Difference between revisions of "Tutorials:STF Conversion Tute Step 12"

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(Created page with ' Step 9: Configuring the package to recognize your the correct number of recolors. Even though you've pulled the extra texture into your package, you still have to associate the…')
 
 
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===Creating multiple color variations===
  
Step 9: Configuring the package to recognize your the correct number of recolors.
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For extra color variations of the same plant or furniture, or whatever, you only need to work on the full color texture using the same techniques described previously.
  
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.
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You import your images files back into '''S3PE''', and then get the '''instance''' number of the full color texture and use S3pe to generate a new hash. That hash is used as the new '''instance''' for your new recolor and the new texture is saved with that new hash and imported into S3PE as an extra color. Then you have to tell the package how to recognize the extra color variation.
  
1: Click on the default main texture. Note the primary texutre's instance number - 0x80C38CF8AC3ACA70 "original-texture-instance.jpg)
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Ready?
  
2: Now find and note the second texture instance - 0xE2DA8A46089A4CC8 (recolor-instance.jpg)
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===Import your new images parts into the package===
  
3: Click on the OBJD tag and then click the GRID button
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# Open ''S3pe''.
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# Click '''Resource''' and '''IMPORT From File'''
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# Navigate to your image files,
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# Block select all your '''DDS''' image files
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# Click '''OPEN'''
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# Select '''IMPORT'''
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# Click '''File''' and '''Save'''
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# Prep your extra full color texture
  
4: On the Data Grid window, click the small box with the 3 dots on the far right. (select-materials.jpg)
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=== If You Have More Than One Mesh Color===
  
5: The next Data Grid window shows 3 material options. Since this image only has 2 colors, select the 3rd one "[2]material" and delete it. (material-dupes.jpg)
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# After importing the original mesh click on it and then click the '''CTRL''' and '''F''' keys.
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# This brings up the has generator which you need to create a ''new instance number'' for the second texture color.
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# Type anything into the '''Text to Hash''' field, and click '''Calculate'''.
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# What you want to copy is the '''Instance FNV64 value''' after the ''0x'' part.
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For the purposes of this tutorial - I faked up a recolor by painting  a 50% pink opacity over the existing texture. Of course, in a real second color, you'd pick something better.
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<gallery>
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Image:recolor-hash.jpg|Hash generator
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Image:fake-recolor.jpg|Fake Recolor
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</gallery>
  
6: Select the 2nd color options - CLick [1]Material and then click the TGIBlock and then the 3 dot button. (TGIBlocks.jpg)
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===Changing the Instance value===
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# Select your 2 texture color and click '''File''' and '''Save As'''
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# Before clicking '''Save'''  copy the '''instance''' part of the filename with the new instance you got from the hash generator. (See picture.)
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# You are only changing one small part of the file name. Overwrite the '''instance value''' in the image (highlighted)
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# Save it as an interpolated DDS just like the other texture.
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# In ''s3pe'', import the new texture - '''Resource-Import-From File'''
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<br clear="all" \>
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<gallery>
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Image:original-instance.jpg|Original Texture's Instance in original filename
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Image:replaced-instance.jpg|Replaced instance in recolor's filename
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</gallery>
  
7: 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.
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* [[Tutorials:STF Conversion Tute Step 13]]
  
8: 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 hour second texture.  Click Save.  and ok to close the Material Data grid box and then Commit.
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[[Category:Sims 3 Modding Tutorials]][[Category:Sims 3 Objects Tutorials]][[Category:Tutorials by porkypine]]
 
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9: Save your package - File Save.
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Latest revision as of 00:31, 10 March 2013

Contents

[edit] Creating multiple color variations

For extra color variations of the same plant or furniture, or whatever, you only need to work on the full color texture using the same techniques described previously.

You import your images files back into S3PE, and then get the instance number of the full color texture and use S3pe to generate a new hash. That hash is used as the new instance for your new recolor and the new texture is saved with that new hash and imported into S3PE as an extra color. Then you have to tell the package how to recognize the extra color variation.

Ready?

[edit] Import your new images parts into the package

  1. Open S3pe.
  2. Click Resource and IMPORT From File
  3. Navigate to your image files,
  4. Block select all your DDS image files
  5. Click OPEN
  6. Select IMPORT
  7. Click File and Save
  8. Prep your extra full color texture

[edit] If You Have More Than One Mesh Color

  1. After importing the original mesh click on it and then click the CTRL and F keys.
  2. This brings up the has generator which you need to create a new instance number for the second texture color.
  3. Type anything into the Text to Hash field, and click Calculate.
  4. What you want to copy is the Instance FNV64 value after the 0x part.

For the purposes of this tutorial - I faked up a recolor by painting a 50% pink opacity over the existing texture. Of course, in a real second color, you'd pick something better.

[edit] Changing the Instance value

  1. Select your 2 texture color and click File and Save As
  2. Before clicking Save copy the instance part of the filename with the new instance you got from the hash generator. (See picture.)
  3. You are only changing one small part of the file name. Overwrite the instance value in the image (highlighted)
  4. Save it as an interpolated DDS just like the other texture.
  5. In s3pe, import the new texture - Resource-Import-From File


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