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- Modding and Creation >
- Sims 2 Creation >
- Body Shop >
- Body Shop - Meshing >
- MESH TOOL HELP (please post new questions/problems about the mesh tool in here)
Lab Assistant
#101
25th Mar 2005 at 9:38 PM
Quote: Originally posted by Jaycephus
Regarding Milkshape: From the clothing tutorial thread, it looks like Milkshape is rebuilding the vertex normals properly, even if they are not present. 'cdelang' used ZBrush to model, and Milkshape to process the .obj from ZBrush, and the output looks great in-game: http://www.modthesims2.com/showthre...5321#post325321 So all I can say is I gotta get me some of that. $30 dollars is worth it for decent file conversion alone, even if that is all it is good for. On the other hand, .smd import and export in ModTool and full XSI is done in .dlls, so no easy tweaking of a script for that. There is still the possibility of processing the .smd output from XSI with a helper utility or a plug-in to make it work properly in TS2. |
You go here: http://www.tb-software.com/
You download 3dWin5. Problems solved.
Brasstex
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Lab Assistant
#102
25th Mar 2005 at 11:35 PM
Posts: 62
Thanks, Brasstex,
I'm checking it out.
I learned that Milkshape is not so great as I thought it might be. It actually deletes vertices and normals from an original SimPE .obj, but it does appear to keep all the faces in the right places. So it might actually be making a BETTER .obj file (smaller, faster mesh) out of what was exported from SimPE, but I don't like the fact that it does it behind the scenes. The really bad thing is that it really doesn't 'fix' .obj files that have had their normals stripped out by a program like ZBrush or Silo. What Milkshape does is create a dummy vertex normal definition, "vn 0 0 0" and then makes all the face definitions reference this normal. That is good enough for the Mesh Tool to accept the .obj, and then you have to set up the Mesh Tool to only import the vertex information into a new GMDC. (It uses the 'original GMDC' for all the other information.) This is an OK solution for light mesh editing, but the more extreme edits will have rendering problems if the original normals aren't suitable for the new vertex positions.
Mabelline,
Somewhere on Softimage Netview, there is a .vbs script that will export an .obj from XSI. I'm thinking that they disabled XSI ModTool from running certain things but not others. I want to see if it can run scripts downloaded from Softimage. If it can't, then any script I make would be useless for ModTool users. If you can't find the OBJ exporter script, you could try any script, or open the script editor and try to run a script directly from it. I mainly just want to know if you can run user-created scripts. I found an SDK viewer in XSI that lets me pick elements of a scene, such as the Texture and user Normals, and it shows all kinds of information using the XSI object model (SDK). You can view its source code to see how to create your own scripts to access the same information. This should make it pretty easy to write a custom OBJ exporter.
Thanks,
- Jay
I'm checking it out.
I learned that Milkshape is not so great as I thought it might be. It actually deletes vertices and normals from an original SimPE .obj, but it does appear to keep all the faces in the right places. So it might actually be making a BETTER .obj file (smaller, faster mesh) out of what was exported from SimPE, but I don't like the fact that it does it behind the scenes. The really bad thing is that it really doesn't 'fix' .obj files that have had their normals stripped out by a program like ZBrush or Silo. What Milkshape does is create a dummy vertex normal definition, "vn 0 0 0" and then makes all the face definitions reference this normal. That is good enough for the Mesh Tool to accept the .obj, and then you have to set up the Mesh Tool to only import the vertex information into a new GMDC. (It uses the 'original GMDC' for all the other information.) This is an OK solution for light mesh editing, but the more extreme edits will have rendering problems if the original normals aren't suitable for the new vertex positions.
Mabelline,
Somewhere on Softimage Netview, there is a .vbs script that will export an .obj from XSI. I'm thinking that they disabled XSI ModTool from running certain things but not others. I want to see if it can run scripts downloaded from Softimage. If it can't, then any script I make would be useless for ModTool users. If you can't find the OBJ exporter script, you could try any script, or open the script editor and try to run a script directly from it. I mainly just want to know if you can run user-created scripts. I found an SDK viewer in XSI that lets me pick elements of a scene, such as the Texture and user Normals, and it shows all kinds of information using the XSI object model (SDK). You can view its source code to see how to create your own scripts to access the same information. This should make it pretty easy to write a custom OBJ exporter.
