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- Default Replacement for France Train (Adding new self-illumination channels/completely replacing object)?
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- Default Replacement for France Train (Adding new self-illumination channels/completely replacing object)?
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I'm looking to do a default replacement for the France train object- but it has a single image map (basically the diffuse), while the object I'm looking to replace it with has more image maps (diffuse, specular, self-illumination) and is more complex.
How would I go around replacing the original object with the new one?
I know that you can basically go around copying the Type, Group and Instance onto the corresponding files, but I don't know how it would deal with completely new image files that weren't previously in the package.
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I have the prepared files if you want to take a look.
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Originally Posted by jje1000
If this succeeds, then we will have driven a stake through the metaphorical heart of pudding.
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Interestingly enough, I did manage to get it working! However, it requires two files- I kind of want to reduce it down to one.
My process:
- Create object in TSRW & export as S3PE -
- Extract as a package- this is the STATIC package
- Copy over trainFrance's Group numbers & save as new package
- this forms the MOVING package.
For some reason, the moving package requires the static package, even though it should technically have all the files necessary.
Hmmm...
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Originally Posted by jje1000
If this succeeds, then we will have driven a stake through the metaphorical heart of pudding.
|
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Posts: 1,259
Thanks: 7375 in 47 Posts
Also, post a screenshot please, I'm interested in seeing how it looks all lit up.
Originally Posted by jje1000
If this succeeds, then we will have driven a stake through the metaphorical heart of pudding.
|
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Pic:
Now onto the next thing- I need to figure out how to convert some sounds over to the .snr format.
Let me know if you can help- I personally know nothing about these sorts of things, so two minds + are better than one
Some links discussing this:
http://forum.xentax.com/viewtopic.p...t=4922&start=45
http://uoem.com/forums/threads/sims...location.17729/
http://modthesims.info/t/447344
My post here:
http://modthesims.info/showthread.p...623#post5013623
Basically we got two sound effect files from WA.
I'd like to replace those sounds with new ones of subways + traffic.
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I managed to find the texture file for the headlight beam itself, but not for the glow.
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Oh, and I'm sorry for failing to keep my promise, JJE. There's many things in my life I want to get done, but very few that actually do. If there is anything else I can help you with, gimme a PM. If you ever need 4K screenshots of your world, or some in-world graphic design, I'm sure I can deliver.
Oh and by the way, those subway cars could do with a nicer livery. Why have US flags when you can have graffiti or full-height ads?
( Join my dumb Discord server if you're into the whole procrastination thing. But like, maybe tomorrow. )
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For some reason, the effect seems to be on its on axis and can't be hidden by putting the model over it! So I have to find some way of actually getting rid of it.
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Originally Posted by jje1000
If this succeeds, then we will have driven a stake through the metaphorical heart of pudding.
|
Posts: 5,656
Thanks: 1034 in 5 Posts
( Join my dumb Discord server if you're into the whole procrastination thing. But like, maybe tomorrow. )
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@jje1000, I found some files in the BG build packages that may be the light halo, I'm not entirely sure, and I did a little digging into the audio conversion procedure, and it doesn't like it's possible to import custom sound effects - your best bet (and easiest one) would be to perhaps replace the trainfrance SFX files with some extracted from Late Night (I know that there are subway sound effects in there, and possibly traffic noises as well). I did manage to extract them using the command line, but that's the easy part - no one has figure a way of re-encoding the SFX format (which is different to the music format in the game, which is what we have the ability to encode and import).
