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26  TS3/TSM: The Pudding / Pudding Factory / Re: TSM for TS3 on: 2011 April 05, 21:01:14
Well looks like I was working to slow again.
I spent the last few hours to make a simular post about conversions and even a little tutorial How to.

I've converted some simple objects from The Sims Medieval to use in The Sims 3.
They work fine in my game and I tryed to use basegameobjects to build them with and basegametextures, but not always,sorry.

pictures -> http://img593.imageshack.us/i/coc3tsmchairdiningbarre.jpg/
files S3pack incl Picture -> link to my 4shared account http://www.4shared.com/account/dir/LUbAfYeH/_online.html?sId=vYOOnDwV2pE83Sc2

There are a lot of files and I have no intention to convert them all, so I've written a small tutorial how to do it yourself.
All Medieval objects that are used in the same way in The Sims 3 like beds, chairs and tables, deco and lights can be converted by simply extracting meshes and textures from it, and import them into a simular Sims3 Object.
Objects that have special animations like the corner chimney with cooking pot, or the chamberpot, will need work from somebody with more knowledge of things like jazz, then I have at the moment. But CMO just posted new stuff today about poses with a tutorial from Orangemittens, so who knows.

-------------------
Tools you need to have installed and working.

S3PE
stable versie 10-1104-1243   http://dino.drealm.info/den/denforum/index.php?board=19.0
QA: s3pe_11-0402-0951 http://dino.drealm.info/den/denforum/index.php?topic=526.0

S3ObjTool http://www.modthesims.info/showthread.php?t=363908

TSRW_2_0_15  
http://www.thesimsresource.com/workshop/programs/details/title/TSR%20Workshop%20Public%20Beta/category/sims3/id/117/

Milkshape 1.8.5 met object import/export plug-ins (also possible with Blender?)
-----------------

Make a copy from the SASFullBuild1 and put it on the desktop.(Program Files-Electronic Arts-The Sims Medieval-GameData-Shared-Packages)

S3PE
Open (copy off) SASFullBuild1
Make sure 'Sort' Display 'Names' and 'Tags' are checked at the bottom.
click on Header 'Name' to sort alphabetically, make a folder with the name of the object e.g. chairdiningbarrel.
Look in the TAG column -> export at least all _IMG + MODL and MLOD files from the object with 'Export to file' into the new folder.

Make a subfolder for each of the MODL and MLOD files and extract them in there with S3ObjTool, to free the meshes.
S3_01D10F34_00000000  =High lod
S3_01D10F34_00000001  =Low lod
S3_01D10F34_00010000  =sunshadow High lod
S3_01D10F34_00010001  =sunshadow low lod

TSRW
Start a New Object Project, pick a diningchair if you're making a diningchair, pick a 3-tile table if you're making a 3-tile table, not a 2-tile.
If you want to share, prefer to pick a basegame object if possible : http://wiki.thesimsresource.com/index.php?title=Object_Catalog

Export the high and low meshes. I name them High, Low, ssHigh and ssLow.

Milkshape 1.8.5
Import the TS3 High lod mesh with 'TSRW Object', check which group is the dropshadow.
Import the TSM mesh from the extracted S3_01D10F34_00000000 with 'Sims 3 Object Import by Wesley Howe', check which group is the dropshadow.

Rename the mesh groups from the TSM mesh to have exactly the same name and the groups in the same order as the High lod mesh from the TSRW Object.
e.g.if the dropshadow group is group 0 (=top/first group) in the TSRW Object, make the dropshadow from the TSM 0bject also group 0.

Check if and how the bones are assigned->Joints-SelAssigned
For simple objects all are assigned to 1 joint. CD68F001 for high and low lod.

Delete the High lod mesh parts you've imported to use as base with TSRW Object.
Export the new TS3 High lod mesh with 'TSRW Object' let it overwrite the High lod from the TS3 object.

Do the same for the Low and sunshadow lods without dropshadow.
File-New

Import the TS3 Low lod mesh with 'TSRW Object'.
Import the TSM mesh from the extracted S3_01D10F34_00000001 with 'Sims 3 Object Import by Wesley Howe',
Rename the group from the TSM mesh to be the same name as group as the Low lod TS3 mesh you've imported first with TSRW Object.
Delete the Low lod mesh you've imported first with TSRW Object.
Export with 'TSRW Object' let it overwrite the Low lod.

