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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)
Test Subject
#101
31st Jan 2005 at 12:54 AM
Posts: 18
1st question, what file should I clone and how should i find it to edit a body mesh? I want to make a navel piercing.
2nd question, I cloned a lounge chair, edited it, and got it the game. But, it replaces the existing object. How do you make sure it wont replace it? Some of the new mesh downloads seems to replace them too. When you take it out the orginal shows back up. Would it be as simple as editing the name? Should be it seems.
2nd question, I cloned a lounge chair, edited it, and got it the game. But, it replaces the existing object. How do you make sure it wont replace it? Some of the new mesh downloads seems to replace them too. When you take it out the orginal shows back up. Would it be as simple as editing the name? Should be it seems.
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#102
31st Jan 2005 at 2:05 AM
Posts: n/a
I had the same problem as Brasstex when exporting from Maya6Unlimited: Run-time error '6': :confused:
I only extruded (added ) a cross to the column in LadyBea34's tutorial.
Is a smallfile and I attach it here.
Besides, Maya generates another file with the same name as the .obj with an .mtl extension which i imagine is for MaTeriaLs (textures)
rentechd said
"You will also have to make adjustments to some of the editors and renders to remove any automated optimization that would add additional ietms yu do not want included in an OBJ format model"
Maybe is this the problem? :argh:
I'll try again making minor changes to the column
I only extruded (added ) a cross to the column in LadyBea34's tutorial.
Is a smallfile and I attach it here.
Besides, Maya generates another file with the same name as the .obj with an .mtl extension which i imagine is for MaTeriaLs (textures)
rentechd said
"You will also have to make adjustments to some of the editors and renders to remove any automated optimization that would add additional ietms yu do not want included in an OBJ format model"
Maybe is this the problem? :argh:
I'll try again making minor changes to the column
Attached files:
jerifes column test 01.rar (25.9 KB, 17 downloads) |
#103
31st Jan 2005 at 2:16 AM
Export Button Not Showing Up!
Help please! I have all the files required and the newest version of SimPE installed but the export button is now showing up. :confused:
#104
31st Jan 2005 at 2:48 AM
Posts: n/a
sims2guy you have to install cGraphicNode[1].plugin delphy's objects extractor
read this forum
read this forum
#105
31st Jan 2005 at 2:55 AM
Posts: 119
Thanks: 3346 in 20 Posts
Well, I've tried it all and I can't get anything to work. I think I'm giving up.
#106
31st Jan 2005 at 3:28 AM
Posts: 40
Thanks: 664 in 2 Posts
Nemi, just attach your file here, I have a look
#107
31st Jan 2005 at 3:37 AM
Posts: n/a
I've converted a column into a pedestal, no faces added, no vertex changed, only diferent sizes.
I don't receive the 'Run-time error '6' and follow the tutorial till the end and...
My pedestal is not in the game, the column is unchanged :weep::banghead:
But, maybe, :idea:I did somenthing wrong in the last minute searching the 'commit' button. I'll give a try again tomorrow.
. Life is not easy
I don't receive the 'Run-time error '6' and follow the tutorial till the end and...
My pedestal is not in the game, the column is unchanged :weep::banghead:
But, maybe, :idea:I did somenthing wrong in the last minute searching the 'commit' button. I'll give a try again tomorrow.
. Life is not easy
#108
31st Jan 2005 at 3:45 AM
Posts: 119
Thanks: 3346 in 20 Posts
Quote: Originally posted by MimeWhite
Nemi, just attach your file here, I have a look |
Thank you. I really appreciate that.
Attached files:
nemi-valentinesheart.zip (63.8 KB, 23 downloads) - View custom content | ||||||||||
164490 01-31-05 04:49 nemi-valentinesheart.package -------- ------- 164490 1 file |
"Studies show that 60% of the time, it works every time."
