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76
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TS2: Burnination / The Podium / Re: Yet Another Breeding-Related Question
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on: 2008 August 08, 15:27:12
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Would it be possible to convert the "Randomize Sim Generator" feature into a standalone neighborhood object that, when placed in a neighborhood, would run its function every time we loaded said 'hood?
Sorry guys, but neighborhood objects don't seem to have any place where those functions can be attached. Anything beyond meshing, texturing and editing some basic attributes, is out of reach. * Theo puts on dunce hat.
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78
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TS2: Burnination / The Podium / Re: OFB and Uniforms
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on: 2008 July 02, 09:29:51
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There must be a propertyset associated with the work uniforms.
Within the lot's package file, you'll find AgeData resources that define the employees' appearance, including hair, face, and clothing. You can fiddle with it, but it's probable (but not tested) that your changes will be lost when you reload the business lot. Shift-Makeselectable by default destroys data, making it irreversible. You need Unreleased Shiny Shift Make Selectable for that.
That sounds useful. Any chance of releasing the shiny?
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79
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TS2: Burnination / The Podium / Re: NTLDR is missing press Ctrl + Alt + Delete to restart
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on: 2008 June 19, 10:10:51
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Also, the arrrtificial copy doesn't need to be activated after installation, or when you change hardware.
As always, take heed while you obtain your copy from the internet, or it may become tarrrnished.
Always read the comments at the pirate cove, to make sure it doesn't do anything untoward.
Don't forget that underhanded totalitarian régimes condemn this kind of activity, therefore you must keep your activities away from prying eyes. This can be accomplished if you use an IP filter, like peer guardian.
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82
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TS2: Burnination / Oops! You Broke It! / Re: Halp, it broke it's self! (Or, boot.ini woes)
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on: 2008 June 06, 11:35:34
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If the problem is just the boot.ini, you can try to edit it manually. Normally the boot.ini looks like this: [boot loader] timeout=30 default=multi(0)disk(0)rdisk(0)partition(1)\WINDOWS [operating systems] multi(0)disk(0)rdisk(0)partition(1)\WINDOWS="Microsoft Windows XP Professional" /noexecute=optin /fastdetect It's probable your disk layout was configured with this MediaDirect partition before the Windows partition. In that case you'd have to change the "partition(1)" bit to "partition(2)" If you're not sure, just boot up one of those linux LiveCD, and they will probably have a nice utility for displaying the disk configuration (along with a text editor )
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83
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TS2: Burnination / The Podium / Re: Body Hair Overlays
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on: 2008 June 04, 13:44:55
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Yes, they could even have nipples. The problem with nipples though, is that some skins already have them drawn. And different skins have nipples drawn at different positions, which combined with the overlay could cause some startling results, to say the least.
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84
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TS2: Burnination / The Podium / Re: Body Hair Overlays
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on: 2008 June 04, 12:04:29
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The files at SS2 also use group 0xFFFFFFFF, so it's probable those overlays may peel off! Here are the files I had made so far: http://theos.chewbakkas.net/stuff/body-hair-overlays.htmlEDIT: New location: http://theos.chewbakkas.net/files/?dir=overlaysThey all use a custom bodyshop group (beginning with 0x5F, much like skins/makeup/clothing), and are designed to be independent from the sim's hair color. Having a custom group makes it harder to clone, because there's more stuff to rename, but it does spare you the trouble of having to fix TGI the rcol resources. For each set, there's only one grey overlay which is available to elders only, with its textures set apart in a standalone package. Hence, the grey texture is the same for all four colors. Each age and gender group consists of two property sets (head + body), and a texture overlay (face), plus all the rcol stuff. Since the head and face textures are empty, I've decided to use the same empty texture for all ages and genders. Have fun!
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85
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TS2: Burnination / The Podium / Re: Body Hair Overlays
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on: 2008 June 03, 16:54:28
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Here's an additional thought:
For each overlay you wish to add to the applicator (wooden pile), you must code the function to apply (something like Apply.../Set 1.../[Black|Brown|Red|etc]), as well as the function to remove it (Remove.../Set 1.../[etc]).
