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- TSRW - Cannot add new properties in TheSimsResource Workshop
Posts: 508
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You could try using S3OC's 'Fix Integrity', which will renumber and standalone-ify a package. Some objects take to it better than others, so it's not abnormal if it still breaks in a different way after this.
Otherwise, I'd probably just delete V2 and remake it on a new clone entirely.
Posts: 1,588
Thanks: 1980 in 44 Posts
Hi. Its me again. (Im starting to feel like I need to open these with pleasantries-) So Im making six pillars, two versions with all three wall heights. Its all going fine and dandy until I open it in game aaand the v2 medium and tall heights are for some reason linked to the first version. The short wall height for version 2 is fine though?? And it all looks fine in the TSRW. And yes, I did change the instance numbers. I also know it cannot be because I used the same mesh for both versions because otherwise the short version 2 would also not work. Pictures included for convenience |
It's actually a flaw in TSRW when cloning build items. The workaround should be saving your project, then at the new project screen re-import your saved project then at the screen where the project name is shown change the text in every space which you can edit later anyway. Export it again and yes, your cloned object should be magically renumbered successfully..
more details here (yeah it says walls but pretty sure works with other build objects too):
https://bioniczombie.tumblr.com/pos...e-catalog-names
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Main simblr: aisquaredchoco ( ͡° ͜ʖ ͡°)
My downloaded cc: ts3ccreblogsbyaisquared
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Posts: 96
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I just want to ask permission as I will be copy and pasting words and taking photos and I want to ensure everyone is a-okay with that. Obviously, everyone will be credited. But yea. I just want to make sure its okay to do.
Posts: 508
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actually a flaw in TSRW |
So, the one time I resisted being a crotchety old badger about TSRW, it was actually TSRWs fault this time? I'm back to being a hater next time I swear
I just want to make sure its okay to do. |
Fine by me
I plan to put together a 'Cardinal's Curio' of smaller tips I've given or discovered on my own sometime, but there is no need for it to be secreted in any one place. The more places it is accessible, the better.
Posts: 1,588
Thanks: 1980 in 44 Posts
Also I have been thinking for a bit and I want to take all of these helpful guides and advice and collect them in an easy to access blog that wont get buried by new posts. Because if not for you guys, Id still be floundering. Old links are dead and gone and other experienced modders just dont interact with the community anymore. I just want to ask permission as I will be copy and pasting words and taking photos and I want to ensure everyone is a-okay with that. Obviously, everyone will be credited. But yea. I just want to make sure its okay to do. |
I too don't mind, actually. By any chance, is it tumblr where you'll post these bits of info? If so then you can freely mention my username too (found in my signature).
So, the one time I resisted being a crotchety old badger about TSRW, it was actually TSRWs fault this time? I'm back to being a hater next time I swear |
It's a love-hate relationship in my case. I just keep using it despite the random tantrums it throws from time to time..
Looking for something converted to TS3? Visit Xto3 Conversions Finds for all your xto3 needs.
Main simblr: aisquaredchoco ( ͡° ͜ʖ ͡°)
My downloaded cc: ts3ccreblogsbyaisquared
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Posts: 96
Thanks: 916 in 22 Posts
Yep. On my Tumblr. Im still cleaning up my ancient blog to make it like sim based and neat, but it will happen soonish. And good to know!
Posts: 96
Thanks: 916 in 22 Posts
Bit rough, haphazard but the bones are in place. Links to both of your tumblrs has been placed in Navigation. I hope thats okay!
Posts: 96
Thanks: 916 in 22 Posts
Of course I don't! Though I've never encountered a problem similar to that when making fences so I couldn't tell from theory what went wrong. So I guess I need to see the project files themselves and try to get around rhe problem. If @ElvinGearMaster would allow, of course.. |
Ive been poking and prodding for a while and I just cannot make it work. How do you make a fence thats like the supernatural fence where if you click and drag there isnt a post on every tile?
Posts: 508
Thanks: 10 in 2 Posts
Click on the CFEN resource, then the Grid button on the bottom panel, and change the TileSpacing number to all zeroes:
(You can export TSRW projects as .package from Edit > Project Contents > Export, just in case the default format has been a limiting factor in using S3PE).
Posts: 96
Thanks: 916 in 22 Posts
I know how to fix it in S3PE, but looking through TSRW couldn't find the equivalent setting- doesn't mean it's not in there somewhere. Click on the CFEN resource, then the Grid button on the bottom panel, and change the TileSpacing number to all zeroes: (You can export TSRW projects as .package from Edit > Project Contents > Export, just in case the default format has been a limiting factor in using S3PE). |
Thank! Will let you know how it goes and absolutely adding this to the tumblr
Posts: 1,588
Thanks: 1980 in 44 Posts
Looking for something converted to TS3? Visit Xto3 Conversions Finds for all your xto3 needs.
Main simblr: aisquaredchoco ( ͡° ͜ʖ ͡°)
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Posts: 96
Thanks: 916 in 22 Posts
Or you could just give the mod2 mesh part (the part where the fence post is) an empty mesh (a single face mesh resized waaaay too tiny) and extend your main fence (hlod) and diagonals (mod1) to the point where the post should be, to give a 'no post' effect. |
That sounds like something Id massively mess up tbh. Good news though! The S3PE method worked!
