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- Zecutine's Stack 'Em High Display flips and mirrors textures--can this be changed?
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- Zecutine's Stack 'Em High Display flips and mirrors textures--can this be changed?
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Except not, because I discovered that the display is a little lazy about textures. There are four shirts in the display, shown in eleven stacks of two. The flipping effects occurs from one side of the display to the other. Images shown correctly on one side are flipped horizontally on the other side. The mirror effect occurs within a stack. Any portion of the image that's visible on the bottom shirt is the mirror of the image on the top shirt, as though a flipped shirt has been folded and placed upside down under the top shirt.
The front of the display:
The back of the display:
The texture from the package file:
I've played with the mesh and the UV maps, but I don't know enough about how things work to know what needs changing, or if it's possible. I'd appreciate any pointers in the right direction. And if anyone can explain why it can't be done, I'd appreciate that, too. I don't mind banging my head against a wall, but only if there's a chance the wall will break at some point.
Thanks!
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Whether you'd want a standalone mesh or a default replacement would probably depend on if you have mods or other replacements that uses this mesh.
Had a go at playing around with the mesh to see what would be easiest or what would look best, and depending on program used, if you have Milkshape, definitely get Cat's UV flip tool. Mark the cloth pile you want to fix (if there's two identical ones that need fixing, you can mark both at the same time), open the UV screen, deselect the loose edge parts, and flip the rest using Cat's flip tool from the Vertex menu (horizontal or vertical depending on what works best). You shouldn't have to do other edits in the UV screen than the flips.
Use your texture on the mesh as a guide, so you see where it needs fixing (the writing/designs makes it easier). There's one with the rainbow stripes that also needs flipping - you can see it on the shadow in the neck area.
I tried to flip a few meshes just to see, but they have a slight rotation (and it's always extra work to flip meshes in Milkshape if you don't want even more work aligning/fixing normals after - Cat's mesh flip can sometimes be of help since it doesn't corrupt the normals, but it depends on the mesh)
https://modthesims.info/download.php?t=405374 <-- cat's flip tool
https://modthesims.info/d/405899/mi...esh-mirror.html - mesh mirror
My stories: Anna's diary - Memories are forever - Little Fire Burning
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I hadn't noticed the shadow. I also hadn't noticed until just now that the flipping on the fourth shirt is on the opposite side of the table from the rest.
I don't have any mods or replacements for the display. I looked to see if someone else had fixed it already, but Google thinks I'm looking for Sims 2 execution stacking. A default replacement makes sense for me. If I can get this working and looking good (big if), I might submit it for upload, in case someone else can use it, but they might prefer a standalone.
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Could of course upload a fixed mesh, but since you were already trying to figure it out, I thought you might want to try on your own. Can be nice to learn a couple new things you can use for other projects later
My stories: Anna's diary - Memories are forever - Little Fire Burning
Posts: 74
Thanks: 141 in 10 Posts
Posts: 74
Thanks: 141 in 10 Posts
Posts: 12,844
Thanks: 3 in 1 Posts
If it's the mirror effect on the bottom shirts you're thinking about, that would most likely need a bit more work. Probably the best you can do is to flip the UVs of the underside so they mirror like shirts lying on top of each other and not like a mirror effect.
My stories: Anna's diary - Memories are forever - Little Fire Burning
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That part of the sweater is technically separated, so it should be simple enough to mark. There's a "trick" in Milkshape to how you know when you've marked this particular area properly - you should be able to move it away from the rest of the mesh without anything following (but Ctrl+Z to get it back in place!). If you can, you've got the right area. I had an illustration somewhere, but not sure where it went (if you need one I'll go looking).
My stories: Anna's diary - Memories are forever - Little Fire Burning
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I understand now why I've only ever seen recolors of the stand itself.
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Fair bit of warning that it is quite fiddly and if you're not used to messing about with the UV tools in Milkshape it's probably going to be a bit frustrating.
