TSR has already a Workshop for CC...

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J. M. Pescado:
Heh. Big if, really. But I concur with the Grey Fatness. Tools are not good or evil, they are just tools. I actually prefer enemy tools. There's just something deliciously ironic about smiting your enemies with their own toys.

timelycorruption:
Quote from: daisywenham on 2009 May 28, 12:21:25

Quote from: timelycorruption on 2009 May 28, 11:51:44

Quote from: daisywenham on 2009 May 28, 09:10:18

Wow, I think I lost a few brain cells from reading part of the thread about the workshop.  Cyclonesue asking if she could put her own textures on objects?  Hello what rock have you been under for the last year?  Tabbylou and some others going gawsh I'm sooo glad to know we'll actually be able to make CC for TS3.  Awfully misinformed bunch for being in bed with EA as so many people like to think.


But PsychoSue MUST HAVE RUST!
She NEEDS rust, man.



Hehe, I don't mind that she likes that look.  One of my TS2 sims has a nifty little converted factory loft apartment slash robot shop thanks largely to her stuff.  I was just amazed at the level of "durrr" coming from FAs/SAs there.  EA has been trumpeting the ability to import your own textures forever.  I wasn't nearly as surprised by Tabbylou's idiocy though since her idea of a kid's bedroom set is one where you've apparently glued Sesame Street wallpaper to the surface of every piece of furniture in the house and stuck it all in the kid's room.  :P


Tabbylou makes me laugh. I asked for game installation related help once and she basically stood there, wringing her hands until I wound up fixing the problem for myself.

Scotty:
Why does reading the T$R forums give me such a huge headache? :::whimpers:::

anonymouscoward:
If TSR gets the texturing correct than that may be significantly more than an object viewer/importer/exporter as the game seems to be doing something quite new with the patterned textures which makes one wonder how they are doing it in the first place. Do they (EA) just apply filters to change RGB values at runtime? Are they even using UV mapping? Is it some kind of vector graphics trick? My head spins trying to imagine the mechanics of it....and what a hassle it would be to create, say, clothing with regions somehow properly "defined" to accept in game retexturing. Whatever else the problems are, this particular feature strikes me as possibly a first in gaming technology. I know of no 3D graphics format which has such definition capability built in, off hand. I don't think it could be reverse engineered without tech specs.

GelatinousSubstance:
An object can't be coloured without some kind of UV map (material) applied to it - 3D rendering 101.

I would assume that each "Region" has a name and material assigned, ie: head, body, material, surface, etc...
With each material name, a basic UV map is applied. So, yeah, depending on the number of regions and names of those regions per model, one could at least give the basic colouration to the model.

Take one of the shirts for the female for example - the one that looks like a strap-shirt with a long sleeve shirt underneath. that shirt has two regions, and those two regions must have a material name assigned to them. One could theoretically create their own object with those two regions named identically (but arranged differently), and possibly have the same effect within the game even though the regions aren't placed identically.

It's really just a matter of knowing the naming scheme of the objects and knowing how to get them into the game.

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