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Sockpuppet
#26 Old 22nd Jul 2011 at 2:32 PM
Just did a test with the latest version of TSRW and it seems you can use (sim)GEOM's with it.
Not sure on wich version they made the update.

I extracted the afbodydresstighthalter(lod1 and lod1_1) with CTU and imported them in Milkshape
I renamed them correctly then exported as WSO files
Imported both in a clone of the afbodydresstighthalter and when loading a animation file all seems to work correctly.
Didn't check the morphs but since they dont have boneassignements they should not give any problems.


Meshes exported with TSRW do have vertID's, srry for the wrong info.....
The moment you import custom meshes back into TSRW base mesh and morph's will get new vertID's
The WSO exporter does NOT do this

Hope this clear things up
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Ms. Byte (Deceased)
#27 Old 22nd Jul 2011 at 4:27 PM
Thanks, Bloom, that info helps a lot. Sounds like the procedure may be to start with the game base and morphs, whether as simgeom or WSO, then:

CTU:
Modify base mesh in Milkshape, export, run MorphMatcher with renumbering, import new base and new morphs into Milkshape for tweaking, export all, build new package and use MorphMaker to add morphs.

TSRW:
Export as WSO, import into Milkshape, export morphs as simgeoms before making any changes, modify base and export as simgeom, run MorphMatcher with renumbering, import new base and new morphs into Milkshape for tweaking, export as WSO, import into TSRW.

This is totally off the top of my head and I'm not sure how well WSO converts to simgeom and vice versa - will try it out this weekend.
Field Researcher
Original Poster
#28 Old 23rd Jul 2011 at 2:18 PM
I tried it again with just exporting the base mesh directly from milkshape and it still didn't work. This time, though, it seems that it didn't even renumber the morph. "Vertex tag value does not match base". Neither time that I used morphmatcher did the window with all the numbers on it pop up after asking me to save the morph. Only did it with the base mesh. I don't know if that's normal or not, though.
Here are the geom files, thanks for doing this.
http://www.mediafire.com/?xahr3d2o4fgy70f
Sockpuppet
#29 Old 23rd Jul 2011 at 3:02 PM
You forgot to load the correct meshcomments(if you are using CTU) in the basemesh
You should upload a ms3d file from the basemesh and morph(while loaded together)
Then we might can figure out whats wrong with the morph
Ms. Byte (Deceased)
#30 Old 23rd Jul 2011 at 3:02 PM
I see what the problem is - the base mesh has no vertex ID numbers, or rather it has them but they're all zero. MorphMatcher has no way to match them up with the morph vertices. How or why the base vertex IDs all got set to zero I don't know but it must have happened somewhere in the process of extracting it and/or importing and exporting with TSRW. Do you have the mesh in any other format, like a WSO?

At this point your choices may be to start over, extract your base mesh and make sure it has the vertex numbering intact (you can use MorphMaker to see what the range of vertex IDs is) and do your mesh alteration again, or make the morphs from scratch.
Sockpuppet
#31 Old 23rd Jul 2011 at 3:04 PM Last edited by BloomsBase : 23rd Jul 2011 at 3:16 PM.
it happened because he forgot the correct meshcomments, all data will be lost then.
If you use a TSRW mesh you must add the correct comments when exporting the file with the GEOM exporter
When you forget the basemesh gets the same comments as a morphfile
I think i once downloaded the meshes, ill try to create a new sims3pack with TSRW
Ms. Byte (Deceased)
#32 Old 23rd Jul 2011 at 5:28 PM
Bloom, that would be the original, unedited base mesh, wouldn't it? If Spatulageekgirl has the edited WSO maybe I can get the modified base mesh from that.
Field Researcher
Original Poster
#33 Old 23rd Jul 2011 at 5:35 PM
If I have to do the morphs from scratch, I can. I'm sure it'll be good practice anyway but let's make sure I can't recover the vertex numbering first. I have the mesh in WSO and MS3D, but like I said, I tried exporting the ms3d file as a geom and got nowhere.
I exported the WSO as a geom and morphmatcher says the next available vertex ID is 2910 (is that what you mean by using it the see what the range is?), though it says the same thing about the geom exported from the ms3D file.

