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- Objects - A Guide for quick creation of Colour-Enabled Objects
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beddoublecolonial
Is this wrong?
It's so hard.
From
Linking the new object with the original one
it's like crossing the Rubicon
do I need to fiddle with the shadows and link them to the original object too?
Help me please.
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If you want both the bedding and frame to "borrow" the textures from the Ironwood double bed, then you should include the two items in the tsMaterialsMeshName block with value "bedDoubleColonial". However, if you just want to link the bedding to the original but use your own textures for the frame then include the two items in that block but in the “String” field of the frame item write the name of the resource node in your package.
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I'VE DONE IT. I can't believe it. You made that lovely set of 4 beds? Is that right. They're very good and I did, at one point, open one of your files to see if I could learn from it but the package files are so complicated!
Thanks for your comments. Give me a few days resting on my own meagre laurels and I'll probably be back to try and implement them and then get into more trouble.
I'm so HAPPY!!!
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I'm happy that you did it. Congratulations!
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This is specifically for double beds cloned from the Colonial Ironwood
I've missed certain bits out that only really need attention if you changed the model names at some point. And work on a copy, i.e., please make a backup before you start on the package.
Procedure B – Linking Bed Frame and Bedding to the originals and their recolours where the models have retained their original names after modifying a clone of the Colonial Ironwood Double Bed
Delete all:
Material Definitions
Material Overrides
Texture Images
Save
______________________________________________________________________________
SHAPE PLUGIN VIEW PARTS
return the subset name and Material Definition file to what they are in the original object (two shapes in a bed – including shadows - 7 parts to rename)
and these are - for the Colonial Ironwood Double Bed:
1st Shape File
frame beddoublecolonial_frame_mahogany commit
bedding beddoublecolonial_bedding_blue commit
beddoublecolonial_opacityplane beddoublecolonial_opacityplane commit
SAVE
2nd Shape File
groundshadow beddoublecolonial_shadows_alpha commit
eastwallshadow beddoublecolonial_shadows_alpha commit
southwallshadow beddoublecolonial_shadows_alpha commit
westwallshadow beddoublecolonial_shadows_alpha commit
SAVE
GEOMETRIC NODE PLUGIN VIEW EDIT BLOCKS
Pull down menu – select (cDataListExtension) click ADD but DO NOT COMMIT
GEOMETRIC NODE PLUGIN VIEW CONTENT
Select the cObjectGraphNode tab and click ADD change two of the values for the new line created in the Data List Extension Reference. Select the new line. In the enabled box change the value to 0x01
In the index box change the value to 0x00000005 so that it fits in numerically on the end of the list to the left.
DO NOT COMMIT
Select cDataListExtension in the pull down Blocklist
In the name field of the cExtension tab enter tsMaterialsMeshName and commit but do not save
In the pull down Blocklist select tsDesignModeEnabled and copy down the names of the items which should be bedding and frame if, when you made the new mesh, you kept the same model names.
In the pull down Blocklist select cDataListExtension again
In the pull down Blocklist in the bottom right corner (where you will see Array) select String
Click ADD twice
In the items box select the first of the two new strings
In the name field enter bedding
In the string field enter beddoublecolonial
In the items box for the second of the two new strings
In the name field enter frame
In the string field enter beddoublecolonial
Commit and save
Leave the second geometric node alone.
There's a better set out version in the zip file
Linking the frame and bedding to orinal textures.zip (28.7 KB, 29 downloads) - View custom content | ||
62464 04-03-05 01:14 Linking the frame and bedding to orinal textures.doc -------- ------- 62464 1 file |
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Don't delete the Texture and Material Definition for the shadows (the shadows don't have a corresponding Material Override).
Don't change anything in the 2nd Shape File.
The rest is the same.
You can then change the textures for the shadows as you like.
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Posts: 229
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Posts: 229
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Posts: 174
Thanks: 1652 in 10 Posts
In detail, follow Samekh procedure except for these:
Don't delete the Texture, Material Definition and Material Override for the frame.
In the 1st Shape File don't change the filename for the frame subset. It should point to your new frame Material Definition.
In the Geometric Node, when adding the item "frame" to the new block "tsMaterialsMeshName", in the "String" field enter the filename of the Resource Node in your bed package (without the _cres extension) instead of "beddoublecolonial".
That's it! The bedding will be linked to the original one but the new frame will use your custom textures and recolours.
This was the method I used when creating my beds.
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Thanks for all of your input here as it is proving to produce answers to the complex objects such as beds...
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In detail, here’s what I do:
1. Clone a bed and extract the gmdc file and also export the obj file from within SimPE;
2. Modify the bed frame in my 3d program (actually, I usually use the original object as a reference only and make a completely new frame);
3. Export the new frame to a obj file;
4. Open up the mesh tool and load the new obj file;
5. Load in the gmdc file extracted from the package;
6. Open 3D View from the File menu;
7. Check the “edit groups” box;
6. Click on the "frame" entry in the object list;
7. Now click on the name given to the new frame in the models list;
8. With both entries highlighted, enter the number 1 in the “Sub-Group #” and click commit;
10. Check the “3 weights” box and click the “Replace” button to save the new gmdc file;
11. Open the new bed in SimPE and replace the gmdc for the new one.
I've been asked so many times how I import the beds into the game and replied with this same information that I probably should post a tutorial on it.
