View Full Version : [SOLVED] RT Problem: slaves don't show up recolours
SimSamBol
9th May 2009, 05:34 PM
Hey!
I've got three problems with my objects: 1: in the catalog, the old window templates are appearing, but in the lot it works well; 2: the slaves don't show up recolours; 3: I still can't make my wallmasks to work...
Help me, please!!!
plasticbox
9th May 2009, 05:53 PM
What did you do to get the wallmasks to work? Have you tried to reproduce the steps that leesester and me posted in your other thread?
Have you deleted groups.cache and the thumbnail files before loading the updated objects?
SimSamBol
9th May 2009, 05:55 PM
yeah, i tried, but couldn't get it right! sorry
'Have you deleted groups.cache and the thumbnail files before loading the updated objects? " what do you mean?
plasticbox
9th May 2009, 06:07 PM
i tried, but couldn't get it right!What exactly was the problem? Was there something unclear in what we wrote?
'Have you deleted groups.cache and the thumbnail files before loading the updated objects? " what do you mean?
http://www.modthesims2.com/wiki.php?title=Game_Help:Delete_Cache_Files
See the last point -- "Delete thumbnails". That's how you can fix incorrect thumbnails. You need to do this before you put in your updated objects, otherwise the game will continue to display the old thumbs. They're not updated automatically. You can also just crtl-rightclick on each thumbnail to regenerate it individually .. whether that's faster or slower overall depends on how many new objects you have.
SimSamBol
9th May 2009, 06:11 PM
Hey, let me see, again, if i understood what you said about the wallmask: i don't need to change anything in the TXTR (where there is ...]-, just the TXTM (where there are...]-, and change it to ...]_ ? Could you please fix one og the packages and upload here for me to compare the wrong with the right?
and how about the recolours don't showing up?
plasticbox
9th May 2009, 06:33 PM
Hey, let me see, again, if i understood what you said about the wallmask: i don't need to change anything in the TXTR (where there is ...]-, just the TXTM (where there are...]-, and change it to ...]_ ?
Like I said, your TXMTs were named
[simsambolversailleswindowretangularglassmediumnarrow1tile]-0-0-0-n-wallmask_txmt
[simsambolversailleswindowretangularglassmediumnarrow1tile]-0-1s-0-s-wallmask_txmt
and I renamed them to
[simsambolversailleswindowretangularglassmediumnarrow1tile]_0_0_0_n_wallmask_txmt
[simsambolversailleswindowretangularglassmediumnarrow1tile]_0_1s_0_s_wallmask_txmt
and then fixed integrity.
In other words, I replaced the hyphens with underscores. (Do you know what "hyphen" means? It's the small dash: - and underscore is the _ dash. )
Could you please fix one og the packages and upload here for me to compare the wrong with the right?
No, I'm not going to do that. I believe this fix is simple enough for you to do it yourself -- that way you'll know how to do it on your own in the future.
SimSamBol
9th May 2009, 06:39 PM
thanks. but you said that the TXTR has to be the same as the TXTM, but the TXTR is with hyphens, no with underscores...
plasticbox
9th May 2009, 07:00 PM
but you said that the TXTR has to be the same as the TXTM, but the TXTR is with hyphens, no with underscores...
(That was leesester, not me.) Like I said in the other thread, I don't know which exact part of the filenames is significant, and I didn't experiment with it -- it could be that the hyphens in the middle don't matter at all. What I know for sure is that this is what I did, and it worked.
If you look at the structure of the filenames, all of the TXMTs have underscores in between the different parts of the name ("_frame_white_txmt"). The game somehow parses filennames using the underscore as delimiter -- a special character that tells the game where one thing ends and the next one starts. Like the blank spaces in this sentence. I guess the basic problem may be that the game sees
[simsambolversailleswindowretangularglassmediumnarrow1tile]-0-0-0-n
and
[simsambolversailleswindowretangularglassmediumnarrow1tile]
and thinks they are two different things. Or that it is looking for wallmask and only finds 0-0-0-n-wallmask. This is also why you cannot have underscores in your custom names, I would think -- they would break the names in two.
Again: I didn't experiment with this to see whether _0-0-0-n- or _0-0-0-n_ would perhaps also work (or whether it might even work with only fixing integrity and doing nothing else) -- I don't know what the exact rules are (I'm not Maxis after all), all I know is that underscores are special and can't be used like any other character, so I used them exactly like in the other TXMTs and that worked.
leesester
10th May 2009, 12:32 AM
Hi Sam
I have downloaded the files and was able to fix the master by adjusting the links in the txmt. On the slave I had less luck, I think because you are NOT following the instructions in MaryLous thread or are changing files so that they all read simsambolxxxx
A word of advice; do not use such enormous names in the files - it makes it very hard to check where things have gone wrong etc.
As I have already told you, you can clone existing windows and add the materialsmesh in the GMND. The tutorials you need to make a custom window, make any window repository linked, and add subsets to objects can ALL be found at IgnorantBliss profile right here on MTS.
As I see you are trying hard on this I have CLONED a NEW window for your two tile mesh. For the rest of the windows (a set of 20) if you cannot fix the wallmask then I suggest restarting and cloning a new window. The most of the work is done as you already have the meshes. As I said, if you want a set of ready to go two subset windows with the GMND materials mesh already in, then feel free to clone my Mauritania set. As a sidenote, you do need to change the shadows as they are in the package right now as they are the shadow from the template and do not match your window.
The new window, the working slave, is cloned from a Mauritania window. You will need to change price etc and description, but it works in game.
Lee
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