Lab Assistant
#109
31st Jan 2005 at 4:09 AM
Posts: 64
Thanks: 21 in 2 Posts
Quote: Originally posted by landoman
It shows in the 3d view. So I should name the obj file body? I have all the box's checked. I used the wavepoint imp in milkshape---and exported wavepoint. Should I weld vertice while in milkshape--Maybe number of vertice is the key? |
tryed it both ways humm, I tryed re exporting left the name --as is-- in the .obj file. them modded the mesh in milkshape. exported in wavepoint.obj to the same file,. the mesh tool shows it in the 3d view, Then I load the extracted file from simpe. checked all the setting and saved. I have the importer for milkshape so I loaded the extracted file in milkshape using the gmdc importer to see if it had changed to the modded mesh. was still the orig. What name format for the object file if the extracted file is "AC4F8687 - Geometric Data Container - C5E75E2D-1C0532FA-FF03C93A.5gd" the obj if left alone for the program to export is "afBodyCop_tslocator_gmdc_body.obj" :smash:
#110
31st Jan 2005 at 4:09 AM
Posts: 40
Thanks: 664 in 2 Posts
This is your mesh eh? here what you need to do
- go to GMDC and go to item3 you see the name was "colour07"
-then go to Shape menu --> contant-->part see that subset name "paintingneonflamingo_blackbox" you need to change the name to "colour07" ,
comit and save, it should work,
- go to GMDC and go to item3 you see the name was "colour07"
-then go to Shape menu --> contant-->part see that subset name "paintingneonflamingo_blackbox" you need to change the name to "colour07" ,
comit and save, it should work,
#111
31st Jan 2005 at 4:19 AM
Posts: 119
Thanks: 3346 in 20 Posts
It was just something to test this out. :hippy:
Thanks SO much for your help! :D
Thanks SO much for your help! :D
Lab Assistant
#112
31st Jan 2005 at 6:15 AM
Posts: 64
Thanks: 21 in 2 Posts
Found out the problem. when you inport the obj into milkshape it defaults the name to "default" on the objects tab. just rename it back to body befor you export it .
#113
31st Jan 2005 at 6:51 AM
Posts: 108
Thanks: 3466 in 5 Posts
This is very weird. I followed Miche's tutorial verbatim, and each time the object would still use the same mesh. I tried for a few hours to find out what was wrong, and I started looking around in the graphic node section. I noticed that the graphic node still referenced to the old mesh's group number and instance id(which changed when I did fix integrity). When I updated that info to the new one, everything worked fine. I have the latest version of SimPE, and I'm wondering why no-one else has to do this extra step. :confused: I have to do this with each new mesh that I do. Does anyone else have this problem?
#114
31st Jan 2005 at 8:43 AM
Posts: 1
I need some help. After following the tutorial all the way through and getting the new mesh in the game, the new texture i put into the file also appears as the default color option for the original object (the original object texture is still there, but the default is now the custom one). Anyone know why this is happening?
Lab Assistant
#115
31st Jan 2005 at 10:03 AM
Posts: 82
Thanks: 1526 in 28 Posts
I don't have the "export to OBJ" button.
Did I have made some thing wrong ?
I have made some pictures to help you to understand my problem....
Thx
Did I have made some thing wrong ?
I have made some pictures to help you to understand my problem....
Thx
#116
31st Jan 2005 at 10:46 AM
Posts: 629
Thanks: 1844 in 27 Posts
Quote: Originally posted by jerife
I had the same problem as Brasstex when exporting from Maya6Unlimited: Run-time error '6': :confused: I only extruded (added ) a cross to the column in LadyBea34's tutorial. Is a smallfile and I attach it here. Besides, Maya generates another file with the same name as the .obj with an .mtl extension which i imagine is for MaTeriaLs (textures) rentechd said "You will also have to make adjustments to some of the editors and renders to remove any automated optimization that would add additional ietms yu do not want included in an OBJ format model" Maybe is this the problem? :argh: I'll try again making minor changes to the column |
The problem with this object/file is that some of the faces aren`t triangles (some have four points making up the face) , the mesh tool (and the game) only handles face which are triangles.
#117
31st Jan 2005 at 10:56 AM
Posts: 629
Thanks: 1844 in 27 Posts
Quote: Originally posted by atavera
This is very weird. I followed Miche's tutorial verbatim, and each time the object would still use the same mesh. I tried for a few hours to find out what was wrong, and I started looking around in the graphic node section. I noticed that the graphic node still referenced to the old mesh's group number and instance id(which changed when I did fix integrity). When I updated that info to the new one, everything worked fine. I have the latest version of SimPE, and I'm wondering why no-one else has to do this extra step. :confused: I have to do this with each new mesh that I do. Does anyone else have this problem? |
This should not be needed, fix Integrity changes the instance and sub group id, but it also changes any references to those in the other files (Make sure you AREN`T clicking "FIX TGI" at all)
I`ve just checked it again, and for me it changes all references what need changing (and I`ve not heard from anyone else who has had this problem)
So I don`t know what to tell you.
