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- MTS2 Mesh Tool FAQ & Help thread (old thread)
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- Body Shop - Meshing >
- MTS2 Mesh Tool FAQ & Help thread (old thread)
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Oh cheers... Miche. (referring to the Russian tutorial) some way back. |
Well it most of worked, there has been no more questions since I posted that link, so I guess we`ll be doing all future tutorials in russian.
Posts: 119
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I tried extracting and re-adding and renaming but then it just started flashing blue.
The object I'm working on has 22 models and when I changed the name in the Shape file it only had one so only one part of the object showed up.
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cause when i was looking through the sims03 package file i found....
(look at the attached images)
the first image is the extracted mesh. the 2nd is the name of the file inside the sims03 package. uuAccessoryBellybuttonRing_tslocator_gmdc
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I think the fact that it looks like barley twist when it was nice and smooth in gmax is because of something to do with normals that I don't understand but, believe me, this is a breakthrough for me. Thumbnails included.
So, if anyone is using gmax with the plugin to export md3 files and 3d explorer to convert between obj and md3 - and your objects look like weird blurs etc. I might be able to help (a little). I wont post my 'retraceable steps' document because it was enormous. Here are the thumbnails. Does anyone know why the legs became lumpy?
Image 28 is how the object appears in game.
Image 30 is how it appeared in 3d explorer.
Image 29 is how it appeared in gmax (how I wanted it to look in game).
Obviously something happened between the gmax and 3d explorer stages. But what?
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BTW, when importing the object, I noticed that aside from the object itself (a sofa in my case), there are four planes which are named as four shadows. Should I keep them?
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Need help!, what dose this mean? OBJ file doesn't include vertex normals! You must have these included |
IT mean that the obj file doesn`t have normals in, the program you used to export the object in the obj file didn`t export the normals (normals , tell the game which direction a vertex and therefore a face is pointing) , The game needs normals in the gmdc, so the obj file needs to include these.
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For the purpose of testing, I created a extremely simple mesh (one polygon cube only) using Maya 6. I saved it in obj files, tried to load it using Mesh Tool New Object Wizard. But when I chose my file and say Next, there is an error "Run-time error '9': Subscript out of range". When I say OK, the mesh tool exit automatically. So what's that mean? I followed the tutorial strictly, and really don't know what's wrong. BTW, when importing the object, I noticed that aside from the object itself (a sofa in my case), there are four planes which are named as four shadows. Should I keep them? |
can you post the obj file, so I can look and see what the problem is.
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http://modthesims2.com/attachment.p...achmentid=24184
Are there any help threads for making parts of the mesh somewhat transparent? The blue parts are supposed to be sapphires. I'm guessing I'll have to just use some texturing tricks to make the gold part look shiny, though.
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can you post the obj file, so I can look and see what the problem is. |
Here is a screen shot of the object I made. Just a cube for testing. I kept the four planes.
Attached is the obj files. Thanks for helping!
yytao_cube_test.rar (1.0 KB, 15 downloads) - View custom content | ||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- yytao_cube_test.obj 5029 965 19% 31-01-05 21:20 .....A. 106118D2 m3b 2.9 ------------------------------------------------------------------------------- 1 5029 965 19% |
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The object I got into game had a new shaped shadow too so that sort of proves that the shadow planes and wall planes can be deleted at editor level.
Someone please correct me if I'm giving bad advice here.
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EDIT: And the shadow is vase-shaped. XD;; I can't seem to find how to change that.
EDIT2: Heh, okay, after looking around a bit, it seems no one knows how to fix the shadows yet. What about the darkness of the textures? x_X
EDIT3: Holy crap. It doesn't seem to be effected by lighting at all, even after I made the object over again using the same GUID. I surround it with lamps and it's black.
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antiquaintarmoire_remodel_samekh9.zip (262.9 KB, 12 downloads) - View custom content | ||||||||||
596509 02-01-05 04:08 antiquaintarmoire_remodel_samekh9.package -------- ------- 596509 1 file |
Posts: 158
Edit: add some info that may be useful
I use Maya 6, complete or unlimit I don't know, but not that personal study version. I use the build-in objExporter plugin in Maya. No nurbs in my model, uv mapping already assigned. All polyfaces are triangels.
yytao_Clamp_3paperball.rar (136.6 KB, 15 downloads) - View custom content | ||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- yytao_Clamp_3paperball.obj 984992 139799 14% 31-01-05 23:58 .....A. 6AEF86A5 m3e 2.9 ------------------------------------------------------------------------------- 1 984992 139799 14% |
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I've read all the threads concerning the mesh tool and the other tuts, etc.... but it would be nice to have the complete tutorial on your HDD for reference, and possible printing, instead of having to go to the meshtool site to follow it when creating a mesh.
If I missed this already somewhere, sorry.
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For some reason, Maya generates a lot more vertex normals than the OBJ extractor or Milkshape exporter. Milkshape can handle this but the mesh tool freaks out and causes the model to behave badly in-game.
It seems the problem starts at around 1000 normals.
.
Attach a Maya created OBJ with many vertex normals and I'll take a look.
Thanks
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I followed the tutorial step by step, but in the game my new object looks like an original but with the new texture.
I've exported GMDC as the obj file and found that the old mesh was replaced with the new one. So, I don't understand what's wrong.
Could someone check the attached package?
myarmchairD.zip (121.4 KB, 17 downloads) - View custom content | ||||||||||
476911 02-01-05 08:22 SH_armchairD.package -------- ------- 476911 1 file |
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When I exported the adult female top from Maya and into the game via the mesh tool, it looked OK. (less normals)
With this Maya export file, it went haywire with polygons thrown everywhere.
fleabayMayaExportProblem.zip (44.0 KB, 22 downloads) - View custom content | ||
122681 02-01-05 05:45 mayaexport.obj 83778 02-01-05 01:09 amBottomNaked_tslocator_gmdc.obj -------- ------- 206459 2 files |
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Hello! I followed the tutorial step by step, but in the game my new object looks like an original but with the new texture. I've exported GMDC as the obj file and found that the old mesh was replaced with the new one. So, I don't understand what's wrong. Could someone check the attached package? |
you have a couple of problems with this, the first one is the reference in the gmnd file which point to the gmdc file wasn`t updated automaticly , some people have this problem as it has been pointed out in this thread.
So update that to point to the new gmdc file:
go to the gmnd file -plug-in view then to the reference tab, you will notice the instance and groups number in the listed gmdc file are still from the old one, so click the "u" next to setting, then drag the new gmdc file from the window what opens into the reference window.
You will now have two gmdc listed in the window, delete the old one, then click commit.
Then do the fix integrity again, and commit again. Then save the package.
This will get the object showing up in the game, but you still have a problem in that you have the chair laying on it`s back, so you need to rototate your mesh and reimport.
I don`t know why some people are having this problem with the gmnd reference not updating , make sure you are using the lastest version of SimPE, and I`ll try to talk to Quaxi to find out why it might be happening.
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