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- General - What the hell are all these file formats and how do I make them work with TS3?
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- General - What the hell are all these file formats and how do I make them work with TS3?
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So I don't know the first thing about modding TS2 and I'm hardly an expert on the game itself, but I'll have to get over it because I need some new models for TS3 and I need them soon. I have a computer here and half a dozen Fresh Prince cars, and I'd like to start with one or two of the cars. I've already gotten a few pointers in another thread I made, and if I weren't so damn sleep deprived I'm sure I knew where to find it, but I'm still horribly lost as to what the textures are, what the meshes are, and how the hell I'm going to get these file formats I've never heard of to work with tools I HAVE heard of. I'm sure it's really simple.
I'm a bit torn between getting this stuff done, making some progress, getting somewhere, improving my game environment and creating a better 1980s Bridgeport piece by piece, or going back to binge watching Miami Vice and pretending it has something to do with the whole deal.
What I'd like to know is:
What assets do I need to export from my cloned object in SimPE?
How do I read and open these assets, and convert them to a format I can use?
What manual adjustments do I need to make for an object to be compatible with TS3?
What do I need to do in terms of scripting?
Thanks
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The "List" tab is nowhere to be found in SimPE, nor is basically everything else.
The names of the textures, as well as the model assets, suggest that they are not what I'm looking for.
Since I cannot find the "List" tab, I export directly from the "Resource List". The textures are in the 6tx format and come with an XML attached, while the model files are in the 5gd format and also come with an XML.
The TSRW Object format is nowhere to be found in Milkshape.
And for a bit of pure theory:
Both the cars and the computer will contain moving parts which are not used in TS3. This is additional data that I'll need to discard. I assume these will be separate parts of the mesh, assigned to separate groups or whatever? Sounds like more than enough to make my life needlessly difficult.
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And the GMDC files which you can export an obj file from the 3D window in SimPE.
Depending on whether you have the UC (ultimate collection) or the non-UC, if you're looking for a EP/SP mesh, you have to navigate to that folder. I wouldn't suggest using SimPE's object workshop though, that one seems to show only 20% of the objects you might wanna have.
I might update it later to give you the specific packages to find the meshes and textures though
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obj for TSRW is actually not a good way of doing it. That's because we need bones to begin with to import... a second error could be due to the groups... not sure what error you're getting?
Regarding no export options... you're sure you did this right?: http://wiki.thesimsresource.com/ind...le=Milkshape_3D
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Now I have the car and all its groups and textures in Milkshape and it's looking damn good, Thing is, I have the plugins and they're in the right folder, but they're still not showing up.
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EDIT: I've tried again with another model entirely, a PC instead of a car, and it worked just fine. That's great, but it doesn't solve my groups issue quite yet.
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I'll need to fix those textures, and I'm going to modify the mesh a bit to make the PC look somewhat older, and then I'll have a damn fine PC model that's going to look a whole lot more convincing than TS3's default one.
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http://www.moreawesomethanyou.com/s...p?topic=14687.0
http://modthesims.info/t/578372
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Workshop file link
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http://simswiki.info/wiki.php?title=Sims_3:0x00B2D882
http://wiki.thesimsresource.com/ind...?title=Specular
http://wiki.thesimsresource.com/ind..._too_dark/light
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I've noticed just now that the TS3 base mesh I used is the fighter jet statue from the base game, which is decorative and only shows up as having one group in Milkshape. That it's a decorative object doesn't bother me, but could the one group thing be causing me these issues? I have a bunch more objects to convert and from the looks of it I'll be messing each one up if I don't get it right now. Earlier I also converted the PC, and I believe that now DISAPPEARS when a Sim tries to use it. Again, no idea what's causing it.
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TS2 seems to use a separate material for the chrome trims but for TS3, I'll just paint the chrome on using a high specularity. If I can just get this terrible interior situation sorted somehow, I'm okay with using it as-is.
I feel like this is a really simple project made really difficult by slip-up I had somewhere along the way. Maybe I used the wrong TS3 base object, maybe I assigned some material to some group somewhere.....
Problem is, for some reason I'm not getting a wireframe overlay of my model in Milkshape's Texture Coordinate Editor. If I had one, I could at least tweak the UV maps.
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The biggest mystery that remains is why I didn't do it like this earlier.
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