Added a picture to compare - The pink shirt shows the first edit, where you can see there's a lot of texture "bleed" at the bottom. The original UVs are mapped kind of in a half cylinder, so flipping the map flips the map in on itself. There's a "cutoff" that doesn't make this too visible on the mirrored map, but it's very visible with the flip.
The shirt to the left is with the new UV edit where I marked the tiny pieces on the identical shirts, let Milkshape stretch out the UVs (remap, mine was set to "front"), overlayed them, shrunk down so they fit over the original area, and flipped the ones that needed this with Cat's UVflip.
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There's been a lot of questionable UVmapping ingame, that's for sure... I mean, some of it looks fine as-is, but if you want to put anything but simple colors on it, good luck
My stories: Anna's diary - Memories are forever - Little Fire Burning
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For some items you need the CEP installed to have the clone enabled for recoloring.
If you want to add a subset or have one subset and want to add a second recolorable subset (you can only have two recolorable ones, but you can have more non-recolorable ones), here's a tutorial:
https://modthesims.info/showthread.php?t=103379
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By the way, tested the striped shirts that come with the table, and they look better with the original mapping. Making a separate mesh for custom recolors with the table part repo'd to the H&M table (and the shirts as separately recolorable) is perhaps the way to go. That way you can keep any recolors you have for the old table, the new one gets all the table wood recolors from the old one, but the shirts can be recolored however you want them.
Here's a couple tutorials on how to do that:
https://modthesims.info/showthread.php?t=229452
https://hugelunatic.com/repository-technique/
My stories: Anna's diary - Memories are forever - Little Fire Burning
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1. SimPE: Clone the display, with new model name. Do the cat description thing. Commit. Do the price change thing. Commit. Save. Export the mesh for the clothes, ignoring the table.
2. Milkshape: Do the flipping things, export the mesh.
3. SimPE: Import the mesh, replace, commit, fix integrity, click ok in scenegraph. Save. Use the hash generator to get a GUID for the primary OBJD, increment it by one for the second OBJD and by two for the third OBJD. Commit, save. Texture is already there, for both subsets.
4. Copy the package to the Downloads subfolder I made for my packages. Start the game. Load lot, place new display, choose design tool, click on new display, get "this object is not designable" message.
(I have this vague recollection of doing meshy stuff before the "get GUID" went down, but I have no record of any GUIDs I might have used.)
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If you give a new internal name directly after cloning, that's the same as "fix integrity", so you don't have to do that step again unless you're adding a MMAT or something else that needs this step (in which case you should not change the name, just click "ok"). You don't have to do it after changing the mesh or editing textures.
3) Primary OBJD is the one without a number , make sure that's the one you tick "Update all MMATs" for and then do "update". Don't do that step for the two others. The MMATs need to have the same GUID (objectGUID value) as the primary OBJD to work.
My stories: Anna's diary - Memories are forever - Little Fire Burning
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Thanks also for the pic of your remap. I'm not unhappy with the current version, but I can definitely see the difference if I've got both tables side-by-side. I'll probably go on playing with it.
I could remesh it with 22 identical shirts stacked by a Sim with neat and serious cranked up all the way, but that probably wouldn't actually look that good in the game.
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The original shirts were a bit of a mess, with mirroring going on all over the place...
My stories: Anna's diary - Memories are forever - Little Fire Burning
Posts: 74
Thanks: 141 in 10 Posts
Sometimes I make things harder than they have to be. I actually did regroup all the shirts separately before running for help. I learned a lot doing that, just not how to fix the initial problem.
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Front of display/back of mesh:
Back of display/front of mesh:
Look!!! No weird flips or reflections!
Thank you for your help.
Of course, now I have to do recolors.
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My stories: Anna's diary - Memories are forever - Little Fire Burning
Posts: 74
Thanks: 141 in 10 Posts
Inside the (actually unfinished) shop:
On the lawn of the same unfinished shop:
The shirts came from 2fingerswhiskey. I've matched the colors and designs for this set as best I can. So much content, so few pixels!
Thanks again for your help, simmer22.
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