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Lab Assistant
#51 Old 6th Jul 2006 at 8:16 AM
Numenor I got it
Thank you for replying so fast to me. I was talking about in the dds builders window I changed the 7 where it said levels.

But I went over it again and you were right it was the bump that came into the game. I have that fixed now.

Thank you for your wonderful tutorial and all that you do for us.

JM
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The ModFather
retired moderator
Original Poster
#52 Old 6th Jul 2006 at 2:55 PM
In the DDS build window, that "7" is usually automatically determined; if you didn't change the size of the picture, 7 is the right value.

In any case, whenever you are in doubt about this number, use a high number (for instance 12), and the DDS builder will cut it down to the right value.

I've finally started my Journal. Information only, no questions.

My latest activity: CEP 9.2.0! - AnyGameStarter 2.1.1 (UPD) - Scriptorium v.2.2f - Photo & Plaques hide with walls - Magazine Rack (UPD) - Animated Windows Hack (UPD) - Custom Instrument Hack (UPD) - Drivable Cars Without Nightlife (UPD) - Courtesy Lights (FIX) - Custom Fence-Arches - Painting-TV - Smarter Lights (UPD)


I *DON'T* accept requests, sorry.
Test Subject
#53 Old 10th Jul 2006 at 11:16 PM
With your help, Numenor, I made some nice roof recolors.
I tried to make a white roof but it does not work. The white recolor looks like light-grey in my game. Is it not possible to create a white roof?
Lab Assistant
#54 Old 12th Jul 2006 at 12:50 AM
Default Thank you for your help and I still have a problem
Quote: Originally posted by Numenor
In the DDS build window, that "7" is usually automatically determined; if you didn't change the size of the picture, 7 is the right value.

In any case, whenever you are in doubt about this number, use a high number (for instance 12), and the DDS builder will cut it down to the right value.


I noticed that my edge trim and under color is lighter than the roof. And this is not making it look like the real roofs. Should I darken these two to make it look better ? Just using basic colors. * No textures*

Thank you JM
The ModFather
retired moderator
Original Poster
#55 Old 12th Jul 2006 at 9:30 AM
You mean that the roof you are editing has *no texture* for the trim? BTW, I don't understand... Are you talking about the "trim" or the "edge"? Look at post #2 to see the difference.

I thought that all the roofs had a specific texture for all the parts; what roof are you editing?

In case the textures do exist in your package, then it's perfectly safe to edit them, using colours more consistent with the main texture. You can change whatever texture you like: trim, edge, under and even the bump map (which I don't suggest, anyway).

I've finally started my Journal. Information only, no questions.

My latest activity: CEP 9.2.0! - AnyGameStarter 2.1.1 (UPD) - Scriptorium v.2.2f - Photo & Plaques hide with walls - Magazine Rack (UPD) - Animated Windows Hack (UPD) - Custom Instrument Hack (UPD) - Drivable Cars Without Nightlife (UPD) - Courtesy Lights (FIX) - Custom Fence-Arches - Painting-TV - Smarter Lights (UPD)


I *DON'T* accept requests, sorry.
Mad Poster
#56 Old 13th Jul 2006 at 8:52 PM Last edited by niol : 13th Jul 2006 at 9:47 PM.
lazius,

May read posts 9 and 10.


placeholder_roof_material_txmt seems to be for the texture called "roof-manor"
Is it stdMatDiffCoef=0.8,0.8,0.8 that darken the roof so much? I'm thinking of the shadowing effect instead and a light mod...
Oh my goodness, the roof meshes...!
Test Subject
#57 Old 16th Jul 2006 at 9:25 PM
*urks* Sorry my inattention... Thanks, niol.
Test Subject
#58 Old 23rd Jul 2006 at 7:36 AM
Numenor, to whom we are all appropriately reverent,

This is my first experiment with recoloring anything. My resuts weren't half bad, with only one fly in the ointment: from a distance, as in when I back the camera away to a larger field of view, the roof still looks like red tile. When I zoom in, no problem, there's my roof. What on earth did I miss?

Thanks for your time.
Part-time Hermit
#59 Old 23rd Jul 2006 at 7:47 AM
fleshapple, did you use the Build DXT for importing your texture, or the normal Import? If you used the latter, you will have to Update All Sizes also.
Test Subject
#60 Old 23rd Jul 2006 at 5:43 PM Last edited by fleshapple : 23rd Jul 2006 at 5:52 PM.
Default DXT vs. Import
I'm using the latest version of PE (0.58.1.29278), and honestly, when I right clicked the image as directed, the Build option was greyed out. Import worked, but as you noted, I may have to change the resolutions myself. Have I misstepped somehow during the process (which frankly, seemed pretty straightforward) to grey out the option?