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Posts: 508
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One problem down, another one popped up. Both PNG and DDS files result in this. Im not exactly sure if I want to mess with the shaders on the meshes either. |
Could you elaborate what the issue is here / what it was intended to look like that isn't happening? I'm afraid I can't see an obvious issue in the screenshot.
Posts: 96
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Could you elaborate what the issue is here / what it was intended to look like that isn't happening? I'm afraid I can't see an obvious issue in the screenshot. |
Oops my bad
Its meant to look like this, with gaps between the railings.
Posts: 508
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The default fence shader should support transparency, but it may need configuring in the material properties if the one you cloned wasn't using it. Or may just be something simple, like the mask needing the same alpha to stop it trying to recolour the invisible parts.
Posts: 96
Thanks: 916 in 22 Posts
May need to see the file to see what's wrong. The default fence shader should support transparency, but it may need configuring in the material properties if the one you cloned wasn't using it. Or may just be something simple, like the mask needing the same alpha to stop it trying to recolour the invisible parts. |
Aah okay. Ill try with a different fence base but here is the file still. Just in case knowing how tsrw can be
EGM_Sims4_Vampire_Fence_Iron_Tall.zip (468.6 KB, 1 downloads) |
Posts: 96
Thanks: 916 in 22 Posts
May need to see the file to see what's wrong. The default fence shader should support transparency, but it may need configuring in the material properties if the one you cloned wasn't using it. Or may just be something simple, like the mask needing the same alpha to stop it trying to recolour the invisible parts. |
So I did do some fiddling and cloned the gothic wrought iron fence. That works swell in game! Im also poking the alpha property so I can work out how to apply it to the gate I want to convert as well.
(I feel a bit silly that I didnt think of using a different base ngl :'3 )
Posts: 508
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I think it's the 'Alpha Mask Threshold' property in the Material Editor. It's a 0 to 100 value, but it's less to do with opacity and more to do with how strict it should be on cutting out the mask. Zero is no transparency. The base game cemetery fence is set to 75. 100 may be harsh on soft edges / shades of grey on an alpha, if I were to guess.
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Static part: 0xCD68F001
Two gate parts: 0X87CC8398 and 0xE8B7CAFD
Though I am unsure which one is for which side. And if it cannot be done in milkshape 3d, can it be done in s3pe?
Posts: 21
Okay so, I converted a gate. Double gate, I want it to open in the middle.It keeps doing not that, even after fiddling around in milkshape3d. I know TSRW Workshop lets you manually select vertices with clunky tools and apply animation bones there but I really really do not want to use those tools. Unless I absolutely must. So, am I just doing something wrong in milkshape 3d? I did narrow it down to the bones being Static part: 0xCD68F001 Two gate parts: 0X87CC8398 and 0xE8B7CAFD Though I am unsure which one is for which side. And if it cannot be done in milkshape 3d, can it be done in s3pe? |
In Milkshape you can select one of the sides of the gate and in the Joints tab click on the "Show" button, it'll tell you the bone it's attached to.
For example, in the screenshot you can see the vertices I selected are attached to the bone called "0xD5020EAD".
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In Milkshape you can select one of the sides of the gate and in the Joints tab click on the "Show" button, it'll tell you the bone it's attached to. For example, in the screenshot you can see the vertices I selected are attached to the bone called "0xD5020EAD". |
Oh that is helpful. But I still cant get it to assign both bone groups like with the base gate. Selecting the other bone group and clicking apply doesnt make it do anything. So I assume Im missing a step
Posts: 21
Oh that is helpful. But I still cant get it to assign both bone groups like with the base gate. Selecting the other bone group and clicking apply doesnt make it do anything. So I assume Im missing a step |
The steps I would take are:
1. Hide the custom gate to see clearly the original one. As you can see, every bone has a different color so I would pick a few vertices from a certain area to see the bone associated with it, follow this step 3 times since the gate has 3 different bones and write down each bone.
For example - Static = 0xCD68F001.
2. After you got all the bone's names, hide the original gate since we don't need it now.
3. On the custom gate select all the vertices that need to be assigned to a certain bone (such as the static bone) and assign the bone.
Deselect and select now the vertices of the right or left side and assign the bone that you found in the first step that corresponds to it and repeat the step again for the other side.
If it still doesn't work you can attach the Milkshape file so I can see what's going on with the bones
If you attach the file I'd recommend doing it with a fresh file with a fresh import of the original gate and the custom one to make sure the bones didn't get messed up somehow.
Posts: 886
Oh that is helpful. But I still cant get it to assign both bone groups like with the base gate. Selecting the other bone group and clicking apply doesnt make it do anything. So I assume Im missing a step |
As with most things, bbe they garments or objects, it's always best to clone from a donor that has the properties you need. In your example, a donor gate that operates as you want. I think that objects can be tricky, as you also need to match animations. There are several gates that appear to match what you need, and open close animations should be attached to them. I guess, anchor post position is also important, as well as width, and perhaps height?
Shiny, happy people make me puke!
Posts: 96
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I know I need to do that, but I cannot, for some reason,get that to work. I keep either getting just one bone applied, even when I select the other bone, hit show, select and then apply. Like, its either the yellow fully or purple fully.
And I cannot separate the swingy part into two different meshes because the base Im using has the swingy part as one mesh.
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