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26  TS3/TSM: The Pudding / Pudding Factory / Re: M&G and AL mansard roof conversion on: 2011 March 10, 15:28:53
I've been meaning to go over these to change some stuff that I couldn't figure out back when I made them. When I do i might add some pieces to it, but no promises. A convex one could be useful though.

It will still take a while before I can do it.
27  TS3/TSM: The Pudding / Pudding Factory / Re: Fix for photograhy issues. Updated (again) for Late Night/game patch. on: 2011 January 29, 16:35:17
I'm so confused, was certain that I tested that when I updated. Must have somehow packaged the wrong file version. Anyway, it should be fixed now. For some reason though the bridgeport theatre refuses to be photographed in front of the entrance, it has to be captured from the side of the building.
Thanks for letting me know.
28  TS3/TSM: The Pudding / Pudding Factory / Re: Fix for photograhy issues. Updated for Late Night/game patch. on: 2010 November 19, 12:22:16
Updated for Late Night or WA patch 2.12.
29  TS3/TSM: The Pudding / The World Of Pudding / Re: Enabling Photography in Non-WA Games? on: 2010 October 07, 23:46:49
If the camera interface works apart from the skill progression, you might get away with editing the photography xml in gameplay data. The instance number is 0x8B614033DD63DBF2. It's the same one that I edited to fix some errors here. You could look at the changes I made to enable the different sizes and styles, but then also change it so that there's a low failure rate. It might work.

(The fix itself might need updating. Due to graphics card breakage I haven't been able to do anything sims 3 related for a while, so I don't know whether the latest patches has changed anything in it. )
30  TS3/TSM: The Pudding / Pudding Factory / Re: Fix for photograhy issues. Updated (and fixed 2010-06-07) for 1.12/2.7/3.3/4.0 on: 2010 July 23, 09:20:31
Nope, it's valid.  I confirmed it, so thanks for the info.  Now I just need to figure out how to capture lovers in the various vacation worlds, because I never see them.

The "lovers" don't need to be doing any romantic interaction. Get yourself invited to any home that has a married or otherwise romantically linked couple and get them in the same shot.
31  TS3/TSM: The Pudding / Pudding Factory / Re: Fix for missing WA terrain paints. on: 2010 July 20, 09:09:03
Is it a game that you haven't played or saved since patching? The references to non-existing textures disappears when you do. You can always save lots to bin from a fresh world and plop them down in your saved game with the downside of tombs being reset.
32  TS3/TSM: The Pudding / Pudding Factory / Fix for missing WA terrain paints. on: 2010 July 15, 10:41:42
Here's a fix for the missing WA terrain paints. There are two options.

The first is to just download the WATerrainPaintFix.package file. This will make the paint visible for any new started world. Won't work for any world saved after the latest patches, since saving with missing textures gets rid of the data.
This is not a very good option if you have lots or worlds you want to share, since it requires the one who installs it to have the fix as well.  (ETA clarification: this only applies to the lots/worlds that are affected by the missing textures, all other lots/worlds can be shared as usual without the fix.)

The other option, unfortunately, requires hex editing.
 
Short explanation for people who already knows how to do this. For all lots there is a REFS resource (type: 0x05ED1226 group: 0x00000000) that among other things contain references to the terrain paint textures. For all WA paints, the group must be changed from 0x00000000 to 0x08000000.
I've attached a text file with the relevant instance numbers.

Long explanation:
First, you need s3pe, XVI32(hex editor), and the attached replacing script (WATextureReplacer.rar).
Extract XVI32 to a folder somewhere. Extract the script.

1. Open up s3pe and go to settings/external programs (img1). click "Use external hex editor" and browse to XVI32.exe. Make sure to check "Needs quotes around filename" (img2).

img1


img2


2. Now, browse to the world or lot file you want to edit. If you have a world you want to edit it should be in documents\electronic arts\the sims 3\installed worlds. If you saved the lot to bin it can be found in documents\electronic arts\the sims 3\library. If you have a CAW project the lots are stored separately in  usertooldata\worlds\name of your world\lots. Either apply the following steps to all lot files or identify the ones you want to edit by their ICON resource.
Before you actually start to edit anything, BACKUP your files. Seriously.

3. Open the file with s3pe. Find the resources with type 0x05ED1226 and group 0x00000000. If it's a single lot there will just be one, if it's a world there will be many. Select it and click the "Hex Editor" button(img3). Now XVI32 should open. Go to XVI script/editor(img4) and click open in the new window. Browse to the WATextureReplacer.xsc that you saved earlier and open it(img5). Click "Execute" (img6). You should get the message "Script executed succesfully!"

img3


img4


img5


img6



4. Close the XVI32 window and click "yes" when it asks if you want to save (img7). If it didn't ask there were no WA paints on that lot. Click "yes" again to commit changes(img8). Now save and close if it's a single lot, or continue with the next REFS resource if you're editing a world until you've changed all of them, then save and close.

img7


img8


The terrain paints should now be restored.
Note that just like the other fix this only works if the lots/world were saved before the paint went missing.