Thanks,
- Jay
#103
26th Mar 2005 at 4:18 AM
Posts: 124
I wonder what they mean by factory add-ons or plugins. Actually some of them (including obj convertor and import obj sequence) are written by users. Are the add-ons or plugins available on the XSI net belonged to 'factory'? I also tried a plugin called import obj sequence. It is a xsiaddon file so I installed it by choosing addon>install then a window with a button poped up(see pic)
Also I tried a vbs script 'milkshape import' but it cannot be installed.
Btw, I will check other plugins available on other site later.
Also I tried a vbs script 'milkshape import' but it cannot be installed.
Btw, I will check other plugins available on other site later.
#104
26th Mar 2005 at 5:02 AM
Posts: 24
Thanks: 1 in 1 Posts
I have a small question.
My object works and everything...no blue or yadayadayada....but my shadow is a tad big. Its because the shadow material was stretched, as shown below. How do I get the texture to fit properly?
www.thesimszone.com
"Unless people are educated, they will be susceptible to the propaganda of jehadi forces. Illiteracy is a fertile soul for the growth of fundamentalism"
My object works and everything...no blue or yadayadayada....but my shadow is a tad big. Its because the shadow material was stretched, as shown below. How do I get the texture to fit properly?
Attached files:
customchairv6.zip (80.8 KB, 15 downloads) - View custom content | ||||||||||
333282 03-25-05 22:49 customchairv6.package -------- ------- 333282 1 file |
www.thesimszone.com
"Unless people are educated, they will be susceptible to the propaganda of jehadi forces. Illiteracy is a fertile soul for the growth of fundamentalism"
#105
26th Mar 2005 at 4:25 PM
Posts: 116
Quote: Originally posted by Spitze
I have a small question. My object works and everything...no blue or yadayadayada....but my shadow is a tad big. Its because the shadow material was stretched, as shown below. How do I get the texture to fit properly? |
Huh. Odd. I tried resizing and messing with the texture, but it still seems to map it too big. Actually, I made it as small as possible, but it still showed up big. My guess is it's the UV mapping that is applying the texture too big. Try re-UV mapping it.
#106
26th Mar 2005 at 8:37 PM
Posts: 17
Quote: Originally posted by Eriksrocks
Don't use UVMapper to map your object. Just use Wings 3D. The only time when you should use Wings 3D is when you get the "Out of range" problem. As far as some tips for Wings:-> You must have more than 1 "chart" or color on your map -> When trying the automated "projection" or "unfold" methods, you can't have anything selected Hope this helps! |
So what your saying is that im getting the error in wings because i selected too much when maping? So should i map the table top as one part, the top section of the legs, and then the bottom section of the legs, all as seperate parts? or is that too many parts? I don't have a shadow or anything in with the table.
1 more thing:
I get this error on the Mesh Tool : Run-time error '9': subscript out of range. What does this mean? (this is happening to a lamp i made) At this rate the only think i'll be able to make is a really ugly table, that i already made...
#107
26th Mar 2005 at 10:12 PM
Posts: 24
Thanks: 1 in 1 Posts
Quote: Originally posted by Eriksrocks
Huh. Odd. I tried resizing and messing with the texture, but it still seems to map it too big. Actually, I made it as small as possible, but it still showed up big. My guess is it's the UV mapping that is applying the texture too big. Try re-UV mapping it. |
THANKS!!!! Its perfect!! Yay!!!
You rock!
www.thesimszone.com
"Unless people are educated, they will be susceptible to the propaganda of jehadi forces. Illiteracy is a fertile soul for the growth of fundamentalism"
#108
27th Mar 2005 at 5:40 AM
Posts: 124
Jay,so far I have tested 2 types of format of plugins for xsi- xsiaddon & vbs in mod tool. Here are my conclusions:
For xsiaddon, only the ones(including the game add-on) available on the web page of the official download of mod tool function well while other xsiaddon I tested cannot even if they can be installed. In addition, the installation of xsiaddon of the obj converter has already installed its vbs scripts as well but it doesn't work. That means mod tool cannot run vbs scripts installed in this way.
For stand-alone vbs scripts, no matter where I downloaded them from, nothing changed after I load them in plugin manager. See the screenshot.
There is something I am not sure. Did I place the vbs scripts in the wrong place?
