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Numenor
6th Aug 2005, 03:36 PM
>>> MODDING INFOCENTER <<<

HOW TO LINK STRAIGHT AND DIAGONAL OBJECTS


DISCLAIMER: The "Modding InfoCenter" threads are NOT tutorials: they are intended to help average-experienced object creators performing specific tasks, or to give users a deeper in-sight on specific modding-related subjects. So, don't expect to find step-by-step explanations, to be performed "blindly". Please DO NOT REPOST the following info, or part of them, on other sites.
All the "Modding InfoCenter" threads are created and mantained by Numenor and JWoods. Everyone is welcome to post his own questions or additional information about the specific thread subject.


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SUMMARY
This article explains how to "link" straight and diagonal objects. It applies mainly to windows, doors, arches and curtains, i.e. the object types that Maxis has set to have a diagonal version. There's no apparent reason why this "linkage" shouldn't work for other object types, although this possibility is untested, yet.

:deal: This InfoCenter article is also provided in PDF format. To view it, we strongly suggest to download the Foxisoft PFD Viewer (http://www.foxitsoftware.com/pdf/rd_intro.php): it's free and small, less than 1Mb!

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STEP 1 - CLONING BOTH THE STRAIGHT AND THE DIAGONAL OBJECTS

Start SimPE's Object Workshop and "Start" it by clicking on the proper button. When the category list appears, browse it until you find the object (window, door, arch or curtain) you want to clone. In the list, you should find two almost identical entries, usually having the same name. The "straight" version is the one that has a thumbnail. If you can't find, immediately above or below the straight object, another identical entry without the thumbnail, than be warned: maybe the object you have chosen was not designed by Maxis to have a diagonal version.
http://thumbs.modthesims2.com/getimage.php?file=107280&stc=1]

Select the straight object and clone it. Leave all the cloning options as they are by default.

:cool: HINT: in the Scenegraph rename Wizard, replace the suggested ModelName to a shorter, but unique, custom one; we suggest the form "YourName-UniqueObjectName". You can include dashes ("-") but NOT underscores ("_").
:here: FAQ: Always leave the "Pull Wallmasks" option activated: even if the object you are cloning has no wallmasks (e.g. curtains), keeping the option checked won't hurt.

Click "OK" in the Scenegraph window and save your package with a custom name; append the extension "_Straight" to the package name.

When done, "Start Over" Object Workshop, select the diagonal object and clone it. Again, don't change the default cloning options.
:new: In particular, be sure that the option "Create as stand-alone object" is NOT checked.

:cool: HINT: in the Scenegraph rename Wizard, replace the suggested ModelName with the same name you have used for the straigh object, but append to it "-Diagonal".
Click "OK" in the Scenegraph window and save your package with the same name as the straight one, but this time append the extension "_Diagonal" to the package name.

:here: FAQ: it's not possible to include both straight and diagonal versions into a single package.
:new: :here: FAQ: the diagonal windows are listed in Object Workshop in "Other -> Windows", along with the straight windows; on the contrary, the diagonal curtains are listed in Object Workshop under "Unknown"



STEP 2 - EDIT THE MESHES AND THE TEXTURES.
This step will not be explained in detail: the users are supposed to know how to do that (if not, please try and master the cloning and editing tecniques by following a good tutorial, like this one (http://www.modthesims.info/showthread.php?t=104795)).
Remember to register a unique GUID for each Object Data contained in both the straight and the diagonal packages.
:cool: HINT: Diagonal windows, doors and arches usually use the same mesh as the straight version, so you don't have to edit the diagonal mesh: you can simply import the straight one in the diagonal, too. On the contrary, diagonal curtains and drapes usually have a different mesh than the straight one (it is turned by 45° and moved off-center, compared to the straight one).



STEP 3 - LINKING THE OBJD (Object Data).


If we want our object to automatically turn by 45° when placed on a diagonal wall, we have to "link" the straight OBJD to the diagonal OBJD. To do so, we have to put the GUID of the "master" straight OBJD in the "master" diagonal OBJD.
If the objects you have cloned have only one OBJD, that is the "Master" one. But very often there are multiple OBJDs in the same package, you have to understand which one is the "Master".

