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- Milkshape 3D - Mesh problem creating flip flops
#1
15th Aug 2012 at 5:41 PM
Last edited by Elmar2000 : 15th Aug 2012 at 6:00 PM.
Posts: 39
Mesh problem creating flip flops
Hi there,I want to make new flip flops for females and am stuck somewhere in the process.
What I did already (in Milkshape):
I took Jasumi_Bloom_FlipFlops, deleted the guy's feet (while leaving only the flip flops), imported my modded/rescaled mesh of BlooM_SexYfeetAdultFemale_replacement and then rescaled the flip flops to fit the female feet.
Afterwards I merged the two mesh groups into one, which I exported as GEOM, but what to do next?
For fun I created a default replacement flip flop package with the new mesh as lod1 to see the result and now I have no idea what to do. I know that I still need a new texture, new BGEOMS, but what's going on with the mesh?
It seems as the two flip flop meshes were linked together somehow. What to do about it? In Milkshape everything looks fine.
Thanks for any help in advance!
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#2
15th Aug 2012 at 6:41 PM
Posts: 4,419
Thanks: 2482 in 21 Posts
looks like some of the vertice of the flip flops are unassigned.
before regrouping the flipflop with the foot assigne the whole flipflop sole to the toe joint(either left or right toejoint)
But,
The easiest way is to make them as accesoire without the feet, that way you dont need morphs or Bgeo files.
before regrouping the flipflop with the foot assigne the whole flipflop sole to the toe joint(either left or right toejoint)
But,
The easiest way is to make them as accesoire without the feet, that way you dont need morphs or Bgeo files.
#3
15th Aug 2012 at 7:55 PM
Posts: 39
Hey BloomsBase thanks,
it went very well, but what can I do to get the texture right? I'd like to make a default replacement for the old flip flops from EA, so I don't prefer the "accessoire-solution".
it went very well, but what can I do to get the texture right? I'd like to make a default replacement for the old flip flops from EA, so I don't prefer the "accessoire-solution".
#4
15th Aug 2012 at 8:59 PM
Posts: 4,419
Thanks: 2482 in 21 Posts
extract the multiplier texture from the original flipflops
Do the same with one of the skintone files.(to find and exclude the areas were the feet are)
Use this template aswell to figure out were to move(and texture) the uvcoordinates. http://img822.imageshack.us/img822/3065/template.jpg
There wont be much room for it that i can tell you, but its possible
Do the same with one of the skintone files.(to find and exclude the areas were the feet are)
Use this template aswell to figure out were to move(and texture) the uvcoordinates. http://img822.imageshack.us/img822/3065/template.jpg
There wont be much room for it that i can tell you, but its possible
#5
16th Aug 2012 at 12:49 PM
Posts: 39
The last few hours I've been trying to experiment with the texture files a bit, but can't find out how to really change them to see any difference in game. I know how to paint in photoshop and how to replace textures in ctu, but is it sufficient to work only with CTU and Photoshop or do I need an UV-mapper or something like that? Do I have to change the "Base Texture" and the "Skin Ambient" files only? (in ctu)
#6
16th Aug 2012 at 1:38 PM
Posts: 39
As I understand it, the feet have to turn yellow coloured and the flip flops red (screen from milkshape), right ? Do I have to color every pixel manually or is there any help program for easing it?
#7
16th Aug 2012 at 3:14 PM
Posts: 4,419
Thanks: 2482 in 21 Posts
uhm, no
If you use my template only the flipflops should be yellow.
if you exlude the feet area your new template texture should look like this:
The yellow area is were you should place the uvcoordinates of the flipflop meshparts.
For the sole you could use the original spot as on the EA flipflop multiplier, the left bottom corner.
Next to it you should map the rest of the parts and maybe inbetween the feet.
If you use my template only the flipflops should be yellow.
if you exlude the feet area your new template texture should look like this:
The yellow area is were you should place the uvcoordinates of the flipflop meshparts.
For the sole you could use the original spot as on the EA flipflop multiplier, the left bottom corner.
Next to it you should map the rest of the parts and maybe inbetween the feet.
#8
16th Aug 2012 at 5:10 PM
Posts: 39
My template with uv-map (i didn't move the uv-map, because there is no more space) looks like shown in screen1. The resulting 3d mesh is shown in screen2. When using a skin, it looks like pictured in screen3. Should i really "delete" the feet area with the consequence that they become invisible in milkshape when using the texture concerned as material?
