Difference between revisions of "Tutorials:STF Conversion Tute Step 13"

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(Created page with 'Step 7: Time to rebuild your mesh with the new parts. Open Wes's S3 Object Mesh Tool V1.01 1: We changed the original images to 512 x 512. The material resource files need to …')
 
(Configuring the Package to Recognize The Correct Number of Recolors)
 
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Step 7:
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===Configuring the Package to Recognize The Correct Number of Recolors===
  
Time to rebuild your mesh with the new parts. Open Wes's S3 Object Mesh Tool V1.01
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Even though you've pulled the extra texture into your package, you still have to associate the extra textures as recolors of the primary texture. There are several windows for this next process. I suggest you arrange your windows so you can view all the necessary pieces. You will remove unused recolor options and configure your package to recognize your extra texture.
  
1:  We changed the original images to 512 x 512. The material resource files need to be changed to the correct size before you recompile. You will need to edit the .mtlsrc of the blocks that are responsible for your texture (block 13 and 14 in the MLOD-00000 and block 8 and 9 in the MODL-00001). To find them use ObjTool and select Model Info. Using WIndows NOtepadEdit those blocks. find the two lines that list MaskWidth and MaskHeight. Change these to whatever your new image size is.  
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# Click on the default main texture. Note the primary texture's instance number - '''0x80C38CF8AC3ACA70'''
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# Now find and note the second texture's instance - '''0xE2DA8A46089A4CC8'''
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# Click on the '''OBJD''' ''tag'' and then click the '''GRID''' button
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# On the ''Data Grid'' window, click the small box with the 3 dots on the far right.  
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# The next ''Data Grid'' window shows 3 material options. 
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## Since this image only has 2 colors, select the 3rd one '''[2]material''' and delete it. If you leave it in, your mesh will have extra ''recolors'' of the same thing.
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# Select your 2nd full color texture options  - Click '''[1]Material''' and then click the '''TGIBlock''' and then the '''3 dot button'''.  
  
  Mask Width/Height Values:
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Telling the package how to associate the second texture and hook it to the primary texture can be a bit confusing until you get the hang of it.  What you are doing is picking the ''2nd material'' '''TGI Block''' and telling it what the second color option is using it's instance number.
  
  •00000080 is 128
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# Find the instance of your original texture '''80C38CF8AC3ACA70''' and click on it. In the ''Instance'' text box, replace the existing value with the instance value from your second texture. 
  •00000100 is 256
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# Click '''Save''' and '''ok''' to close the ''Material Data grid'' box and then '''Commit'''.
  •00000200 is 512
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# Save your package - '''File, Save'''.
  •00000400 is 1024
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YOu will be changing the blocks width and height to 512 for this project.  
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<gallery>
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Image:Original-texture-instance.jpg|original instance number
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Image:recolor-instance.jpg|recolor's instance number
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Image:Objd.jpg|Objd tag
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Image:select-materials.jpg|select the ''3 dot'' materials box
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Image:material-dupes.jpg|Delete extra material files
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Image:TGIBlocks.jpg|TGI Blocks
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</gallery>
  
a: Using Notepad, navigate to your MLOD-00000 folder,
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b: Stretch the column out so you can see the full file names
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* [[Tutorials:STF Conversion Tute Step 14]]
c: Select All Files
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D: Select the *MLOD_block13.mtlsrc file first and OPen it.
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[[Category:Sims 3 Modding Tutorials]][[Category:Sims 3 Objects Tutorials]][[Category:Tutorials by porkypine]]
e: Change the mask width and height to 200 (width-height.jpg)
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Note: There are only 8 (hex) characters in the masks so when changing 00000080 make it 00000200, not 000000200
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f: Save and fix the *MLOD_block14.mtlsrc and save it.
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G: Navigate to the MODL-00001 folder and open the *MODL_block08.mtlsrc and the *MODL_block09.mtlsrc and fix the mask width and height there also.
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Latest revision as of 00:28, 10 March 2013

[edit] Configuring the Package to Recognize The Correct Number of Recolors

Even though you've pulled the extra texture into your package, you still have to associate the extra textures as recolors of the primary texture. There are several windows for this next process. I suggest you arrange your windows so you can view all the necessary pieces. You will remove unused recolor options and configure your package to recognize your extra texture.

  1. Click on the default main texture. Note the primary texture's instance number - 0x80C38CF8AC3ACA70
  2. Now find and note the second texture's instance - 0xE2DA8A46089A4CC8
  3. Click on the OBJD tag and then click the GRID button
  4. On the Data Grid window, click the small box with the 3 dots on the far right.
  5. The next Data Grid window shows 3 material options.
    1. Since this image only has 2 colors, select the 3rd one [2]material and delete it. If you leave it in, your mesh will have extra recolors of the same thing.
  6. Select your 2nd full color texture options - Click [1]Material and then click the TGIBlock and then the 3 dot button.

Telling the package how to associate the second texture and hook it to the primary texture can be a bit confusing until you get the hang of it. What you are doing is picking the 2nd material TGI Block and telling it what the second color option is using it's instance number.

  1. Find the instance of your original texture 80C38CF8AC3ACA70 and click on it. In the Instance text box, replace the existing value with the instance value from your second texture.
  2. Click Save and ok to close the Material Data grid box and then Commit.
  3. Save your package - File, Save.


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