#8
7th Jan 2011 at 9:37 PM
Last edited by BloomsBase : 7th Jan 2011 at
9:58 PM.
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Yup, the missing skeleton is a pitty but besides that it has so much more possibility's.
When extracting the meshfiles you only have to deal with the very high/high/medium and lowdetail.
It will extract all the morphs with the basemesh in one file.
So you work with 5 meshes at the same time in MS(or 10 if you also import the bodyfiles to fit your accesoire morph on)
When done you export those 5(as one file) and reimport it back in TSRW.
IT autorenumbers the meshes and updates the bounding box
Another cool thing is that you have the morph sliders in TSRW and can dress and change the sim like in CAS.(tops/bottoms/shoes)
So you dont need to go ingame to see if all fits well.
I often use
CTU in the background with it to find texturelinks(wich aren't listed in TSRW)
The glasses however have the same error as CTU(well, not
CTU but Wes his GEOM plugin)
The earbones dont work and the joint for the lenses rotates 90 degrees on all 3 axisses when you reimport them(prolly on export from MS)
Unfortunate they took out the possibility to change the MTNF(material) settings and the option to add meshgroups to the package on the latest version as it had a few bugs.
But ill hope they fix that.
Another + is that you can create alpha accesoires with TSRW