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- SOLVED: Game isn't fully extracting info from CASP
Replies: 4 (Who?), Viewed: 281 times.
#1
27th Mar 2021 at 6:36 PM
Posts: 3,860
Thanks: 8547 in 67 Posts
SOLVED: Game isn't fully extracting info from CASP
Heya!This is a pretty advanced question, so I'm not too sure if anyone would be around to help... but it's worth a try
Currently, I have a bunch of (Correct keys btw, I triple-checked this) CASP resource, resource keys that I parse into SimOutfit, like so:
Code:
Now I noticed that the game will basically make this 'empty thing' of a CASpart. It knows the mesh and the RIG, but stuff that is defined in the CASP like which category you can find it, which age, species and gender it's meant for is just not there. Which I do actually need in order to make proper thumbnails for said CASparts.mPatternInfoInit.mSimOutfit = new SimOutfit(mPatternInfoInit.resKeyPattern)
Do I need to manually set these again? Or am I missing something?
also noticed that these SimOutfits also don't have 'parts' in them (even the CASparts I got from EA that the originals do have parts of...) I know Cmar has done this approach as well, where creating SimOutfits was done by just the reskey and in her code I'm seeing that the CASparts inside the SimOutfits do actually return data... so I'm super confused
Thanks in advance!
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#2
27th Mar 2021 at 10:41 PM
Posts: 768
Thanks: 8158 in 12 Posts
new SimOutfit expects a reskey that refers to a SIMO resource, not a CASP resource I believe?
Have you tried generating a new CASPart object from a reskey and then make a thumbnail of that?
Have you tried generating a new CASPart object from a reskey and then make a thumbnail of that?
#3
28th Mar 2021 at 11:57 AM
Posts: 3,860
Thanks: 8547 in 67 Posts
Quote: Originally posted by Consort
new SimOutfit expects a reskey that refers to a SIMO resource, not a CASP resource I believe? Have you tried generating a new CASPart object from a reskey and then make a thumbnail of that? |
I think I tried the CASpart stuff before but that was before I understood what I was doing :p So let me try that approach, since I think the way it's doing it right now is that it can find the RIG and Model resources (as expected, because like you said, that's basically what a SimOUtfit resource does and has) and CASpart must pretty much be the whole thing.
I'll reply another time to let you know if that did the trick!
#4
28th Mar 2021 at 2:10 PM
Posts: 3,860
Thanks: 8547 in 67 Posts
Allright, i changed the code to create the thumbnails from the CASpart class (And also from the CASP resource key ) but it's still returning null when I print the age, gender and species as well as bodytype.
I'm honestly not sure why, since I'd assume the engine should have the ability to pick all this up and turn it into useful information. But i'll check around i the source code a bit more, see if I can see how EA adds casparts to the game (or even the Clothing Thumbnails for that matter)
Thanks again Consort!
I'm honestly not sure why, since I'd assume the engine should have the ability to pick all this up and turn it into useful information. But i'll check around i the source code a bit more, see if I can see how EA adds casparts to the game (or even the Clothing Thumbnails for that matter)
Thanks again Consort!
#5
28th Mar 2021 at 3:31 PM
Last edited by Lyralei : 28th Mar 2021 at 4:16 PM.
Posts: 3,860
Thanks: 8547 in 67 Posts
Okay so, I really pulled a dumb error here :p
So I got this debug option for the sewing table that grants me every pattern a sim can collect. Problem however is, is that, once made and then saved, the patterns will hold old information despite changing the 'extraction' code (or setup code for the patterns rather).
I ended up using Nraas' remove inventory and re-made the patterns and that didn't throw me any null errors... but changing it to CASPart did help. I am however encountering a new issue which is, that the game doesn't seem to be able to grab the age. Which, while printing it, does actually print the age!
Nevermind! Got it fixed! For in-game, never use the one that has you choose Live update (and if you do, set this to false!) else, the game will use the CAS version of the thumnbnail setup and since we're in game and not in CAS, that's a problem :p
So I got this debug option for the sewing table that grants me every pattern a sim can collect. Problem however is, is that, once made and then saved, the patterns will hold old information despite changing the 'extraction' code (or setup code for the patterns rather).
I ended up using Nraas' remove inventory and re-made the patterns and that didn't throw me any null errors... but changing it to CASPart did help. I am however encountering a new issue which is, that the game doesn't seem to be able to grab the age. Which, while printing it, does actually print the age!
Code:
Nraas error:print(item.mPatternInfo.mSimOutfit.Age.ToString()); ThumbnailKey thumb = new ThumbnailKey(item.mPatternInfo.resKeyPattern, 0, (uint)item.mPatternInfo.mSimOutfit.BodyType, (uint)item.mPatternInfo.mSimOutfit.Age, true, ThumbnailSize.ExtraLarge); UIImage mThumbnail = Sims3.UI.UIManager.GetThumbnailImage(thumb);
Code:
EDIT:(In OnPrepareObject) System.NullReferenceException: A null value was found where an object instance was required. #0: 0x00003 callvirt in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.CASLogic:GetAge () () #1: 0x00018 callvirt in Sims3.Gameplay.Core.Sims3.Gameplay.Core.ThumbnailHelper:SetupForCASThumbnailUsingCASSimbuilder (Sims3.SimIFace.ResourceKey,int,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.ThumbnailSize) ([vt:648C822C] [0] [2] [3] ) #2: 0x0018d call in NRaas.OverwatchSpace.Helpers.NRaas.OverwatchSpace.Helpers.ThumbnailHelperEx:OnPrepareObject (Sims3.SimIFace.ObjectGuid,Sims3.SimIFace.ObjectGuid,int,uint,uint,Sims3.SimIFace.ThumbnailSize,uint,uint) ([vt:648C81A4] [vt:648C81AC] [0] [2] [1] [3] [1] [0] ) #3: 0x00000 in Sims3.SimIFace.Sims3.SimIFace.PrepareThumbnailObject:Invoke (Sims3.SimIFace.ObjectGuid,Sims3.SimIFace.ObjectGuid,int,uint,uint,Sims3.SimIFace.ThumbnailSize,uint,uint) (44DBADE8 [vt:648C806C] [vt:648C8074] [0] [2] [1] [3] [1] [0] ) #4: 0x00033 callvirt in ScriptCore.ThumbnailManager+PrepareTask:Simulate () ()
Nevermind! Got it fixed! For in-game, never use the one that has you choose Live update (and if you do, set this to false!) else, the game will use the CAS version of the thumnbnail setup and since we're in game and not in CAS, that's a problem :p
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