As I understand this texture is called "mask" in ctu. Should I simply replace the old mask with the new one and what about the other parts? (for the present I want only a clean texture without the texture glitch shown in my last post from yesterday 8:55 PM)
When I finish this project , I would like to share it (and several others more or less connected to it) with the community, if I'm allowed to.
As I understand this texture is called "mask" in ctu. Should I simply replace the old mask with the new one and what about the other parts? (for the present I want only a clean texture without the texture glitch shown in my last post from yesterday 8:55 PM)
When I finish this project , I would like to share it (and several others more or less connected to it) with the community, if I'm allowed to.
#9
16th Aug 2012 at 7:50 PM
Posts: 4,419
Thanks: 2482 in 21 Posts
Problem with the mask your having now(screenshot 1) is that it will clash with some bottoms and fullbodyoutfits.
You might want to mention that when uploading.
You also need to update the multiplier and specular(black out the original flipflop textures in the feet area on all channels)
I also think they are pretty high polygon for a pair of flipflops?
I did something similar but i cant find my files
You might want to mention that when uploading.
You also need to update the multiplier and specular(black out the original flipflop textures in the feet area on all channels)
I also think they are pretty high polygon for a pair of flipflops?
I did something similar but i cant find my files
#10
16th Aug 2012 at 9:02 PM
Posts: 39
Hi BloomsBase,
these flip flops are the creation of Jasumi for your feet mesh :-). It is a version for the guys. I only remodded them to fit with women+longer version of your feet. Btw it's far from being finished. Do you think that it still clashes with some clothes, after I've piled everything on each other :-) (Sc1)
I want a simple pattern for the whole flip flop anyway.
Concerning the high poly count: It's only lod1 and I can't stand EAs unrealistic feet version. Who knows, whether they will create realistic higher poly sims meshes (faces, bodies, feet, textures) for sims 4 at all. So I want to make a sims 3.5 in the meantime :-)
After having removed the basetexture at least the mesh looks clean (Sc2), but I somehow can't get rid of the mesh misfit problem at the ankle, which I could solve for the "nude feet", but in this case no method seems to work. I'v tried to replace the VPXY, BBLN with the originals and exporting the original BGEOMS, but the misfit still persists. No idea what to do.
these flip flops are the creation of Jasumi for your feet mesh :-). It is a version for the guys. I only remodded them to fit with women+longer version of your feet. Btw it's far from being finished. Do you think that it still clashes with some clothes, after I've piled everything on each other :-) (Sc1)
I want a simple pattern for the whole flip flop anyway.
Concerning the high poly count: It's only lod1 and I can't stand EAs unrealistic feet version. Who knows, whether they will create realistic higher poly sims meshes (faces, bodies, feet, textures) for sims 4 at all. So I want to make a sims 3.5 in the meantime :-)
After having removed the basetexture at least the mesh looks clean (Sc2), but I somehow can't get rid of the mesh misfit problem at the ankle, which I could solve for the "nude feet", but in this case no method seems to work. I'v tried to replace the VPXY, BBLN with the originals and exporting the original BGEOMS, but the misfit still persists. No idea what to do.
#11
16th Aug 2012 at 9:36 PM
Last edited by BloomsBase : 16th Aug 2012 at 9:49 PM.
Posts: 4,419
Thanks: 2482 in 21 Posts
no, it wont clash but other problems will occur when in CAS(only)
The lighting(rendering) is giving errors when parts are placed on top of eachother.
I once started on a newer version of the feet, ill look if i can find it(it has morphs already)
Here is a clone of the male flipflops with the V2 version of the feet, its been a long time since i seen or done anything with it.
There was something with the nails if i remember correct.
Have a look and add the flipflops if you like.
Im not 100% sure but if you add the flipflops to the basemesh only then the morphing of the feet should still work.
http://www.2shared.com/file/EaCC0lM8/feetV2.html
The lighting(rendering) is giving errors when parts are placed on top of eachother.
I once started on a newer version of the feet, ill look if i can find it(it has morphs already)
Here is a clone of the male flipflops with the V2 version of the feet, its been a long time since i seen or done anything with it.
There was something with the nails if i remember correct.
Have a look and add the flipflops if you like.