Now do the same to make your own sunshadow meshes if the automation of that does not work in TSRW, or you want to use S3OC.
Use S3_01D10F34_00010000 for the High lod Sunshadow
Use S3_01D10F34_00010001 for the Low lod Sunshadow

TSRW
Import all the High and Low meshes back into your project.
Import all the _IMG files, start with the -m =multiplier or -mask (-s=specular)->say yes if asked to adjust Mask width.... In case the TS3 object has it, but the TSM object has no Overlay IMG, use the Make Empty button, say no if asked to adjust Mask width.

Delete the old presets and make new ones. Adjust the used textures/fabrics.

Save and Export to Sims3pack.
Use Delphy's Multi-installer to change into package if you prefer. http://www.modthesims.info/download.php?t=364038

I hope it is understandable english,  I'm going to sleep now, but will check tomorrow if there are any questions OK?
27  TS3/TSM: The Pudding / Pudding Factory / Re: Pudding Factory is for downloads: put your lame requests & WCIFs here on: 2011 April 03, 12:53:05
Just to see if it was possible I've converted two chairs using S3PE versie 10-1104-1243, S3ObjTool, Milkshape 1.8.5 and TSRW TSRW_2_0_15.exe.
They work fine in my game and I think I used basegameobjects to build them with.

http://img593.imageshack.us/i/coc3tsmchairdiningbarre.jpg/
http://img820.imageshack.us/i/coc3tsmchairlivingangle.jpg/

28  TS3/TSM: The Pudding / Pudding Factory / Re: Fargo Updated on: 2010 August 05, 04:53:43
Could you please upload a version of this updated Fargo without the custom content?
I have the same problem as dolldrms, and when I checked the file in Custard, some of the CC also showed up as corrupt.

29  TS3/TSM: The Pudding / The World Of Pudding / Re: New Ambitions Shelf - Homage to MATY or Declaration of War? on: 2010 July 16, 14:50:23
And what about that guy in Rivierview then, he lives underground in a bunker and I think he is insane?
I've always thought that was a hint in your direction.  Wink
30  Awesomeware / AwesomeMod! / Re: I can't seem to get awesome mod to run... on: 2009 September 08, 22:06:45
Remove gameplay.package and simcore.package, they both will not work together with AwesomeMod. I am not sure about that scripts.package, move that to your desktop first, you can try put it back in later, if you want.

You better should have searched this site for answers, and post in the Questions/helpfull tips thread.
31  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 31, 20:44:27
If you want decorative cars, you will need to make an new decorative meshobject that looks like a car.

To get rid of all the purple vehicle icons you also can use the fixall command in Edit Town view, that worked great in my game.
32  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 30, 12:25:54
I picked up the new AMS 8/30/2009 3:15 AM and doing Wolfrun, not using SC on any sims yet.

Thank you, I removed the red tracking for most of them, does the story mode colour some sims red too? For some sims I had to put tracking on, before I could un-tracking them. One of the sims refuses to be un-tracked, but she is skilling fishing via story mode.
Edit: Turned out she had a one-shot-command to skill fishing but was doing nothing. Deleted queue now she's fine.

I made a screenprint of a purple bike and purple derelict car in front of the library. The bike is owned and moving, appearing and dissappearing. The car is marked as derelict, but towderelicts does not work on it? It did gave a pop-up a derelict was removed once, but that must have been another car I didn't noticed.
Edit: added a second picture from purple car that is owned and used/moving. Later in game that car became a derelict too.

Don't think I did something to make that familie sacred, am not using this feature because I want them all to be used by the story mode. They were sacred when I placed them in the hood. Sacred happened spontanious before in other new hoods too, from all fresh non-played families placed at least one turned out sacred, without me causing it.

Edit: All is OK now, did a fixall and after the popup "5 phantom butts cleared" the stubborn stuck purple car in front of the library finally was removed.
I made a copy of the autosave before/while it is happening, if you are interested.
33  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 30, 10:57:42
Using AMS 8/28/2009 7:11 AM and AMS 8/28/2009 10:36 PM with the new config that now automatically includes tracking/SC.

I have a few questions about the, for me, new factors. I like the tracking feature and a lot more info and colours are showing up now. Purple cars and bikes, sacred halos and bloodred simpictures cruising my hood.
 
I already find out that some of the red sims need my attention, because they are stuck/looping in some way of store-action. Canceling queue cured that. Replaced a bed that was still marked as owned by former resident, but other families/lots are red, and I don't see anything thats wrong with them?
 
-Families had sacred halo's although I did not make them sacred. Because I want storemode deal with them, I first had to make them sacred ?! before I could make them unsacred.