Also, the "all sizes" option worked charmingly. Ty so much

Many thanks for your time
Part-time Hermit
#61 Old 23rd Jul 2006 at 5:46 PM
See the beginning of the tutorial, it has instructions for getting the DDS Utilities.
Test Subject
#62 Old 27th Jul 2006 at 8:06 PM
Okay - I want to know where all you talented people are submitting your new roof creations - for us poor untalented folks :P
Part-time Hermit
#63 Old 27th Jul 2006 at 8:17 PM
Well, you can always upload to MTS2 .
Mad Poster
#64 Old 1st Aug 2006 at 11:08 AM Last edited by niol : 26th Sep 2006 at 1:56 PM.
Oh well, not a solved puzzle yet.. but hey what a "high-light"!

# texture, lit, normal mappedm, no specular
# modify this material for roof highlights
materialDefinition RoofTopHighlight
setDefinition StandardMaterial
addParam stdMatSpecPower 0
addParam stdMatDiffCoef (0.4, 0.385, 0.38)
addParam stdMatBaseTextureName roof-redtile
addParam stdMatBaseTextureEnabled true
addParam stdMatNormalMapTextureName roof-redtile-bump
addParam stdMatNormalMapTextureEnabled true
addParam stdMatBaseTextureAddressingU clamp
addParam stdMatBaseTextureAddressingV clamp
addParam stdMatBaseTextureAddressingW clamp
addParam stdMatNormalMapTextureAddressingU clamp
addParam stdMatNormalMapTextureAddressingV clamp
addParam stdMatNormalMapTextureAddressingW clamp

& an amazing imposter!

define ImposterRoofMaterial()
material
shader -layer ($stdMatLayer * 8)
vertexFormatPred position 0 true
numLightsPred $kShadeLight (numLightsOfType(${kShadeLight}))

pass
create NonStandardLighting()

shaderProgram -target vertexProgram -method assemble

bindConstants 0 -bindingID geomToClip -constantCount 4
setf invRoofTextureTiles (1 / 64)

shaderSource
vs_1_1
def c4, $invRoofTextureTiles, -$invRoofTextureTiles, 0, 1
dcl_position v0

m4x4 oPos, v0, c0
mad oT0.xy, v0, c4.xy, c4.zw
endShaderSource
end

alphaBlend srcFactor(one) add dstFactor(zero)
fillmode $stdMatFillMode
cullmode none # roof imposters are single-sided

create ImposterColorScalar()

stage
texture "roofs"

textureFilterHint bilinear bilinear
textureAddressing clamp clamp

textureBlend multiply(texture colorScalar) select(colorScalar)
end
end
end
end
enddef


Edited, but it's the roof top definition that affects the most.
The ModFather
retired moderator
Original Poster
#65 Old 1st Aug 2006 at 1:35 PM
Where have you found these parameters? Is it a shader?
What is suppose do do the "clamp" setting? And what should be the third "Addressing", the one ending with "W"? I always see the U and V names...

I've finally started my Journal. Information only, no questions.

My latest activity: CEP 9.2.0! - AnyGameStarter 2.1.1 (UPD) - Scriptorium v.2.2f - Photo & Plaques hide with walls - Magazine Rack (UPD) - Animated Windows Hack (UPD) - Custom Instrument Hack (UPD) - Drivable Cars Without Nightlife (UPD) - Courtesy Lights (FIX) - Custom Fence-Arches - Painting-TV - Smarter Lights (UPD)


I *DON'T* accept requests, sorry.
Mad Poster
#66 Old 3rd Aug 2006 at 12:20 AM Last edited by niol : 3rd Aug 2006 at 5:37 AM.
From this file in the .../material/material.package...
I'm still finding instances to learn how to use the "clamp", cutout" and others for the addressing... Sorry, I've not got to the point to use them with some certainty. The W has often been around, but I 've yet to really learn how to use it, too. And hopefully, analysing these scripts can help me learn how to use them...

Surely, I'll tell when I think I've got it.
Attached files:
File Type: rar  Materials_Materials_package_005_ roof material definitions.rar (2.1 KB, 47 downloads)
MTS2 Hot Pepper
#67 Old 31st Aug 2006 at 4:14 PM
I always wondered why there are no WHITE roofs at all.
Now after try I know why...
the stupid game darkens them all...
My white roof look dull creamy

Currently playing Sims 4 full collection. (and fixing my mods folder)
Mad Poster
#69 Old 26th Sep 2006 at 8:13 PM Last edited by niol : 2nd Jun 2009 at 6:31 AM.
Quote: Originally posted by Ailias
I always wondered why there are no WHITE roofs at all.
Now after try I know why...
the stupid game darkens them all...
My white roof look dull creamy


Actually, the roof shader darkens the roof top so much by keeping only about 40% of the textural colour strengths. No wonder, white beomces grey. The creammy look is due to the shader has R the highest and the blue the lowest.