I will upload the changed REFS for the WA worlds later so that you can just import them in s3pe with no need for the hex editor.

33  TS3/TSM: The Pudding / The World Of Pudding / Re: Ceiling Problem on: 2010 July 07, 19:00:57
To get rid of ceiling that has no floor tiles you have to build new floors on top of them and delete them again, this should get rid of the ceilings as well. To place new floors on the crocked part you will probably need to straighten it out like friendlyquark said, and then build some temporary walls to get the floor grid there.
34  TS3/TSM: The Pudding / The World Of Pudding / Re: Cannot Place Lots on Lots on: 2010 July 03, 07:08:25
Yeah, it seems the big park across the road is blocking placement around that area somehow. I saved it to the bin and then I could place new lots on the spot you marked. Just don't remove the empty lot were the park was if you want to put it back, you won't be able to place one of the same size there again.
35  TS3/TSM: The Pudding / The World Of Pudding / Re: Ambitions: What's borked on: 2010 June 29, 23:29:03
Did Edit Town also break Terrain Paints in China and France? Because since the latest patch some are missing.

The latest patch did, not edit town specifically. I have found out how it broke and a couple of different solutions. There are drawbacks with both, so I wanted to wait and see if EA addresses it in a new patch that is bound to come soon.
36  TS2: Burnination / Peasantry / Re: Shiftable signs, paintings and photos (AL) UPDATED 2010-06-29 on: 2010 June 28, 22:47:30
I've updated the archive in the first post with a curtain fix by leesester, sent to me by fanseelamb (Thanks guys!). Here's what she wrote about it:

Quote
It was a bit of a strange bug - when the curtains were placed over a table with booth seating, sims couldn't sit in the seats next to the windows. [...]  Curtains already on the lot must be deleted and re-bought for the fix to take effect.  It also fixes a bug where the curtains couldn't be placed over toilets, and perhaps some other objects.

I'll also add it to this post if you don't want to re-download the rar. Just replace shiftcurtain.package with this file.
37  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2010 June 24, 18:03:35
Has anybody investigated the world files for info on the cinematics that launch with EA worlds the first time they load? It would be quite nice to add them to custom worlds.

Yeah, a fly through camera can be added with two simple ini files to the world. I got it working with simply extracting them from the Egypt world and adding to my own. One file (tgi 1F886EAD:00000000:7886A7F59355762F) contains the camera path definition and an explanation how to generate the numbers for your own path.  It says something about entering "camera debug UI panel", which I haven't been able to from within the game. Could be a CAW or EIG thing, but I can't test that now. The format is pretty simple though, with what should be xyz coordinates, camera rotation and FOV.
When I tested the Egypt camera it followed my terrain height automatically, it didn't cut through hills although I didn't change any values.

The other file (tgi 1F886EAD:00000000:3EC0CF0CC4A6540F) just says which one of the paths to use from the other file. This one can also have world specific settings for other things, like "color of wall tops".

Attached both ini files from the Egypt world as text files.
38  TS3/TSM: The Pudding / Pudding Factory / Re: Fix for photograhy issues. Updated for 1.12/2.7/3.3 (Ambitions) on: 2010 June 07, 12:09:18
Oh, it's definitely ambitions. They had added some code to take photos of crafted sculptures or sketches. Seems like they forgot to add a name in th UI or something like that. I'll see if I can fix it with this mod.

Edit: Turns out all they wanted to do was add the new sculptures and sketches to the "Home Decor" subject, but failed miserably. That'll teach me to not add their updates without checking if they actually function first. Fixed.
39  TS3/TSM: The Pudding / Pudding Factory / Re: Fixes for the store castleset on: 2010 June 06, 18:15:30
That's very odd. I can't figure out what would cause that kind of error. Could it be a conflict with another mod? How did you install your castle set? Is it from here or bought in the store?
40  TS3/TSM: The Pudding / Pudding Factory / Re: Fixes for the store castleset on: 2010 June 05, 14:16:42
That is incredibly useful, thank you.

Are these new objects that over-ride the castle ones, or is this a hack that modifies behavior in some way? It's early in the morning and I do not seem to be parsing well right now. Tongue

These are overrides for only the necessary parts of the files, but not the complete objects. So you still need to have the set installed.
41  TS3/TSM: The Pudding / The World Of Pudding / WA ground texture missing after patch? on: 2010 June 05, 14:11:01
After patching I noticed that all WA ground painting textures have gone missing from lots. They are still in the catalogue though.
In a fresh started neighbourhood for example, the France museum lot look like this in world view:


When I enter the lot:


I first noticed this on a lot I had built that had both textures from base game and WA. The base game ones were still there, but not the WA ones.
Has this happened to anyone else?
42  TS3/TSM: The Pudding / Pudding Factory / Fixes for the store castleset on: 2010 June 04, 22:02:56
Here are a few fixes for the store castleset: the footprints have been changed so they can be placed and stacked without moveobjects on, they can be seen from neigborhood view and the category of the non-column items has been changed to roof decorations since the misc decor is so cluttered.