How do I avoid this happening in the future?
Sockpuppet
#34 Old 24th Jul 2011 at 1:16 AM
Quote: Originally posted by spatulageekgirl
I tried exporting the ms3d file as a geom and got nowhere.


Because you forgot to add the comments
Field Researcher
Original Poster
#35 Old 24th Jul 2011 at 4:14 AM
Would help to know what comments are and how I add them.
Sockpuppet
#36 Old 24th Jul 2011 at 8:02 AM
If you work with TSRW all data is stored in the WRK file like:
The skeleton used
The MTNF settings(materials)
The shader used
The Texture links
etcetc

But if you work with (sim)GEOM's all that data is stored in the GEOM file itself
Extract a mesh with CTU/Postal or S3PE and open it in Milkshape, then have a look at the comments in the groupstab(meshgroups)
You prolly see something like this:

FVFItems: 7
TableType: 3
References: 4
TGIRef00: 00B2D882 00000000 7D0097C0 BFEB295B
TGIRef01: 00B2D882 00000000 7D0097C0 BFEB2958
TGIRef02: 00B2D882 00000000 7D0097C0 BFEB2946
TGIRef03: 00AE6C67 0040AFF2 00000000 621BE901
EmbeddedType: 548394B9
EmbeddedSize: 304
EmbeddedLong000: 464E544D
EmbeddedLong001: 00000000
EmbeddedLong002: 00000070
EmbeddedLong003: 0000000B
EmbeddedLong004: DAA9532D
EmbeddedLong005: 00000001
EmbeddedLong006: 00000001
EmbeddedLong007: 000000C0
EmbeddedLong008: 29BCDD1F
EmbeddedLong009: 00000001
EmbeddedLong010: 00000001
EmbeddedLong011: 000000C4
EmbeddedLong012: 6E56548A
EmbeddedLong013: 00000004
EmbeddedLong014: 00000004
EmbeddedLong015: 000000C8
EmbeddedLong016: 73C9923E
EmbeddedLong017: 00000001
EmbeddedLong018: 00000003
EmbeddedLong019: 000000D8
EmbeddedLong020: 6CC0FD85
EmbeddedLong021: 00000004
EmbeddedLong022: 00000004
EmbeddedLong023: 000000E4
EmbeddedLong024: F755F7FF
EmbeddedLong025: 00000001
EmbeddedLong026: 00000001
EmbeddedLong027: 000000F4
EmbeddedLong028: 05D22FD3
EmbeddedLong029: 00000001
EmbeddedLong030: 00000001
EmbeddedLong031: 000000F8
EmbeddedLong032: 3BD441A0
EmbeddedLong033: 00000001
EmbeddedLong034: 00000003
EmbeddedLong035: 000000FC
EmbeddedLong036: 04A5DAA3
EmbeddedLong037: 00000001
EmbeddedLong038: 00000003
EmbeddedLong039: 00000108
EmbeddedLong040: AD528A60
EmbeddedLong041: 00000004
EmbeddedLong042: 00000004
EmbeddedLong043: 00000114
EmbeddedLong044: 988403F9
EmbeddedLong045: 00000001
EmbeddedLong046: 00000003
EmbeddedLong047: 00000124
EmbeddedLong048: 3F800000
EmbeddedLong049: 3F000000
EmbeddedLong050: 00000000
EmbeddedLong051: 00000000
EmbeddedLong052: 00000000
EmbeddedLong053: 00000000
EmbeddedLong054: 00000000
EmbeddedLong055: 00000000
EmbeddedLong056: 00000000
EmbeddedLong057: 00000001
EmbeddedLong058: 00000000
EmbeddedLong059: 00000000
EmbeddedLong060: 00000000
EmbeddedLong061: 41A00000
EmbeddedLong062: 3F800000
EmbeddedLong063: 00000000
EmbeddedLong064: 00000000
EmbeddedLong065: 00000000
EmbeddedLong066: 00000000
EmbeddedLong067: 00000000
EmbeddedLong068: 00000000
EmbeddedLong069: 00000002
EmbeddedLong070: 00000000
EmbeddedLong071: 00000000
EmbeddedLong072: 00000000
EmbeddedLong073: 00000000
EmbeddedLong074: 00000000
EmbeddedLong075: 00000000