PossibleCulprits.7z (57.6 KB, 11 downloads) - View custom content | ||||||||||
Date Time Attr Size Compressed Name ------------------- ----- ------------ ------------ ------------------------ 2016-05-24 14:12:29 ....A 74866 58858 PossibleCulprits.package ------------------- ----- ------------ ------------ ------------------------ 74866 58858 1 files, 0 folders |
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Subway.7z (6.05 MB, 17 downloads) - View custom content | ||||||||||
Date Time Attr Size Compressed Name ------------------- ----- ------------ ------------ ------------------------ 2016-05-24 14:34:29 ....A 362536 6342338 S3_01A527DB_281407EC_08959D2483E25CF0_subway_arrival04%%+_AUD.snr 2016-05-24 14:34:29 ....A 337152 S3_01A527DB_281407EC_08959D2483E25CF1_subway_arrival05%%+_AUD.snr 2016-05-24 14:34:29 ....A 347488 S3_01A527DB_281407EC_08959D2483E25CF2_subway_arrival06%%+_AUD.snr 2016-05-24 14:34:28 ....A 393848 S3_01A527DB_281407EC_08959D2483E25CF5_subway_arrival01%%+_AUD.snr 2016-05-24 14:34:28 ....A 454344 S3_01A527DB_281407EC_08959D2483E25CF6_subway_arrival02%%+_AUD.snr 2016-05-24 14:34:28 ....A 343992 S3_01A527DB_281407EC_08959D2483E25CF7_subway_arrival03%%+_AUD.snr 2016-05-24 14:34:28 ....A 732808 S3_01A527DB_281407EC_0E639895D22B87B9_subway_departure06%%+_AUD.snr 2016-05-24 14:34:28 ....A 737216 S3_01A527DB_281407EC_0E639895D22B87BA_subway_departure05%%+_AUD.snr 2016-05-24 14:34:28 ....A 737064 S3_01A527DB_281407EC_0E639895D22B87BB_subway_departure04%%+_AUD.snr 2016-05-24 14:34:28 ....A 686600 S3_01A527DB_281407EC_0E639895D22B87BC_subway_departure03%%+_AUD.snr 2016-05-24 14:34:28 ....A 760168 S3_01A527DB_281407EC_0E639895D22B87BD_subway_departure02%%+_AUD.snr 2016-05-24 14:34:28 ....A 685992 S3_01A527DB_281407EC_0E639895D22B87BE_subway_departure01%%+_AUD.snr 2016-05-24 14:34:28 ....A 320280 S3_01A527DB_281407EC_9324D767D2C7BDC1_fx_subway_arrive04%%+_AUD.snr 2016-05-24 14:34:28 ....A 328032 S3_01A527DB_281407EC_9324D767D2C7BDC4_fx_subway_arrive01%%+_AUD.snr 2016-05-24 14:34:28 ....A 306752 S3_01A527DB_281407EC_9324D767D2C7BDC6_fx_subway_arrive03%%+_AUD.snr 2016-05-24 14:34:28 ....A 321496 S3_01A527DB_281407EC_9324D767D2C7BDC7_fx_subway_arrive02%%+_AUD.snr ------------------- ----- ------------ ------------ ------------------------ 7855768 6342338 16 files, 0 folders |
Originally Posted by jje1000
If this succeeds, then we will have driven a stake through the metaphorical heart of pudding.
|
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Thanks: 938 in 5 Posts
I'll take a look at the halo- but good news- with Wojtek's help I managed to change the sounds!
He describes the process here: http://modthesims.info/showthread.p...722#post5016722
Anyways, light effects or not, I should have something to show you tomorrow.
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Originally Posted by jje1000
If this succeeds, then we will have driven a stake through the metaphorical heart of pudding.
|
Posts: 5,656
Thanks: 1034 in 5 Posts
Anyways, light effects or not, I should have something to show you tomorrow. |
( Join my dumb Discord server if you're into the whole procrastination thing. But like, maybe tomorrow. )
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Post here: http://potato-ballad-sims.tumblr.co...ed-train-effect
and here: http://potato-ballad-sims.tumblr.co...ng-to-learn-how
@Grijze Pilion - let me know when you get the LOD models It'll save a lot of time.
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#BlairWitchPetition
TS3 NEEDS: TENNIS COURTS > BUSES > PIGS/SHEEP
Can't find stuff in build and buy mode? http://www.nexusmods.com/thesims3/mods/1/?
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Also, I just realised a cheap solution (my specialty) to your light halo problem, if you're still having it - would it be possible to move the train mesh forward so that it engulfs the light effect? Or is the halo too broad, and would stick out anyway?
Originally Posted by jje1000
If this succeeds, then we will have driven a stake through the metaphorical heart of pudding.
|
Posts: 3,443
Thanks: 938 in 5 Posts
Posts: 1,259
Thanks: 7375 in 47 Posts
Originally Posted by jje1000
If this succeeds, then we will have driven a stake through the metaphorical heart of pudding.
|
Posts: 4,387
My process: - Create object in TSRW & export as S3PE - - Extract as a package- this is the STATIC package - Copy over trainFrance's Group numbers & save as new package - this forms the MOVING package. For some reason, the moving package requires the static package, even though it should technically have all the files necessary. Hmmm... |
Out of curiosity, where did you find the French Train in TSRW?
I tried the MiscObjects (unlabelled) under Debug and didn't see it.
I found it under the Normal Objects in S3OC, but wasn't sure if I should make it a Deep Clone or not.
Come see my stuff at http://www.thesimsresource.com/artists/murfeel !! :)
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Lol I guess that's another way of going at it. Pic: Now onto the next thing- I need to figure out how to convert some sounds over to the .snr format. Let me know if you can help- I personally know nothing about these sorts of things, so two minds + are better than one Some links discussing this: http://forum.xentax.com/viewtopic.p...t=4922&start=45 http://uoem.com/forums/threads/sims...location.17729/ http://modthesims.info/t/447344 My post here: http://modthesims.info/showthread.p...623#post5013623 Basically we got two sound effect files from WA. I'd like to replace those sounds with new ones of subways + traffic. |
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So I got meself a train:
And I got meself a model:
Now I just need to figure the rest out. Thankfully I'm familiar with both games, and Blender.
( Join my dumb Discord server if you're into the whole procrastination thing. But like, maybe tomorrow. )
Who Posted
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