If you have any other ideas that can help mod tool users, plz tell us. Thank you for your help.
For xsiaddon, only the ones(including the game add-on) available on the web page of the official download of mod tool function well while other xsiaddon I tested cannot even if they can be installed. In addition, the installation of xsiaddon of the obj converter has already installed its vbs scripts as well but it doesn't work. That means mod tool cannot run vbs scripts installed in this way.
For stand-alone vbs scripts, no matter where I downloaded them from, nothing changed after I load them in plugin manager. See the screenshot.
There is something I am not sure. Did I place the vbs scripts in the wrong place?
If you have any other ideas that can help mod tool users, plz tell us. Thank you for your help.
#109
27th Mar 2005 at 10:20 AM
Posts: 17
Anyone know why this is happening?
(im talking about the black blur on the bottom)
I know its a shadow but i adjusted the shadow (north,east,west,bottom)
away from the object by physically editing the obj file. So what do i do now? If it helps, it was the locker room lockers from the EP.
- Answer to my other problems -
I think i may have figured out how to get thoes objects i made into the game. As we know Wings can give you a bad obj file so i stick them into milkshape then export them again, it seems to fix them but no idea on the actual objects i had the problems with.
(im talking about the black blur on the bottom)
I know its a shadow but i adjusted the shadow (north,east,west,bottom)
away from the object by physically editing the obj file. So what do i do now? If it helps, it was the locker room lockers from the EP.
- Answer to my other problems -
I think i may have figured out how to get thoes objects i made into the game. As we know Wings can give you a bad obj file so i stick them into milkshape then export them again, it seems to fix them but no idea on the actual objects i had the problems with.
#110
28th Mar 2005 at 8:47 PM
Last edited by Eriksrocks : 28th Mar 2005 at 8:49 PM.
Posts: 116
Quote: Originally posted by skinner
So what your saying is that im getting the error in wings because i selected too much when maping? So should i map the table top as one part, the top section of the legs, and then the bottom section of the legs, all as seperate parts? or is that too many parts? I don't have a shadow or anything in with the table. 1 more thing: I get this error on the Mesh Tool : Run-time error '9': subscript out of range. What does this mean? (this is happening to a lamp i made) At this rate the only think i'll be able to make is a really ugly table, that i already made... |
Nevermind about what I said earlier about the "you can't have anything selected" thing. I was wrong about that. :argh:
For the "out of range" error, see my post here:
http://www.modthesims2.com/showthre...ed=1#post321494
Hope this helps!
#111
28th Mar 2005 at 8:51 PM
Posts: 116
Also, I don't see any image in your last post. :p
#112
29th Mar 2005 at 5:49 AM
Posts: 155
Thanks: 165 in 7 Posts
hey i have made a new mesh and it's partly inviable can some one help here's a pic and the file . and it's also the wrong way rond i think. please help me it soposed to be a seate..http://forums.modthesims2.com/attac...tid=47017&stc=1
no ears
Attached files:
deandebeste_seate03.rar (58.1 KB, 6 downloads) - View custom content | ||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- deandebeste_seate03.package 265678 59354 22% 26-03-05 15:05 .....A. 18B7A6BD m3d 2.9 ------------------------------------------------------------------------------- 1 265678 59354 22% |
no ears
Lab Assistant
#113
29th Mar 2005 at 3:39 PM
Posts: 62
I'm very close to having a script in XSI that exports an ideal TS2 .obj or .smd file from XSI, i.e., one normal and UV coordinate per vertex instead of three of each per poly. Unfortunately, it appears that ModTool users will not be able to benefit from this, which severely limits the usefulness of ModTool for modding, ironically.
Once I have completed this for my own use (and other XSI users, if there are any), I think I can write a helper app with .NET that will create the correct normal and UV data from a .obj or .smd file that has the typical data generated by most 3D apps, OR that has had the normal data stripped out completely. This can be done simply by re-calculating the normals, and then 'averaging' the multiple normals per point into one normal per point. Also, any boundary vertex that is co-incident with another vertex can have its normal averaged with the other vertex's normal, resulting in smooth rendering across boundaries. Basically, this means that the proper normal data for a modified clothing mesh could be imported back into TS2.