Im not 100% sure but if you add the flipflops to the basemesh only then the morphing of the feet should still work.
http://www.2shared.com/file/EaCC0lM8/feetV2.html
#12
17th Aug 2012 at 7:40 AM
Posts: 39
Thanks for the upload.
I've extracted your GEOM, but in Milkshape I only see male feet (without flip flops), which are bigger then my version (female feet).
What I can't explain, is, that the nude version of the same feet works perfectly as seen in image "f1". But an identical unchanged mesh doesnt work, when a flip flop mesh is added to it, while using the same BGEOM import Method. The Method was to export the 4 BGEOMS from BlooM_SexYfeetAdultFemale_replacement (your original) with S3PE to my newly created package. But exactly this Method strangely doesn't work, when a flip flop mesh is added.
It's unexplainable. What's even stranger, is that it (feet mesh) not only does not morph, but that it becomes glitched, when making the sim extremely fat (images f2 and f3). In Milkshape the the feet are seperate meshes that have no connection with the flip flops. Maybe there is a workaround for it. You did mention something with filling in the vertex coordinates for each morph state manually?
I've extracted your GEOM, but in Milkshape I only see male feet (without flip flops), which are bigger then my version (female feet).
What I can't explain, is, that the nude version of the same feet works perfectly as seen in image "f1". But an identical unchanged mesh doesnt work, when a flip flop mesh is added to it, while using the same BGEOM import Method. The Method was to export the 4 BGEOMS from BlooM_SexYfeetAdultFemale_replacement (your original) with S3PE to my newly created package. But exactly this Method strangely doesn't work, when a flip flop mesh is added.
It's unexplainable. What's even stranger, is that it (feet mesh) not only does not morph, but that it becomes glitched, when making the sim extremely fat (images f2 and f3). In Milkshape the the feet are seperate meshes that have no connection with the flip flops. Maybe there is a workaround for it. You did mention something with filling in the vertex coordinates for each morph state manually?
#13
17th Aug 2012 at 10:13 AM
Posts: 4,419
Thanks: 2482 in 21 Posts
yes, its the male
Each shoe, top, bottom or fullbodyoutfit has atleast 12 meshes, 15 if it has a pregnant state.
normal, fit, fat, thin and pregnant for each detail lod.
If you use CTU you can only extract the normal mesh and need to extract the morphs(fit/fat/thin and pregnant) manually.
So, if you start something from scratch you need all those 5 meshes to create a custom package.
Only the basemesh is used in the game while the 4 others are used to create a Bgeo file, for morphing when using the sliders.
I believe Cmar's toolkit can reverse the process of making morphs out of the Bgeo files.
If not then use TSRW to export the meshes, it will give you all the meshes you need.
I dont like Jasumi's mesh so i didn't add it, neither was i happy when he uploaded my feet(he should have asked me)
The errors are most likly the high polygon mesh with uvcoordinates messed up(scr 2 and 3)
Each shoe, top, bottom or fullbodyoutfit has atleast 12 meshes, 15 if it has a pregnant state.
normal, fit, fat, thin and pregnant for each detail lod.
If you use CTU you can only extract the normal mesh and need to extract the morphs(fit/fat/thin and pregnant) manually.
So, if you start something from scratch you need all those 5 meshes to create a custom package.
Only the basemesh is used in the game while the 4 others are used to create a Bgeo file, for morphing when using the sliders.
I believe Cmar's toolkit can reverse the process of making morphs out of the Bgeo files.
If not then use TSRW to export the meshes, it will give you all the meshes you need.
I dont like Jasumi's mesh so i didn't add it, neither was i happy when he uploaded my feet(he should have asked me)
The errors are most likly the high polygon mesh with uvcoordinates messed up(scr 2 and 3)
#14
17th Aug 2012 at 12:32 PM
Posts: 4,419
Thanks: 2482 in 21 Posts
If you like i will create a proper shoe file that you can use.
#15
17th Aug 2012 at 1:11 PM
Posts: 39
Do you mean a file, where I can simply import my new mesh to? That would be fantastic and I would be very grateful.
At the moment I' m trying to do a low poly version from scratch to learn how everything really works, although I would like to use the higher poly version, because I've made the joints so well that it animates very realisticly and without animation glitches.
