25 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block09.bnry.bak08 3712 07-30-09 22:27 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block09.bnry.bak09 3712 07-30-09 22:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block09.bnry.bak10 3712 07-30-09 22:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block09.bnry.bak11 3712 07-30-09 22:30 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block09.bnry.bak12 3712 07-30-09 22:49 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block09.bnry.bak13 3712 07-30-09 22:50 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block09.bnry.bak14 3712 07-30-09 22:53 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block09.bnry.bak15 3712 07-30-09 23:01 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block09.bnry.bak16 64 07-30-09 11:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block10.bnry 172 07-30-09 11:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block11.bnry 588 07-30-09 11:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block12.bnry 620 07-30-09 11:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block13.bnry 44 07-30-09 11:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block14.bnry 32 07-30-09 11:28 mlod binaries/S3_01d10f34_00000000_00000000005afc73_block15.bnry 1900 07-30-09 23:04 mlod binaries/S3_01d10f34_00000000_00000000005afc73_cfg.mcfg -------- ------- 588554 92 files |
Posts: 35
Thanks: 1329 in 2 Posts
As the shiness, there is one map which is white with some shadows. Photoshop DDS plugin imports it without alpha channel for some reason, but it has one - you have to make it enterely black otherwise it'll shine like this.
Hope that helps.
Posts: 2,832
Thanks: 6608 in 20 Posts
When you forget to do this, the STBL for the object has the instance value for the main game STBL, and the way the mods/packages folder is set up, it overrides the defaults; but the issue is there most of the strings the game is looking for aren't there, and you get default text and empty boxes.
As for the materials, there is no tool to change them, yet. So you have to be selective about what you clone from. If you want glass or metal, start with something that was glass or metal. Some objects, like lamps, have glass and metal. Make sure your new object uses the same group number for glass as the original object.
And when you make a new object, if it is a designable object you will have to change the pattern texture to fit your new object UV mapping. See xanathon's examples in this thread that expose that need.
<* Wes *>
If you like to say what you think, be sure you know which to do first.
Posts: 35
Thanks: 1329 in 2 Posts
It's strange because it worked earlier. I tried it with a few newly imported objects and I get the same. I checked and the file was there, and I could open it with notepad.
Who Posted
|