-I have no idea what the purple-coloured car/bike means, they are not abandoned, but in use/moving around? After a while they dissappeared.

AMS 8/28/2009 10:36 PM
No more stuck/looping sims found, however the game still freezes after a few hours play. Deleting the .caches files allowed me back in my hood, and after deleting some of the families was able to play untill the next freeze. It definitly looks to me, there is some limit to the number of sims I can have in the hood/my PC can handle.
 
-Can I delete the 60 or so homeless NPC and let/will the game generate only needed new ones?
34  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 21, 11:28:43
Is it really happening, sims skilling without me directing them to do it?
Messages of "A is going to skill athletic" are appearing,  notification of a "push you must do it"  action, like the "A is going to work" messages?

Sims skilling autonomously, absolutely brilliant!!

Can I plop a fresh CAS sims in game, and they will skill only nessecairy for work, or also for fullfilling wishes and lifetimewant?
Do I still have to give them a start education for charisma and athletic etc?
35  TS3/TSM: The Pudding / The World Of Pudding / Re: Wonky Colored Question Mark Tiles on: 2009 August 13, 16:02:25
I had this question picture in re-using lots from other neighborhoods. Lots that had this, usually showed more buggy gamebehavior like stuck sims too.
36  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 05, 15:15:24
I actually had a good laugh when Don Lothario complained about the lack of romance victims. Why not just make him a few?

And I love it that we need cribs and beds for the families to grow, it is like a bit of birthcontrol right? The families I control will all grow as big as I want, and the townies only if I provided lots with cribs. If you want lots of babies within the townfamilies surely placing a few cribs is not a big deal?
37  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 05, 11:12:28
Click on the picture of the dinosaur to generate the config file?
38  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 04, 06:06:05
I am unable to find info about what Awesome Storymode includes.
Could somebody please direct me to it?
39  Awesomeware / AwesomeMod! / Re: Problem with Awesome and Indie on: 2009 July 25, 12:41:59
Unsure how and where to post this Flagrant System error.
I made a printscreen picture of it and attached it  here as a .rar
The sims where just talking/chat and I placed a ball in the yard, because the boy wanted to play catch. It's in Riverview.

This is the second time I had something like this, but the first time the report was bigger than the screen, so I could not see if it was to be reported here or on the Indie site. That one had a lot of lines with "career"  in it and I had to end via taskmanager.

Edit: Answer from Mister Pescado on MTS that it is a known not harmfull issue and will be silenced in next version.


40  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 24, 09:04:59
As I just started a new Riverview, to use with Awesome and Indie, I wonder if I still can/should make my families sacred.

I kind of like it to see my families having the golden halo, but maybe there is a reason why I should not make them sacred?
41  TS3/TSM: The Pudding / The World Of Pudding / Re: Sim jumps out of work on: 2009 July 15, 10:01:54
Had that happening to a sim in the Law Enforcement career, I repeated sending her in to work. The 3rd time I changed the setting from "busines as usual" to something else, and she stayed in.
42  Awesomeware / AwesomeMod! / Re: AWESOMEMOD & SCRIPT HACKS: CRASH ISSUES THREAD on: 2009 June 15, 22:16:28
Baila, maybe installing 3.5Net from Microsoft can help. That is needed to get  Delphy's monkey installer working, so probibly Framework needs it too?
43  TS2: Burnination / Peasantry / Re: TS2 Store Stuff Collections on: 2009 March 13, 12:59:31
OK, I couldn't get both files in one reply so here is the teen male conversion.
I can not make heads/hairs, but JoWe says the mummyhead is working for childs and teenagers?
Do what you want with them, just wanted to give something back.
44  TS2: Burnination / Peasantry / Re: TS2 Store Stuff Collections on: 2009 March 13, 12:51:15
I've made a teen conversion of the mummy-outfit.
45  TS2: Burnination / Peasantry / Re: CS Trees and Shrubs on: 2008 May 31, 20:38:06
That is fast, Thank you Havelock, my TS2 Castaway neighborhood is getting even more complete now!
Any chance on some community objects like the clothingracks and Foodbar etc.?
46  TS2: Burnination / The Podium / Re: Quick question on lot transplants. on: 2007 September 28, 08:32:18
As J.M.Pescado said to use the Neighborhood lotcatalog backup, isn't it just simply a matter of finding out the lotfilenumber in the neighborhood lotcatalog- copy that to the Sims2/Lotcatalog and rename it to cx_00000001 or whatever the next number in the catalog is?
Wouldn't that give you a clean fully furnished lot without the families in the lot bin, or will that leave any junk data?
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