But, this is not a matter anymore.
Try out this mod with your custom bright light roof recolours/recolors

roof global mod for opaque bright and light roof (not just white)
http://www.modthesims2.com/showthread.php?p=1419790

Now, transparentcy is achivable with cares.
Hopefully even more can come out.


All,

Wanna help test it out in various game versions...?
http://www.modthesims2.com/showthread.php?t=192699

Just to confirm if it works and not causing any game crash in these game versions. Thanks in advance..


Related thread linkage for roof-products modding:

lot files
http://www.sims2wiki.info/wiki.php?title=ROOF
http://www.sims2wiki.info/wiki.php?title=3ARY
http://www.sims2wiki.info/wiki.php?title=WGRA

attic wall
Modding InfoCenter - Partitions: walls, fences, fence arches
http://www.modthesims2.com/showthread.php?t=106473

shaders
http://www.sims2wiki.info/wiki.php?...Talk:ShaderRoof
http://www.sims2wiki.info/wiki.php?...Talk:ShaderWall
http://www.sims2wiki.info/wiki.php?...lk:ShaderWallPS

threads
Mod the Sims 2 > Modding and Creation > Sims 2 Creation > Modding Discussion > Research & Development
Roofs > Roofs - Engine-Generated Geometry (Maxis Roofs)
http://www.modthesims.info/showthread.php?t=318988
Mod the Sims 2 > Modding and Creation > Sims 2 Creation > Modding Discussion > Research & Development > modding - roof - material shader modded at the roof top texture definition
http://www.modthesims2.com/showthread.php?t=192699
Mod the Sims 2 > Social > Social Groups > Moo Tools > Roof Pitch Adjuster
http://www.modthesims.info/showthread.php?t=328329
Mod The Sims > Modding and Creation > Sims 2 Creation > Modding Discussion > How Do I Change The Defoult Roof Colors?
http://www.modthesims.info/showthread.php?t=225532

tutorials
Recolouring Roofs with Object Workshop (NEW Tutorial)
http://www.modthesims.info/showthread.php?t=103082
Lab Assistant
#70 Old 30th Sep 2006 at 10:09 AM
Love the clear tute. Cheers Numenor, you mustve been sick of being called this, but, youre a genius, mate! Ill give this a try and see, it seems easy enough to follow
Test Subject
#71 Old 5th Nov 2006 at 4:16 PM
There is a good DDS converter program that I have, and it works fine:

http://eliteforce2.filefront.com/fi...Converter;29412

Convert the textures to DDS using this program, then just select "Import DDS" when you right-click on the texture. The quality will be retained and it's much faster.
The ModFather
retired moderator
Original Poster
#72 Old 5th Nov 2006 at 8:10 PM
Alafel, thanks for the link, but the program you mention is exactly like SimPE, because it uses the same external DDS Tools by Nvidia.

From the link you have provided, scroll down and you will red this:

Quote:
|---- Manifest ----|

The setup program has installed the following files:

|- Readme.txt
|- DDS Converter 2.exe
|---------------------
|- DevIL.dll ; open source image library used to load images in the previewer and
|- ILU.dll ; perform generic conversions such as PNG -> JPG, DDS -> TGA etc
|- ILUT.dll
|---------------------
|- nvdxt.exe ; nVidia's command line tool used to create DDS files
|---------------------
|- s3tc.exe ; older tool from S3 Graphics included as an alternative to nVidia's
|- vic32.dll

The latest version of nvDXT can be obtained from this link: http://developer.nvidia.com/object/nv_texture_tools.html


Of course, this tool is good for the other conversion features (different from the DDS), though they are not useful for this tutorial.

I've finally started my Journal. Information only, no questions.

My latest activity: CEP 9.2.0! - AnyGameStarter 2.1.1 (UPD) - Scriptorium v.2.2f - Photo & Plaques hide with walls - Magazine Rack (UPD) - Animated Windows Hack (UPD) - Custom Instrument Hack (UPD) - Drivable Cars Without Nightlife (UPD) - Courtesy Lights (FIX) - Custom Fence-Arches - Painting-TV - Smarter Lights (UPD)


I *DON'T* accept requests, sorry.
Test Subject
#73 Old 27th Dec 2006 at 12:03 AM
I wanna make realistic snowy-roof..Is it possible?
Mad Poster
#74 Old 27th Dec 2006 at 4:27 PM Last edited by niol : 27th Dec 2006 at 5:30 PM.
Quote: Originally posted by burcu0701
I wanna make realistic snowy-roof..Is it possible?


may read post post 69 for the mod that can allow bright textures to show up on the roof.
Then, make out your own snowy roof recolour(s) or search for other available snowy roof recolours if any...

Anyway, it says the next coming EP has weathers for the sims including a snowy scene, so you may get that instead.
Lab Assistant
#75 Old 10th Jan 2007 at 1:54 AM
you are amazing. i think 85% of my mods are yours or have been influenced by you in some way. truly the "modfather".
;-)
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