Usually the Master OBJD is the one that has the shortest name (i.e. it has no "0,0", "0,1"... appended). Note that sometimes (very seldom) Maxis made us the gift to append the word "Master" or "Main" to the master OBJD name: in this case it's easy :)

:new: The only safe system to be 100% sure to locate the correct "master" OBJD is looking into the "Raw Data" tab of the OBJD, in the fields 0x000B ("Multi-tile sub index": it's under the "Placement" section): if you find the value "0xffff", that is the "Master" OBJD.

:here: FAQ: Sometimes (luckily, very seldom), all the OBJD in the package have the same name: in this case there's no other solution but looking at the field 0x000B, as explained above.

Once you have located the Master OBJD for both the straight and the diagonal, look at the following picture:
http://thumbs.modthesims2.com/getimage.php?file=418903

You have to copy exactly the values as shown in the picture: the main GUID of the straight object sould be copied into the "Grid-Aligned Selector GUID" fields of the diagonal; and the main GUID of the diagonal should be copied into the "Diagonal Selector GUID" fields of the straight.

:cool: HINT: Opening the two packages in two different instances of SimPE running at the same time will simplify the job.



STEP 4 - LINKING THE SHAPES

You may have noticed that in the diagonal clone there are no textures (though sometimes a "shadow" texture is included) and no Material Overrides. This is normal: in fact, the clone will "borrow" the textures from the straight version; we only need to "tell" the diagonal where to find the needed textures.
We do this by copying all the MATD references contained in all the straight Shapes in the corresponding diagonal shapes.
Windows, doors and arches have multiple shapes (the diagonals have the same number of Shapes, with similar names). Curtains are simpler, because usually have only one shape.

Select the first Shape, go to the "Parts" tab and select the first line; copy the Material Definition reference and paste it in the same line of the same shape of the diagonal.
http://thumbs.modthesims2.com/getimage.php?file=107282&stc=1] http://thumbs.modthesims2.com/getimage.php?file=107283&stc=1]
When you copy and paste the Material Definition references, include the ##0x1C050000! part.
Repeat the Copy & Paste for each line of the Shape, and for each Shape.

:cool: HINT: Opening the two packages in two different instances of SimPE running at the same time will simplify the job.



STEP 5 - LINKING THE TEXTURES

The last thing to do is to modify the diagonal GMND, in order to instruct it to look for the texture in an external packages.
Open the straight package and select the Resource Node; go to the "cObjectGraphNode" tab. Copy the the CRES name, including the ##0x1C050000! prefix.
http://thumbs.modthesims2.com/getimage.php?file=107284&stc=1]

Now open the diagonal package and select the GMND; from the Blocklist, choose the "tsMaterialsMeshName" block.
Select in turn each line of the Items list and paste the CRES reference into the "String" field. Commit each time.
http://thumbs.modthesims2.com/getimage.php?file=107285&stc=1]




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OTHER USEFUL RESOURCES

Modding Infocenter Index (http://www.modthesims2.com/forumdisplay.php?f=333) - Comprehensive list of all the InfoCenter threads
Object Creation Workshop and Repair Center (http://www.modthesims2.com/showthread.php?t=82084) - If your object doesn't work, no matter what you try
Colour Options for "EP-ready" packages (http://www.modthesims2.com/showthread.php?t=42014) - About the texture linking tecniques
Sims 2 start to finish Object Creation Tutorial (http://www.modthesims2.com/showthread.php?t=59293) - Learn how to create your own object




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Numenor
6th Aug 2005, 03:36 PM
(Reserved Post)

JWoods
6th Aug 2005, 04:25 PM
Very well done as allways my friend and the graphical artistry is terrific!!! This is a much sought after lesson (Diagonals) and will be highly appreciated by the creation community... :)

Little_Tx_Mama
8th Aug 2005, 03:37 AM
Thank You!! I truly appreciate all the knowledge that you share with us. This is very useful information and seems easy to follow - I have added it to my list of things to try next. With all the information you and JWoods have been providing, we should all be experts in no time :D !! Thank You!!