The FVFitems # determine wether the mesh is slider/Tagval enabled
6 is not slider or tagval enabled(accesoires)
7 is slider enabled(ouitfits)
8 is both(hair)
Forgot wat tabletype is....
References: 4 (number of TGI links present)
The first 2 or 3 TGI references are the multiplier, specular and Normalmaptexture
The last TGI reference is always the skeleton used, each outfit has 3 skeletons(one for each lod)
I think the embeddedtype is the shader used while the embeddedsize and below are the MTNF settings

So is you save a TSRW mesh as GEOM file you need to add all that data, if not the vertID's will be lost
Field Researcher
Original Poster
#37 Old 24th Jul 2011 at 11:13 AM
So, could I import the original store mesh with the geom plugin this time and copy the comments from there to the one I borked with tsrw?
Sockpuppet
#38 Old 24th Jul 2011 at 1:32 PM
If you import the original store mesh with the GEOM plugin the comments are already there.
And you will only need them if you are going to use Morphmaker
Ms. Byte (Deceased)
#39 Old 24th Jul 2011 at 1:38 PM Last edited by CmarNYC : 25th Jul 2011 at 12:08 PM.
Quote: Originally posted by spatulageekgirl
So, could I import the original store mesh with the geom plugin this time and copy the comments from there to the one I borked with tsrw?


That has a good chance of working, IMO.

Today I'm working on a WSO morphmatching function. If you could upload your WSO file I could use it as a test case.

As for renumbering - you need to start the numbers with the proper value for the kind of mesh you're working on:

Tops and bodies: 5000
Bottoms: 15000
Hair: 20000
Shoes: 30000

Edit: I was able to make what seems to be a fully functional mesh by copying the comments from the original game mesh into the comments of a WSO mesh and exporting as a geom. However, this was for someone working on a pose and it didn't animate correctly so maybe that bone incompatibility is still there, Bloom.

I've got the WSO morph updater working, just have to make sure I didn't break the geom morph updater in the process.

Edit again: I've uploaded a new version of the Morph Matcher tool with WSO support, if you want to try it.
Field Researcher
Original Poster
#40 Old 25th Jul 2011 at 10:49 PM
I added the comment and ran it, with the original's morph meshes through the new version and I'm still getting the deformation I got the first time. I feel so stupid.

Alright, how do I go about making them from scratch? Do I duplicate the base or something? I might as well make a start while we're working through this problem.
Ms. Byte (Deceased)
#41 Old 26th Jul 2011 at 2:00 AM
Yeah, there seems to be some problem with exporting WSO meshes as geoms. I'm putting it on my list to try making a convert function. I think I see where the bone order is a problem, and if so it should be fixable.

Are you working with a WSO? I guess to make the morphs from scratch you would delete any morphs that are already there, then go to the groups tab and select the entire base mesh, and then hit 'Edit' and 'Duplicate Selection'. Then rename that duplicate to the same name as the base but with _fat, _fit, _thin, or _special instead of _base. Then you have to modify the morph mesh to a fat, fit, thin, or pregnant shape. The best way is probably to import a WSO for a similar mesh and use the morphs from that as a guide. You can work freehand to shape the mesh, or you can move the guide mesh above the mesh you're working on, select a vertex from the guide mesh and the corresponding vertex from your mesh, and use the Vertex/Sims 2 Unimesh Vertex Data Merge tool to copy the guide mesh location to your mesh's vertex. And be sure to hide all the meshes except the ones you're working with so you don't modify the wrong one.