At the moment I' m trying to do a low poly version from scratch to learn how everything really works, although I would like to use the higher poly version, because I've made the joints so well that it animates very realisticly and without animation glitches.
#16
17th Aug 2012 at 4:08 PM
Posts: 39
Maybe you can do somethng about the BGEOMS. Here is a provisional GEOM file (lod1) with the new feet and soles created from the original EA flip flops. I see that Jasumis uv-map is a real mess, because of too many polygons (shadow glitches in cas etc.), so I will have to create everything from scratch.
But with extremly fat sims there still is this glitch with the second left toe. But I think that after resolving the BGEOM issue, it should go away. The bare feet themselves (without any shoes) have no issues, because I've tested it, so they are ok as far as I know.
But with extremly fat sims there still is this glitch with the second left toe. But I think that after resolving the BGEOM issue, it should go away. The bare feet themselves (without any shoes) have no issues, because I've tested it, so they are ok as far as I know.
Attached files:
new feet with shoe sole.zip (124.4 KB, 127 downloads) - View custom content | ||
127176 08-17-12 16:51 new feet with shoe sole.simgeom -------- ------- 127176 1 file |
#17
17th Aug 2012 at 4:34 PM
Are you remembering to renumber the verts on your newly combined meshes? Are you using Cmars moprh toolkit to make and package the morphs? I can't see why what you are trying to do is being so difficult. You must be forgetting somethings. Also Jasumi's UV map isn't a real mess, he just simply created one shoe then mirrored the mesh to make the other. The shadows in CAS can be ignored as they don't look like that in the real game.
#18
17th Aug 2012 at 5:35 PM
Posts: 4,419
Thanks: 2482 in 21 Posts
Jasumi's uvmap is a mess, no doubt.....
He took a extremly high polygon model from the net with few errors in it,some parts cover(and extend) the whole uvmap.
I will remesh the feet and flipflops if you like(already am halfway)
Then you only have to clone the shoefile and scale the meshes.
If you use CTU or S3OC to clone you need Cmar's toolkit to recreate the Bgeo files.(and renumber the vertID's in Milkshape like omega mentioned)
TSRW will do this automaticly on import.
You best follow few of the tutorials before continuing
He took a extremly high polygon model from the net with few errors in it,some parts cover(and extend) the whole uvmap.
I will remesh the feet and flipflops if you like(already am halfway)
Then you only have to clone the shoefile and scale the meshes.
If you use CTU or S3OC to clone you need Cmar's toolkit to recreate the Bgeo files.(and renumber the vertID's in Milkshape like omega mentioned)
TSRW will do this automaticly on import.
You best follow few of the tutorials before continuing
#19
17th Aug 2012 at 8:17 PM
Posts: 39
Documentation about what I've done so far (I work with CTU):
1. Imported original EA Flip Flop Lod1 Mesh into Milkshape.
2. Removed EA feet and completed the shoe soles by adding aditional faces (its only for testing).
3. Clicked "Smooth all" to make the black parts grey.
4. Imported the feet mesh group.
5. Hidden the feet mesh group.
6. Selected the sole belonging to the right foot (left sole from frontal 3d view) and assigned to the right toe.
7. Selected the sole belonging to the left foot (right sole from frontal 3d view) and assigned to the left toe.
8. Let the feet mesh group reappear.
9. Selected and regrouped the two mesh groups (soles and feet).
10. UV-Mapping was left out this time. (assigning template to mesh, moving, scaling etc.)
11. Used VertexID Autonumber Tool inside Milkshape, typed in number 40000 and clicked "AutoNum".
12. Exported the simgeom.
Then I opened the Mesh Toolkit and didn't know what to do exactly:
Now my question is: Which Function to use in Mesh Toolkit and what files (original EA flip flop, blooms feet or my simgeom?) to fill in? There was no tutorial, which could answer my question or did I overlook something?
Somehow I need the BGEOMs and the remaining tasks should be easy (creating package in CTU und importing the BGEOMS in s3pe) as done many times.