- Jay
Once I have completed this for my own use (and other XSI users, if there are any), I think I can write a helper app with .NET that will create the correct normal and UV data from a .obj or .smd file that has the typical data generated by most 3D apps, OR that has had the normal data stripped out completely. This can be done simply by re-calculating the normals, and then 'averaging' the multiple normals per point into one normal per point. Also, any boundary vertex that is co-incident with another vertex can have its normal averaged with the other vertex's normal, resulting in smooth rendering across boundaries. Basically, this means that the proper normal data for a modified clothing mesh could be imported back into TS2.
- Jay
#114
29th Mar 2005 at 7:08 PM
Posts: 377
Thanks: 11340 in 40 Posts
Quote: Originally posted by dean de beste
hey i have made a new mesh and it's partly inviable can some one help here's a pic and the file . and it's also the wrong way rond i think. please help me it soposed to be a seate.. |
It looks like you need to rotate it to face the right way and I think part of it is invisible because it is going through the legs of the sim.
~faeriegurl~
Sims 2 Creations - http://www.sims2creations.com
faerie's blog - http://spaces.msn.com/members/enchantedrealm/
#115
29th Mar 2005 at 8:12 PM
Posts: 155
Thanks: 165 in 7 Posts
Quote: Originally posted by faeriegurl
It looks like you need to rotate it to face the right way and I think part of it is invisible because it is going through the legs of the sim. |
no i don't think it has to dO whit that becose i made a nother mesh and the sim's legs were gonig strait thrue it and it was perficaly fine all that was wrong thet the sim's leg's poded thrue but that i think has nothing to do with the mesh beenig visable
no ears
#116
1st Apr 2005 at 4:40 PM
Posts: 210
Thanks: 269 in 2 Posts
I need help! I have created a frame for a bed and I want to import it back into the gmdc that has the bedding in it so it is recolourable, but without destroying the animations. How can I do this and can someone run me through the steps?
#117
1st Apr 2005 at 4:57 PM
Posts: 304
Quote: Originally posted by TheSims2Master
I need help! I have created a frame for a bed and I want to import it back into the gmdc that has the bedding in it so it is recolourable, but without destroying the animations. How can I do this and can someone run me through the steps? |
Here's the tutorial that SimFreaks wrote that solved this for me.
http://www.simfreaks2.com/tutorials...ame_import.html
But after it was written we realized that if you want all the bedding options you have to clone any bed *but* the Colonial Ironwood. That's because the other beds refer to it for the bedding. If you make your clone from it the clone will refer only to itself.
Here's the one I made
New Bed
Test Subject
#118
6th Apr 2005 at 3:24 AM
Posts: 34
Thanks: 282 in 1 Posts
Hello, I'm moving this from the Version 0.9.46 Thread, so keep in mind that I'm using the newer version of the Mesh Tool. But it doesn't look like anyone's answering questions for that thread, so I thought I'd try it here, if that's okay.
Anyway, I'm trying to replace the frame mesh of sunglasses with a mesh for horns. The mesh I'm using was already altered to be earrings, so I know it's (theoretically) possible to alter this gmdc.
However, whenever I export a gmdc and try to replace it with mine, SimPE freaks out and throws exceptions. I'm wondering if this is because the glasses has a "frame" and "lens" entry in Objects box (of the Mesh Tool). Is there something special I have to do to get this to work? Let me know if you need to see any files or if my description is unclear. Also, I'm using Milkshape to edit the .smd if that helps.
Thanks!
Anyway, I'm trying to replace the frame mesh of sunglasses with a mesh for horns. The mesh I'm using was already altered to be earrings, so I know it's (theoretically) possible to alter this gmdc.
However, whenever I export a gmdc and try to replace it with mine, SimPE freaks out and throws exceptions. I'm wondering if this is because the glasses has a "frame" and "lens" entry in Objects box (of the Mesh Tool). Is there something special I have to do to get this to work? Let me know if you need to see any files or if my description is unclear. Also, I'm using Milkshape to edit the .smd if that helps.
Thanks!
#119
9th Apr 2005 at 11:19 AM
Last edited by Windaira : 9th Apr 2005 at 11:46 AM.