#118
31st Jan 2005 at 11:01 AM
Posts: 108
Thanks: 3466 in 5 Posts
Quote: Originally posted by Miche
This should not be needed, fix Integrity changes the instance and sub group id, but it also changes any references to those in the other files (Make sure you AREN`T clicking "FIX TGI" at all) I`ve just checked it again, and for me it changes all references what need changing (and I`ve not heard from anyone else who has had this problem) So I don`t know what to tell you. |
Well I have never clicked fix tgi before. I assign a new hash, then fix integrity, but my GMNDs don't get the new info. I have no clue why(maybe SimPE doesn't like me?), but I guess keep that in mind just in case someone else is having similar problems.
#119
31st Jan 2005 at 11:29 AM
Posts: 629
Thanks: 1844 in 27 Posts
The objects you are having this problem with, do they have more than one gmdc file and more than one gmnd ? And if so are you only changing one gmdc? I`m just checking that you know that all the gmnd files shouldn`t be pointing to the same gmdc file, so if you just replace one gmdc file and then assign the hash and then fix integrity , only one gmnd file will get updated with this new reference.
Anyway thanks for pointing it out, incase anyone else has the problem.
Anyway thanks for pointing it out, incase anyone else has the problem.
#120
31st Jan 2005 at 11:31 AM
Posts: 108
Thanks: 3466 in 5 Posts
No, I have only experimented with 1tile sculptures with 1 gmdc.
#121
31st Jan 2005 at 11:51 AM
Posts: 252
Thanks: 396 in 3 Posts
Quote: Originally posted by AndrewSP
I need some help. After following the tutorial all the way through and getting the new mesh in the game, the new texture i put into the file also appears as the default color option for the original object (the original object texture is still there, but the default is now the custom one). Anyone know why this is happening? |
sorry if this has been ansered all ready.
did you make sure all your material override files has the new hash# before the name of the file? and your guid # in the objectguid?
if you have no idea what I am talking about, refer back to the tutor.
#122
31st Jan 2005 at 11:55 AM
Posts: 252
Thanks: 396 in 3 Posts
Quote: Originally posted by atavera
Well I have never clicked fix tgi before. I assign a new hash, then fix integrity, but my GMNDs don't get the new info. I have no clue why(maybe SimPE doesn't like me?), but I guess keep that in mind just in case someone else is having similar problems. |
We had one other tester with the same prob. but everyone should check the package for mistakes several times.
I will go write a check list for this.
#123
31st Jan 2005 at 12:01 PM
Posts: 252
Thanks: 396 in 3 Posts
Quote: Originally posted by AndrewSP
I need some help. After following the tutorial all the way through and getting the new mesh in the game, the new texture i put into the file also appears as the default color option for the original object (the original object texture is still there, but the default is now the custom one). Anyone know why this is happening? |
I am going to go write a check list, some peeps seem to be having problems with things not changing properly.
check for this check list, and go though your package and make sure everything is change.
Test Subject
#124
31st Jan 2005 at 3:08 PM
Last edited by blut3ng3l : 31st Jan 2005 at 3:15 PM.
Posts: 18
Quote: Originally posted by Sluvah
I don't have the "export to OBJ" button. Did I have made some thing wrong ? I have made some pictures to help you to understand my problem.... Thx |
<_< posting all of that was pointless. if you would look on page 2, i posted...
"click Plugins at the top. Click Installed plugins. Do you see GMDC Wrapper? Highlight it. Click move up and make it be above Generic Rcol Wrapper."
i pretty sure the place you download the plugin tells you to do that.
actually, if you look on page one, post 1, it says FAQ. when you click you see "Where is the export button in Simpe, to export a mesh to a OBJ file?
you need to download Delphy`s mesh extracter from :
http://www.modthesims2.com/showthread.php?t=32166
If you have any problems with getting this to work, please read the whole thread and ask your questions in there, not in the Mesh tool help thread"
when you click the link you see "How to use: - If you do not have an export to OBJ button, go to Plugins - Installed Plugins and move the GMDC plugin above the generic RCOL wrapper."
for everyones sake... read the information for everything you download.
if you need further help... look at the attached image....
#125
31st Jan 2005 at 3:40 PM
Last edited by Miche : 31st Jan 2005 at 6:34 PM.
Posts: 629
Thanks: 1844 in 27 Posts
incase anyone is having trouble following the tutorial , this one might be a bit clearer for you :
http://www.i.morning.ru/~vev/GONZA/...l%20Tut%201.htm
if you speak russian that is of course :D
http://www.i.morning.ru/~vev/GONZA/...l%20Tut%201.htm
if you speak russian that is of course :D
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