If you can learn me this, it would be like the farmer who learns to feed himself :-)
1. Imported original EA Flip Flop Lod1 Mesh into Milkshape.
2. Removed EA feet and completed the shoe soles by adding aditional faces (its only for testing).
3. Clicked "Smooth all" to make the black parts grey.
4. Imported the feet mesh group.
5. Hidden the feet mesh group.
6. Selected the sole belonging to the right foot (left sole from frontal 3d view) and assigned to the right toe.
7. Selected the sole belonging to the left foot (right sole from frontal 3d view) and assigned to the left toe.
8. Let the feet mesh group reappear.
9. Selected and regrouped the two mesh groups (soles and feet).
10. UV-Mapping was left out this time. (assigning template to mesh, moving, scaling etc.)
11. Used VertexID Autonumber Tool inside Milkshape, typed in number 40000 and clicked "AutoNum".
12. Exported the simgeom.
Then I opened the Mesh Toolkit and didn't know what to do exactly:
Now my question is: Which Function to use in Mesh Toolkit and what files (original EA flip flop, blooms feet or my simgeom?) to fill in? There was no tutorial, which could answer my question or did I overlook something?
Somehow I need the BGEOMs and the remaining tasks should be easy (creating package in CTU und importing the BGEOMS in s3pe) as done many times.
If you can learn me this, it would be like the farmer who learns to feed himself :-)
#20
17th Aug 2012 at 8:36 PM
Posts: 4,419
Thanks: 2482 in 21 Posts
its alot easier when you clone with S3OC and edit with CTU, all files will be there then.(import the GEOMS with s3PE)
You best create the basemesh till you are absolutly satisfied(mesh/textures/animation etc)
When done you can create the morphs either with Milkshape or Toolkit(i think)
You still have to import the morphs back in Milkshape to fix the normals on the seams, correct me if im wrong.
After exporting the morphs you can use toolkit to create the Bgeo files.
You best create the basemesh till you are absolutly satisfied(mesh/textures/animation etc)
When done you can create the morphs either with Milkshape or Toolkit(i think)
You still have to import the morphs back in Milkshape to fix the normals on the seams, correct me if im wrong.
After exporting the morphs you can use toolkit to create the Bgeo files.
#21
18th Aug 2012 at 9:55 AM
Posts: 39
Now I've made the morphs in milkshape manually (mesh is temporary, but lets assume its finished to find out at first, if it will work at all).
My steps:
1. Imported original EA flip flop lod 1 mesh (had to import it, otherwiese 2. couldn't have been imported)
2. Imported original EA flip flops lod1 fat mesh
3. Imported my new flip flop
4. Adjusted the ankle of my new flip flop with help of the EA fat mesh as reference
5. Deleted original EA Mesh
6. Regrouped EA fat mesh and my new shoe mesh
7. Renumbered the new group with the starting ID 40000
8. Hit the "Weld together" button (it was important to do this in getting an identical vertex number for every mesh/morph.
9. Exported as geom
10. Did 1.-9. for the fat, special, thin and fit mesh
Now, when I try to import my base mesh and the the fat mesh, there is an error saying: "Vertex tag number doesnt match base" I've tried everything, but everytime there are some errors of different kind. Can someone look into the files to see whats wrong?
My steps:
1. Imported original EA flip flop lod 1 mesh (had to import it, otherwiese 2. couldn't have been imported)
2. Imported original EA flip flops lod1 fat mesh
3. Imported my new flip flop
4. Adjusted the ankle of my new flip flop with help of the EA fat mesh as reference
5. Deleted original EA Mesh
6. Regrouped EA fat mesh and my new shoe mesh
7. Renumbered the new group with the starting ID 40000
8. Hit the "Weld together" button (it was important to do this in getting an identical vertex number for every mesh/morph.
9. Exported as geom
10. Did 1.-9. for the fat, special, thin and fit mesh
Now, when I try to import my base mesh and the the fat mesh, there is an error saying: "Vertex tag number doesnt match base" I've tried everything, but everytime there are some errors of different kind. Can someone look into the files to see whats wrong?
Attached files:
my new shoes.zip (61.6 KB, 85 downloads) - View custom content | ||
107508 08-18-12 10:47 my new shoes.simgeom -------- ------- 107508 1 file |
||
fat morph.zip (10.7 KB, 45 downloads) - View custom content | ||
52136 08-18-12 10:43 fat morph.simgeom -------- ------- 52136 1 file |
#22
18th Aug 2012 at 10:14 AM
Posts: 4,419
Thanks: 2482 in 21 Posts
Never ever use weld together unless your absolutly sure wat you are doing.
welding will mess up the vertID numbering and it can ruine your uvmap..