Reason: Last image wasn't showing
Posts: 60
Thanks: 127 in 3 Posts
Ok, I skimmed the last thread and this one, didn't see this issue with anyone else yet, so here I am. :umm: I hate to be a bother, and I tend to try to figure things out for myself before ever asking for help, but this one has thrown me. I have done everything so far up to importing my new mesh. I just can't seem to import it cause I can't see the window... I keep getting this:
Figure it out, place the file in..
Figured it out, checked the top box
Here is where nothing happens. I tried to type and hit next, the box then disappears and nothing happens
What did I do, or not do? Could it be cause the mesh I exported has less models then the mesh I am placing in?
Thanks in advance on any help you can give me!
*** EDITED ***
Ok, I fixed the blackout issue! I downloaded the updated version HERE & now I can see the windows. Except the 3rd one is still goofed a bit (no big deal really)
But still after the 3rd window, the other window doesn't open to create a name to actually make the file it's supose to. It just closes and nothing more happens.
Help please?
Figure it out, place the file in..
Figured it out, checked the top box
Here is where nothing happens. I tried to type and hit next, the box then disappears and nothing happens
What did I do, or not do? Could it be cause the mesh I exported has less models then the mesh I am placing in?
Thanks in advance on any help you can give me!
*** EDITED ***
Ok, I fixed the blackout issue! I downloaded the updated version HERE & now I can see the windows. Except the 3rd one is still goofed a bit (no big deal really)
But still after the 3rd window, the other window doesn't open to create a name to actually make the file it's supose to. It just closes and nothing more happens.
Help please?
#120
9th Apr 2005 at 6:34 PM
Posts: 60
Thanks: 127 in 3 Posts
Well apparently it has to do something with the models, I went back into Milkshape, merged all the models with the same textures together lowering the count from 12 to 5 and it then created the file I needed.
So guess that issue was fixed, now I am trying to figure out how to apply these textures ....
So guess that issue was fixed, now I am trying to figure out how to apply these textures ....
#121
10th Apr 2005 at 4:04 PM
Posts: n/a
Problem with Mesh
Hi there! :werd: What do you think might have happened here. I already altered a few meshes before with success. But then this accident happened. I just altered the look of this mesh. I did not delete verticles. How can something like this happen?
I have an assumption. I made the alterations with 3D Studio and Maya. Maybe I used the wrong import/export settings... Could that be the problem?
Lab Assistant
#122
10th Apr 2005 at 8:09 PM
Posts: 47
Thanks: 310 in 2 Posts
apparently the vertex order has been modified.
#123
11th Apr 2005 at 6:26 AM
Posts: 155
Thanks: 165 in 7 Posts
Quote: Originally posted by dean de beste
hey i have made a new mesh and it's partly inviable can some one help here's a pic and the file . and it's also the wrong way rond i think. please help me it soposed to be a seate.. |
what about mine what's wrong with mine?
no ears
#124
11th Apr 2005 at 8:16 AM
Last edited by jfreddog : 11th Apr 2005 at 8:26 AM.
Posts: 133
Wich 3D ID should I replace?
I am trying to modify a body mesh, but when it comes to the part Were I should replace the 3D ID referencing file (put a new resorce node and shape) I don't know Wich 3D ID should I replace! In the BriAnna's tutorial there's only one of them (I think it is because it's a dress) but in the body files there is about 50! Wich one should I pick? I looked at the correspoding texture of the mesh I want to replace but I could not find any reference to it's corresponding 3D ID file!Anyway, I think that's what's making my mesh to show up correctly in the Mesh Tool preview but not to show up in the bodyshop.
Should I replace (the shape and resource node) in all 3D ID files? Will that screw things up? :confused:
Can anyone help me???
Test Subject
#125
11th Apr 2005 at 5:45 PM
Posts: 40
i am opening a mesh in the mesh tool that was made in maya. there are 524 verts, 624 edges, 260 faces and 260 tris. can anyone tell me why i get this error "run-time error 9 subscript out of range. if the issue is because there are to many faces for it to cope with then is it possible to make the tool able to handle mutch larger numbers. also i talked to maxoidtom and he told me than when they model they use polygons, NURBS and sub-division surfaces. is it possible to add these to the suported types other than polygons. he said that we make the game see them as polygons. i think we need to expand. also when is the next version of the mesh tool going to be uploaded. could you add a feature for maya like what you did with 3d studio max
Locked thread | Locked by: tiggerypum Reason: one meshtool thread is plenty | |
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