Questions about linked genetics

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eevilcat:
I have thought about patching up my skintones for alien eyes but am loathe to do this as it will impact on the quality of the final skin in game. Texture compression is lossy so exporting the texture from SimPE, editing then reimporting/recompressing using the DXT utility will have a noticeable impact on appearance. You'd really have to get the original texture files from the creator and modify/import those.

Gwill:
Quote from: eevilcat on 2007 August 20, 06:56:51

You'd really have to get the original texture files from the creator and modify/import those.

Or you could just edit the material definition in the original maxis alien eyes to use a different texture.  Much simpler, and no loss of quality anywhere.

All those bugs are easily fixed.  I want to know about linking genetics.

eevilcat:
What I said still holds true if you are going to fix the problem by editing the skintone files. Now that I've woken up properly I see where you're coming from. It does appear that there might be a dud link somewhere, at least for teenaged aliens as there is in effect no eye texture being displayed hence it defaulting to what is on the skintone file. That doesn't explain why an adult with alien eyes but a non-alien skintone doesn't display the alien eyes correctly. I've looked at my spreadsheet and I've got another sim with alien eyes but displaying no texture, so they will do as guinea pigs. I will have a poke around when I get back from work. I suspect there is probably a missing or incorrect link to the alien eye texture/material somewhere. I'm intrigued.

eevilcat:
I am happy to report success, here is Jax sporting his fixed alien eyes. The problem is all down to EAxis and how they are generating the customPart TXMT data in the character files. The teenage aliens and normal skintone sims are missing some vital data so they don't use the alien eye texture at all. I fixed it by hand in SimPE for a normal skintone as follows:

for each customPart txmt definition:

On the Properties tab:
Change baseTexture1 to baseTexture2
Add a new baseTexture1 with the value uuface-eye-alien (NB add creates a blank entry at the bottom of the list, once you have set the values, click the sort list button)

in compositeBaseTextureName: insert _uuface_eye_alien after the face txmt definition
e.g. I changed _tmface_s4_uuface_browcombed_black-diffuse to _tmface_s4_uuface_eye_alien_uuface_browcombed_black-diffuse

change numTexturesToComposite from 2 to 3 (this will use baseTexture0, baseTexture1 and baseTexture2, adding in the alien eye texture)

On the File List tab:
insert _uuface_eye_alien as per the compositeBaseTextureName value
e.g. I changed _tmface_s4_uuface_browcombed_black-diffuse to _tmface_s4_uuface_eye_alien_uuface_browcombed_black-diffuse

For sims with alien skintones, you only need to patch the teenage customPart TXMT (paramAge 2)

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