I finished my version of the flipflops, just have to package them.
I find TSRW much easier and quicker to use.
CTU:
-You create a base mesh(feet + flipflop)
-When done you duplicate that mesh and adjust the ankle for the fat calve on that duplicate(it will be your fatmorph)
-Repeat the same steps for the thin, fit and pregnant.
-Make sure each mesh has the correct comments(morphs have diffrent comments)
-Number the mesh and morphs with WEs his numbering tool
-export each mesh as a seperate file
-import the basemesh in your package
Repeat this for the medium and low lods
-create Bgeo files with the fat/thin, fit and pregnant morphs from all 3 lods
-import that Bgeo file in the package
welding will mess up the vertID numbering and it can ruine your uvmap..
I finished my version of the flipflops, just have to package them.
I find TSRW much easier and quicker to use.
CTU:
-You create a base mesh(feet + flipflop)
-When done you duplicate that mesh and adjust the ankle for the fat calve on that duplicate(it will be your fatmorph)
-Repeat the same steps for the thin, fit and pregnant.
-Make sure each mesh has the correct comments(morphs have diffrent comments)
-Number the mesh and morphs with WEs his numbering tool
-export each mesh as a seperate file
-import the basemesh in your package
Repeat this for the medium and low lods
-create Bgeo files with the fat/thin, fit and pregnant morphs from all 3 lods
-import that Bgeo file in the package
#23
18th Aug 2012 at 1:54 PM
Posts: 39
Concerning TSR Workshop: I dont like the WSO file format :-) In CTU you can extract the meshes directly.
I've done everything with the fat morph as example what you've suggeted me to do, to see if it works, but it's even worse now. At least there were no more error prompts during the whole process. It's frustrating not to know whats going wrong.
I've done everything with the fat morph as example what you've suggeted me to do, to see if it works, but it's even worse now. At least there were no more error prompts during the whole process. It's frustrating not to know whats going wrong.
Attached files:
test fat morph.zip (79.6 KB, 35 downloads) - View custom content | ||||||||||
92897 08-18-12 14:34 test fat morph.package -------- ------- 92897 1 file |
#24
18th Aug 2012 at 3:55 PM
Posts: 39
Sorry to bother once again, but here is the exact documentation of my work process (new trial)
1. Exported the lod1 GEOM from my modded foot mesh with s3pe.
2. Imported this mesh in Milkshape.
3. Created simple shoes from primitive boxes and regrouped everything. This is the base mesh.
4. Renumbered (starting vertex id 40000), hit the "clean" menu button and exported this base mesh as GEOM.
5. Extracted the original lod1, lod2, lod3 flip flops mesh from Fullbuild0 with s3pe.
6. Extracted the 4 lod1 (fit, fat, thin, special) original morphs from Fullbuild0 with s3pe.
7. Opened Milkshape and imported the GEOMS:
9. After finishing vertex adjustments I replaced the "long Comment button contents" of III with those from II (copy&paste).
The new (short) comment looked like this:
9. Deleted (I) and (II).
10. Selected the whole fat morph group (III) and used VertexID AutoNumb with the starting vertexID 40000.
11. Exported the file as GEOM and given the name "fat morph".
12. Opened MorphMaker.
13. Given the project name "test" and created an instance number.
14. Hit the "YA female" button and selected the fat morph.simgeom (from step 11.) under the "young adult female (yf) LOD1 title".
15. Hit the "Clothes/Hair" button (under Make morphs title).
16. Let the field "Correct for high-poly meshes Limit: 15000" checked.
17. Clicked on the button "Create BGEO" and saved it under the recommended name.
18. Opened CTU 19. Choose the flip flops under the menu "Find a CAS part" (Adult, Female, Shoes).
20. Filled in the LODs under the "Meshes" Menu: The base mesh (step 4.) as lod1 and the original EA meshes as lod2 and 3. --> Hit "COmmit"
21. Saved as fattest.package. Closed CTU.
22. Then in MorphMaker clicked on the "Add morphs to package" button.
23. Choose the fattest.package.
24. In the new menu, which popped up und der "Fat"-Title I clicked "Import BGEO and choose the BGEO from step 17. (the ther field were left empty).