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Thats what I was looking for... Thank you very miuch...
Anyway, I'll try to give some answers, though you have solved many problems by yourselves.
The "original CRES name" in point E9 of the Procedure B is the same that you should have written down in the previous point C3.
About the shadows: if you have created a custom texture for the shadow, then you can follow Raquelcesar's suggestion about *not* deleting the shadow MATD and not restoring the original shadow reference in the shape. But if you are going to use the same shadow as the original bed (and actually, even if you re-mesh the frame, the ground shadow is likely to be always the same), then you can safely delete all the shadows MATD and textures. There's no need to put the shadow in the tsMaterialsMeshName, because it's not recolourable: the reference to the original Material Definition contained in the shape is enough to "link" the shadow to the original one.
As for the frame, what I strongly suggest is to re-mesh the frame and then try to UV-map the original texture on the new mesh; it's a bit more difficult then creating a new custom texture, but I think that it worths the effort: all the original (and downloaded) texture for the colonial bed will be immediately available for your new bed.
But if you want to use a custom texture for your new mesh, but you still want your bed to "borrow" the original beddings, then the procedure described by Rachelcesar is correct: basically, you use the "Procedure B" for the bedding only.
Samekh, you decided to link the frame to the original bed, too; but probably your UV-mapping wasn't that accurate: you should map on your mesh only the plain wod part of the original texture, avoiding all the decoration to be mapped on the mesh (unless you want to use them on your new frame, obviously).
I hope to have helped in clearing up something, and not having contributed to your confusion...
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I have followed raquelcesar's procedure and it worked perfectly... Very nice input' thank you.... I otherwise followed the "Quick Color Enabling" as it is what this thread is about... As I expected, I was able to produce an instantly recolor-able bed...
I highly recommend that raquelcesar if desired post a small tutorial on the proper way to extract and handle the "bedding"... It's good stuff and worth sharing... just a thought...
I have posted a screener of an in-game shot with the design tool in use and the package and recolor for anyone to examine or keep....
Again thank you all for each of your input on this... As far as 'Quick enabling" a bed is concearned we have suceeded!
Reading is the key to all knowledge, math is the key to everything.
I suggest, since now we have that wonderful tutorial by Raquelcesar, that we don't use any more as a base the double colonial, but another double bed (that has the bedding already linked to the double colonial). And if the creator wants to create the single bed, as well, he should link the frame to the double bed, too.
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When I created the single bed versions of my double beds, I thought of linking the frame of the single beds to the frame of the double beds. That was the logical procedure since I kept the textures for the frame unaltered. It would also have reduced substantially the size of the single beds packages. But I decided not to do that because that would force people who wanted just the single beds to also have to download the corresponding double beds. Also, most of the people that will download the beds will not be aware of that linkage or of its implications. And there might be the case that people decide to delete the double bed package after downloading both versions of a bed. What would happen then?
This problem has also arisen to me in other cases, with different objects. What I think would be advisable to do in these situations, where two or more objects are interdependent, is to have them all in the same package. What do you think of that?
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1. The beginners may find the linking a bit difficult due to their lack of experience with SimPE and the terminology involved...
2. I have, just from this thread 3 or 4 new beds... If I were one who actually played the game (LOL) and made recolors for all my beds through the "colonial bedding imagine the amount of recolors to go through for each bed... My theory is that most of the "players" are big time downloaders who most likely have downloaded many more beds then I have... Imagine the amount of bedding recolors for every bed in their game...
With the idea of keeping the recolors within the bed it came from or one you wanted to create the recolor for it would be easier to maintain and find... To sum it up I think either way is good but to keep it easy for the new folks The (quick enabling) in my eyes would make more sense...
I am not trying to debate here or down anyones theories, I am just thinking of the "players" and "beginners"...
Also I wanted to mention and thank Samekh as he has contributed a lot to this subject as well... I missed that in my last post... You guys are all great people for sharing your knowledge and findings... I have learned a great deal from all of you, thanks again...
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Do we use any bed other than the Colonial when we clone?
Also, I wanted to link the frame to the textures of another bed (one of the maxis originals), then I could have a double and a single that would refer to the same set of textures and then they could be independent of eachother (you could have a single without having to have the double and vica versa). When I used the Colonial bed it was only, after all, the colonial bed that could have the frame recolours I made for my new frame. And while the recolours I have for the new mesh frame look silly on the Colonial and the Colonial colour options look silly on the new frame it didn't bother me too much because the Colonial, in it's unaltered state, isn't one I like that much and serves better as a 'bank' than a bed. But yes, there are inherent problems with this.
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