default/replacement face templates

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Liz:
Quote from: Argon on 2007 October 26, 01:00:31

Quote from: Liz on 2007 October 22, 18:27:51

I also have Argon's fix to allow the "elf" template among the townie population but opted not to have the "alien" face breeding among the general populace without abductions. ;o)


Actually that one was by terrakosmos. As far as tweaking between ages is concerned, wouldn't that only be useful for Sims made in CAS/townies? As far as I know, the children inherit the facial data of the parents, if you have the archetype different between ages it won't make any difference. Does anyone know if that is right or not? :-\


Thanks for the correction, Argon, and apologies to terrakosmos - duly noted! :)

As far as the "between ages" tweaking goes, I've been working under the assumption that, yes, the actual elder template face will really just be an issue for CAS/townies, but on several of the models, that little difference actually does matter to me enough to make the effort. For instance, my 02base Elder Female... I don't know why, but it didn't seem to matter what I did with the adult female's chin/jaw, when I switched to Elder, that chin/jaw would insist on shrinking away to nothing. Really, the adult/elder tweaks I'm doing aren't so much about what might happen in-game as they're about tweaking how CAS/townies might pop up looking. And as Amber mentioned, given the possibility of template-related blending in game-born sims (unless using "faceBlendLimits off" in userStartup.cheat), I figured it was worth the little extra effort in a few cases to discourage their excessive withering/drooping later in life.

Liz:
Okay. Phew. Other than some in-game breed-testing, I might actually be finished with my main replacement templates ~ huzzah and premature celebration!!

I'm about to go in and give Papa PolTech & Daddy Plantsim a shot, but one thing I'm wondering... does the alien eye not come up in CAS's debug mode? I've checked but haven't seen it as an option. Likewise, I have the alien, vamp-e-quin, and zombie skintones showing in debug but don't see the plantsim skin. Offhand I'm thinking that since the SporeBaby is by definition coming from a Plantsim parent, the game will know to give the baby the right epidermis and obligatory leaf hair, but shouldn't I be able to rustle those up in DB-mode CAS somewhere? Or are the Group ID numbers given to these defaults somehow informing which skin/hair/eye to use? I'm going to go muck about and see if I can figure it out for myself, but if you guys have any advice, I'd appreciate it.

Doc - I know all too well what you mean about family just not "getting" it. My husband at least understands that there's something he's failing to grasp, but he knows to let me be when I get obsessive over some new technical/creative challenge. And even when he doesn't see the point, he at least gets that I'm pushing myself to learn/accomplish something new and can be pleased for me. My parents, though... not so much  ::)

Faizah:
For the alien eye the Sim must be already using the alien skin tone. The alien eye is in with the other eyes then, because the alien eye is actually more an absence of eye - the black eyes are painted on the skintone. I think it's a dark brown, the CAS eye 'thumbnail' I mean. It looks similar to the other Maxis eye thumbnails, which confused me at first.

Gwill:
Squinge had a hack to stop CAS animations, but I'm not sure it's as powerful as it should be.

Ambular:
Quote from: Gwill on 2007 October 27, 10:33:28

Squinge had a hack to stop CAS animations, but I'm not sure it's as powerful as it should be.


I think the Squinge hack just prevents the little routines they go through when you change their personality traits, and possibly the yawn-and-stretch bit when they've idled awhile.  It doesn't seem to stop their expressions from changing or the teenager slump, etc.

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