If you installed the game via the launcher you can just drop the file in your packages folder.
If you have extracted and made package files of your store content you will probably need to have an override folder and a properly set up resource.cfg for this to work. Info on that can be found around here somewhere or at MTS.
This file is not decrapified, so do that if you have otherwise decrapified content.
43  TS3/TSM: The Pudding / Facts & Strategery / Re: Ambitions "Fog emitter" can show other effects on: 2010 June 04, 21:35:34
I knew you could use them for more than just fog, but hadn't taken the time to explore.  Thank you for saving me some time.  You say that not all of the effects from you list work; do you have a list of the ones you know work, or ones you've tried and know they don't work?

I haven't made any notes of the ones I've tried, sorry. Most seem to work. A lot of them aren't looping though, so they will only play once. Also, some of them (like the various swimming fish effects) are placed under the sphere and thus will only be fully visible if the sphere is raised a bit from the ground.

Btw, the sphere effects can also be triggered via the various tomb building objects. This could be very useful for movie making I suppose. 
44  TS3/TSM: The Pudding / The World Of Pudding / Re: Ambitions: What's Fixed on: 2010 June 04, 19:38:40
It seem like objects that are enabled for neighborhood view now actually show without having to load the lot in high detail first.
45  TS3/TSM: The Pudding / Facts & Strategery / Re: Ambitions "Fog emitter" can show other effects on: 2010 June 03, 21:56:23
Yes, haven't tried the large ones yet, but I can't see why they shouldn't work as well.
46  TS3/TSM: The Pudding / Facts & Strategery / Ambitions "Fog emitter" can show other effects. Updated to Late Night on: 2010 June 03, 21:40:19
The new fog emitter which can be found in the buydebug catalogue (blue-green sphere in misc category) can display almost any in-game effect. With testingcheatsenabled true, ctrl-shift click the sphere and choose "set visual effect" and just enter the name of the effect.

I made a text file with hopefully all effect names. They don't all work and some only show up at night.

Short (15sec) example video:



The effects used in this are:
bakingdishsteam
s30_elecbreakcomputer
engagementringglowfxinter
ambrosiaplate
firepitburning
waterfall_1_short
waterfall_1_shortsplash

They are placed with the geoblending method.

EDIT: Text file with effects updated to Late Night.
47  TS3/TSM: The Pudding / The World Of Pudding / Re: Ambitions Torrent on: 2010 June 01, 20:34:52
The light still only lights up one level. They don't light up the street and not across to neighboring lots.


48  TS3/TSM: The Pudding / Pudding Factory / Re: Fix for photograhy issues. Updated for 1.12/2.7/3.3 (Ambitions) on: 2010 June 01, 17:42:22
Updated for Ambitions and the latest game patch.
49  TS3/TSM: The Pudding / Pudding Factory / Re: Fix for photograhy issues in WA. UPDATE 2009-12-22: Dropa stones fix. on: 2010 May 18, 11:02:02

Yes, I finished all 25 listed photo category for the Everyday Moments. What i meant internally listed is that when you unlock the everyday moments category, the game will list that you still have 26 subjects more to go. Been checking the pop-up messages in game and noticed the two unlisted subjects are "The Maid" and "The Repairman"  It appears they are not the same as "Maid at Work" and "Repairman on the Job"

Did the fireman as what claeric said, Kept getting "my friend" or "a sim in the area" depending on how well you know him. I did manage to get the subject via using the buyable fire mod and kept the camera on him until the "Fireman" tag appeared.

Thanks.

Ok, I think I managed to hide the maid and repairman entries properly. I don't have any sim at the moment close to finishing that category though, but hopefully it will register as completed now. Thanks for letting me know about it.
50  TS3/TSM: The Pudding / Facts & Strategery / Re: How To: Functional Exposed Basements (with proper stairs) on: 2010 May 17, 15:07:30
It is possible to make stairs without landings at foundation height. The square were the stairs landing would be (carpeted in the first picture) needs to be raised slightly with constrainfloorelevation false:



After it is raised, set constrainfloorelevation to true, and place your stair.



Set constrainfloorelevation back to false and even first the ground level and then the 1st floor level (it will rise to 1-storey height when the ground is leveled.)



These images shows normal foundation and a squished wall, but it worked fine with your basement wall technique as well. Unfortunately most privacy windows are placed a bit low on the wall for this and gets cut off slightly.
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