25. Saved as new package under the name ultimatetest.package. The package contains now the new BGEO.
26. Tested it in game to see the new "fat morph".
27. Result: FAIL! Why? It even doesn't show my qaudratic flip flop version, but instead this glitchy one from my last post!
1. Exported the lod1 GEOM from my modded foot mesh with s3pe.
2. Imported this mesh in Milkshape.
3. Created simple shoes from primitive boxes and regrouped everything. This is the base mesh.
4. Renumbered (starting vertex id 40000), hit the "clean" menu button and exported this base mesh as GEOM.
5. Extracted the original lod1, lod2, lod3 flip flops mesh from Fullbuild0 with s3pe.
6. Extracted the 4 lod1 (fit, fat, thin, special) original morphs from Fullbuild0 with s3pe.
7. Opened Milkshape and imported the GEOMS:
- original lod1 EA flip flop mesh (I) (This will be deleted)
- original lod1 EA flip flop fat morph/mesh (II) (This will be deleted)
- my lod1 base mesh (that was exported in 4.) (III) (This will become the fat morph)
9. After finishing vertex adjustments I replaced the "long Comment button contents" of III with those from II (copy&paste).
The new (short) comment looked like this:
FVFItems: 3
TableType: 0
References: 1
TGIRef00: 00000000 00000000 00000000 00000000
9. Deleted (I) and (II).
10. Selected the whole fat morph group (III) and used VertexID AutoNumb with the starting vertexID 40000.
11. Exported the file as GEOM and given the name "fat morph".
12. Opened MorphMaker.
13. Given the project name "test" and created an instance number.
14. Hit the "YA female" button and selected the fat morph.simgeom (from step 11.) under the "young adult female (yf) LOD1 title".
15. Hit the "Clothes/Hair" button (under Make morphs title).
16. Let the field "Correct for high-poly meshes Limit: 15000" checked.
17. Clicked on the button "Create BGEO" and saved it under the recommended name.
18. Opened CTU 19. Choose the flip flops under the menu "Find a CAS part" (Adult, Female, Shoes).
20. Filled in the LODs under the "Meshes" Menu: The base mesh (step 4.) as lod1 and the original EA meshes as lod2 and 3. --> Hit "COmmit"
21. Saved as fattest.package. Closed CTU.
22. Then in MorphMaker clicked on the "Add morphs to package" button.
23. Choose the fattest.package.
24. In the new menu, which popped up und der "Fat"-Title I clicked "Import BGEO and choose the BGEO from step 17. (the ther field were left empty).
25. Saved as new package under the name ultimatetest.package. The package contains now the new BGEO.
26. Tested it in game to see the new "fat morph".
27. Result: FAIL! Why? It even doesn't show my qaudratic flip flop version, but instead this glitchy one from my last post!
Attached files:
ultimatetest.zip (79.6 KB, 46 downloads) - View custom content | ||||||||||
92773 08-18-12 16:16 ultimatetest.package -------- ------- 92773 1 file |
#25
19th Aug 2012 at 10:22 AM
Last edited by BloomsBase : 19th Aug 2012 at 10:05 PM.
Posts: 4,419
Thanks: 2482 in 21 Posts
The renumbering is done with all 5 meshes in Milkshape, other then that i cant see any mistakes.
But keep in mind i dont use these tools but TSRW instead.
Here are the flipflops and feet i made as Ms3d file(WSO format), both meshed from scratch.(used the male as reference)
The sims3pack is on my site.
I used a 4 color outfit with 2 meshgroups for the shoes(flipflops and feet seperated)
That way i didn't need to regroup all and create morphs for the flipflops(TSRW will autocopy the base flipflops for all morphs)
Feel free to clone and scale the feet(keep in mind that when you scale the feet the nailaccesoire will no longer fit!)
But keep in mind i dont use these tools but TSRW instead.
Here are the flipflops and feet i made as Ms3d file(WSO format), both meshed from scratch.(used the male as reference)
The sims3pack is on my site.
I used a 4 color outfit with 2 meshgroups for the shoes(flipflops and feet seperated)
That way i didn't need to regroup all and create morphs for the flipflops(TSRW will autocopy the base flipflops for all morphs)
Feel free to clone and scale the feet(keep in mind that when you scale the feet the nailaccesoire will no longer fit!)
Attached files:
flipflopwithsexyfeet.7z (111.1 KB, 267 downloads) - View custom content | ||
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