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- How to change the default patterns from the cloned objects?
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- How to change the default patterns from the cloned objects?
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I'm thinking that if not perhaps the way to fix it is to import new thumbs with new instance numbers and use those? If so, will this make the package too unwieldy? Will it slow the game to have an object with all those thumbs?
Any thoughts on this anyone?
OM
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(It's a bit too complicated for my simple brain hehe )
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OM
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do you mean, different catalog object types have to be handled differently? dang! how to remember which is what and how? |
No, more like how the objects material block is set up. The objects I've changed successfully have had the misc. solid color pattern as their default. Clone something that has the misc. solid color as its default pattern, and try this (default resources not needed):
1. If you know the name of the pattern you want to switch to, open Fullbuild0, sort by name, select a resource, then start typing the name of the pattern_xml you want.
2. a. If you want to use the pattern as is, write down the instance number.
b. If you want to change the colors used in the pattern, export the pattern_xml.
3. Open your clone, and
a. If you want to use the pattern as is, skip to step 4
b. If you want to change the colors used in the pattern, import the pattern_xml. Give it a new instance number.
4. Select the OBJD and click the grid button. Open Materials, and then the TGI Blocks. There should be two _xml references. Select the second one, and change the instance number to your _xml's instance number. Save, ok, commit.
Changing the colors is something else that differs depending on the pattern. Some _xmls use HSV values to choose colors, others use RGB. To get the HSV values, I made a recolour in-game of my object (after changing the default pattern), then saved/shared it, and open it with the multipack installer. Then opened it in S3pe, opened the _comp (value button), and and noted the HSV values at the bottom.
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I'm going to update with instructions more like the first. |
This would be great and very much appreciated. Thanks for continuing to work on it.
Edited to add: I am still trying to figure out how thumbnails are attached to the specific instance of the object. So far, no luck.
OM
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Don't they share the instance value with the OBJD?
The Type indicates the image size, and the group increments for the different subset items.
If you like to say what you think, be sure you know which to do first.
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It seems like, from what you've pointed out, that the game is generating thumbnails of objects in Buy Mode in a way that references more than just the THUM. It also seems like changing default patterns for something like curtains will allow the game to generate new thumbnails showing these new patterns because this would not require anything other than what it is already doing.
But for paintings, adding new IMGs is different than changing default patterns and so the game will not be able to generate thumbnails showing the new IMGs the way it does patterns. And since the THUM shares a number with a single OBJD and OBJK it will not be possible to add new THUM images at the same time a new painting IMG is added.
So for paintings with multiple images we're kind of stuck with a single thumbnail. In the game, when selecting that painting, the person would just have to go through a series of paintings all with the same thumbnail image until they found the one they wanted. Right?
I apologize if I just stated the obvious but I just want to be sure I'm conceptualizing this correctly.
OM
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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OM
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It seems like, from what you've pointed out, that the game is generating thumbnails of objects in Buy Mode in a way that references more than just the THUM. It also seems like changing default patterns for something like curtains will allow the game to generate new thumbnails showing these new patterns because this would not require anything other than what it is already doing. But for paintings, adding new IMGs is different than changing default patterns and so the game will not be able to generate thumbnails showing the new IMGs the way it does patterns. And since the THUM shares a number with a single OBJD and OBJK it will not be possible to add new THUM images at the same time a new painting IMG is added. So for paintings with multiple images we're kind of stuck with a single thumbnail. In the game, when selecting that painting, the person would just have to go through a series of paintings all with the same thumbnail image until they found the one they wanted. Right? I apologize if I just stated the obvious but I just want to be sure I'm conceptualizing this correctly. OM |
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OM
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Thanks for the new information CMM. Will this cause my painting thumbnails to appear correctly in the game? OM |
Yes, it should
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This time the new IMG didn't show up on the painting at all. I double- checked to make sure my instance number changes "took" and they did.
I went wrong somewhere but I can't figure out where. I'm going to give it another try.
OM
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Anyhow, after trying a second time and ending up with incorrectly renamed TGI thingies I finally got it the third time.
Thanks so much CMM...this is a fantastic addition to the arsenal.
edited to add: I wish I could share my paintings at MTS but the only original art I've ever made for the Sims I gave to Sandy over at Around the Sims. All the rest is borrowed artwork that MTS does not seem to want here.
OM
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Well now i can see that many of these artists have changed patterns with TSR tool.... -_- It has an option as i can read... So thats the way i suppose |
Using the TSR tool seems to be the easiest way...
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No offense meant to TSR but I just prefer the MTS approach to creating and sharing in Simland.
OM
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All I want to say is that what I have done has been made as a laboratory experiment to determine the underlying formats and requirements for modifying game items. Meshes and animations are predominantly what interests me, so it should be no surprise that my tool efforts are confined to those.
The purpose of research is also to publish your findings, and that is done on the wiki. People who take those writeups and make improved programs from them are doing exactly what the community needs, and making use of the format details is what they are there for.
However, those that stay and use the tools are helping in further research... at the cost of uncovering some bugs at times. A developer can do the research and write up some findings, or wait for the instruction manual to be published. I have always preferred to be on the leading edge of that process myself, not to detract from those that prefer to walk the trail instead of making it.
If you like to say what you think, be sure you know which to do first.
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I have to assume that the chain-yanking here was inadvertent.
Edited to add: and, on a more serious note, I agree with the points you're making.
OM
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