BTW, didn't you say something about TSRW not exporting the morphs for this outfit? If that's true it could be because the store packages seem to do the morphs differently, with the actual meshes instead of a BGEO. TSRW may not handle that correctly.
Field Researcher
Original Poster
#42 Old 26th Jul 2011 at 2:59 AM
Yep, working with the WSO. That's what I thought. Sounds time consuming but I'll manage. I Already exported the fat and thin meshes of a swimsuit as a guide. Saw it in a tutorial a while back.

Yes, it only exported the base. Though I may have complicated matters myself slightly. I converted my store sims3packs to package because I couldn't get them to install, so I had to import them from there. Perhaps TSRW gets a bit buggy when it comes to package importing? It works fine for all the basegame stuff. ...Well, except when it exports bits of the same mesh in separate groups. That was a bit weird. Random bits of fingers floating about on their own and stuff.

Good luck with all the programming, we're lucky to have you here. I'll be back soon with questions about aligning bones.
Sockpuppet
#43 Old 26th Jul 2011 at 3:59 AM
You have to do it like i explained earlier:
Clone the outfit with TSRW and export the basemesh(the morphs will not be there as Cmar explained already why. TSRW only recocnize Bgeo instead of morphfiles)
Export the morphs with S3PE as GEOM or as obj with Postal
Load the base mesh as WSO file in Milkshape, then add the morphs as obj file(i dont know if you can add the GEOM morphs, otherwise try that)
Rename all meshgroups properly and export as WSO file
Reimport the mesh back into TSRW in the EP cloned outfit or create a new one with a basegame outfit
Field Researcher
Original Poster
#44 Old 26th Jul 2011 at 8:33 AM
I'm trying to achieve this in a way that doesn't involve me going back and starting my base mesh from scratch. I guess I may have to in the end, we'll see.
Field Researcher
Original Poster
#45 Old 26th Jul 2011 at 8:53 PM
Got a new problem with morph mesh updater. Now it just creates morph meshes identical to the base.
Ms. Byte (Deceased)
#46 Old 26th Jul 2011 at 9:03 PM
Are you trying the morph updater again? Could you list all the steps you went through, and whether you're using geom or WSO files? Identical morphs can happen if the numbering of the vertices has been changed so the base and morph meshes are using different ranges of numbers.
Field Researcher
Original Poster
#47 Old 26th Jul 2011 at 11:21 PM
I tried it with both the lolita dress and a basic pair of trousers I'm working on. I imported the base into milkshape using CTU this time. I found the morphs for the trousers in the fullbuild0 package with S3PE and exported them, and ran them through morph updater. I set the starting number to 15000. I made sure I was using all the lod1 files. Can't see what I did wrong. I saved the resulting files and upon importing them back into milkshape they were all identical BUT THEN MAGIC HAPPENED. I went to get the original morphs for the trousers, importing them over my edited base mesh (intending to edit them by hand because they're not as complicated as the dress) and they were already matched.

So, either there are pixies in my computer or morph updater saved the changes to the original file, rather than the one created by the program.
Ms. Byte (Deceased)
#48 Old 28th Jul 2011 at 12:28 PM
Did you change the base mesh by adding or removing vertices? If not, the morph meshes will work fine with no matching. As for morph matcher, I need to spend more time testing it. If you could upload your modified trouser base mesh, that would help.
Field Researcher
Original Poster
#49 Old 28th Jul 2011 at 9:32 PM
I see. I was wondering what was going on there.

Weird, though. Cause I just got morph matcher to work on a top with removed vertexes. In won't import back into workshop, though. Any clue why? Workshop's saying it can't locate the fat blending data. Is the morph mesh in the wrong format or something?

I'll upload both for you. Do you want them in .ms3d?
Ms. Byte (Deceased)
#50 Old 29th Jul 2011 at 12:26 PM
.ms3d is fine. The WSO part of MorphMatcher isn't working correctly so at this time I wouldn't advise using it on a WSO.
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