The same overlay id must be given to the "Plantsim On/Off" function on both cases, or it won't work.
Now imagine we wanted to create a body hair applicator. We'd pick a credible looking object, perhaps like a clothing booth, or the numenorean hibernator cell, and coded in the overlay functions.
The user (we) would choose a pattern/color combination, and command the sim to enter the booth to begin the furring process. Upon completion, that sim would only have one action available on the booth, namely "Epilate", which would shave off the sim.
To accomplish this, the overlay id that has been applied must be stored somewhere on the sim's data, and the applicator object must determine the available actions using that data.
Question: Is it feasible?
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86
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TS2: Burnination / The Podium / Re: Body Hair Overlays
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on: 2008 June 03, 11:27:56
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Want! If I remember correctly, there was a problem that made the overlay disappear, especially when the sim walked-by on a community lot. Now I don't want to give you false hope, because I haven't done extensive testing, but I think there was a way to fix that by giving a custom group (something random, beginning with 0x5f) to the resources in the packages, instead of 0xffffffff. I you want, I can give you the stuff I made, so you'll have something to gauge with. Also, because I couldn't be bothered to figure out Morague's automagic hair color selection, the object will potentially have a very unwieldy pie menu. I think it's better to leave the carpet/drape matching to the user's wishes anyway.
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87
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TS2: Burnination / Peasantry / Re: Testers wanted: Load package in sim surgery.
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on: 2008 April 21, 16:10:43
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Oi, I've updated the code in January, but I didn't bump the thread You'll find it on the first post. This is still the original sims surgery made by Quaxi, with a few modifications. The other one at my site was a futile attempt to get it more user-friendly, but I never made any progress since the Pets expansion. It's still there in case anyone wants to develop it. cheers
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90
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TS2: Burnination / The War Room / Re: Deleted 2: Electric Boogaloo!
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on: 2008 March 11, 16:51:59
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The deleter tool from SimPe uses a different method that may be out of date, as new expansions add more junkdata to sims.
The Lot Debugger method uses the game's functions, so in theory it may erase additional undocumented junkdata. However, SimPe will still be needed to delete the remaining resource, for which there is no game function to do it.
The only situation that makes LD cumbersome to use is when you need to delete many sims at once, and those sims reside in different lots. But I think this will happen just upon installing a new expansion, not on normal usage.
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96
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TS2: Burnination / The Podium / Re: Bodyshop Crashes When Loading
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on: 2008 February 13, 16:52:23
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I hate to bring you bad news, but there's a chance SimPE may have randomly corrupted some resources inside your edited packages. I first noticed this once while editing some skin files, where SimPe would show an error box while opening some of the property sets that I had edited. This would also make BodyShop crash when starting. So far I haven't been able to determine what's causing this, therefore my advice is to keep your backups at hand.
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98
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TS2: Burnination / The Podium / Re: Could I replace the images in the speech bubbles?
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on: 2008 February 12, 23:28:08
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The file is posted at http://simpeforum.ambertation.de/forum/viewthread/4826/24720The compiled binary was built with SimPe's latest source, so I don't know if it works with versions prior to 0.65. I've included it here along with the patched .cs file, but if you want to build it you must download SimPe's latest source and plop the .cs file in the Simpe Scenegraph folder. I've made a test with the same resource used by nocomment, and the result was free of large compression artifacts. By the way, there's no need to change the objects09.package file, you only have to extract the resources that interest you and package them into the downloads folder.
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99
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TS2: Burnination / The Podium / Re: Could I replace the images in the speech bubbles?
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on: 2008 February 12, 22:56:33
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That image may look fine when you import it, but when saving the package, SimPe uses a compression scheme that will degrade image quality substantially. The only acceptable compression is done by nvdxt.exe. I've submitted a small patch to SimPe 0.65 which only duplicates the Import DDS and Build DXT functions into the LIFO editor, you might try if that works for you.
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