IgnorantBliss
8th Aug 2005, 05:25 AM
This is awesome, thank you so much :bow:

IgnorantBliss
9th Aug 2005, 06:44 PM
the main GUID of the straight object sould be copied into the "Diagonal Selector GUID" fields of the diagonal; and the main GUID of the diagonal should be copied into the "Grid-Aligned Selector GUID" fields of the straight.

There is a little mistake there in the text, even though the image shows it correctly: You have to copy the main GUID of the straight object in the grid-aligned GUID fields of the diagonal version, and the main GUID of the diagonal should be copied into the diagonal GUID fields of the straight one :).

JWoods
9th Aug 2005, 08:40 PM
IgnorantBliss: Thanks, good eyes ;) It has been edited.

IgnorantBliss
23rd Oct 2005, 07:50 PM
I would like to add a bit of extra information that I think I figured out while cloning an archway. If you have a slave object, like an archway, that borrows its textures from a "master" object, like a door, to make the diagonal version of the slave object work, you have to link its shapes and textures to the master object, but the GUIDs to the straight version of the slave object.

Sorry if this was obvious information, but I just thought I'd mention it in case someone is wondering about it :)

Mage
20th Nov 2005, 05:07 PM
Thank you everyone for this information.

bienchen83
3rd Dec 2005, 10:57 PM
Thanks a lot for the information.

But Iīve got a tiny little question. I made new curtains from the Trower Mac Close Curtains and they work fine, but when I recolor the straight version the diagonal version remains as it is. Do I have to alter the diagonal package to get this work or did I simply went wrong somewhere down this tutorial and everything should work fine when simply recoloring the straight package?

Bienchen

Numenor
4th Dec 2005, 02:12 AM
Seems that you made a mistake performing 5: double check if the values in the txMaterialsMeshName block, in the diagonal GMND, match the CRES name of the straight.

bienchen83
4th Dec 2005, 06:24 AM
Thanks a lot for your reply, Numenor.
I now found the mistake, but I donīt know how to fix it. In the GMND, there is no tsMaterialsMeshName block (I acidentally changed another block without noticing I got the wrong name). Can I fix this or does this mean that I cannot use the TrowerMcCloseCurtains as a basic object?

Bienchen

Fat D
4th Dec 2005, 09:53 AM
you need to create a new one, look at the repository tutorial.

IgnorantBliss
4th Dec 2005, 10:00 AM
Thanks a lot for your reply, Numenor.
I now found the mistake, but I donīt know how to fix it. In the GMND, there is no tsMaterialsMeshName block (I acidentally changed another block without noticing I got the wrong name). Can I fix this or does this mean that I cannot use the TrowerMcCloseCurtains as a basic object?

Bienchen

What are those curtains? Maxis ones? Because I can't find them anywhere.

Apart from fixing the current file, you could just make a new clone of the diagonal version.

bienchen83
4th Dec 2005, 01:25 PM
They are Maxis ones. I am playing the German Version so the name may not be right.

I think making a new clone will not help, because the tsMaterialsMeshName block was missing from the beginning. I did not delete it.

Seems to be a strange curtain, as it also contains a texture for the diagonal version.

Anyway, I wanted to use this one because it has two seperately recolorable groups and a texture where certain areas can be left completely blank. I need these features for my new mesh. Iīll try and see if a can find another one with similar features.

Bienchen

IgnorantBliss
4th Dec 2005, 03:42 PM
Just making sure in case you didn't notice that it's just the diagonal version that needs the tsMaterialsMeshName, not the straight version.

bienchen83
4th Dec 2005, 08:35 PM
I know, but thanks for trying. I double checked that I cloned the right version.

According to the file name (curtainvaluediagonal-[bienchen83-3.12.2005-c832]_root_rot_gmdc), this should be the diagonal version, but still it looks to me like a quite independent Mesh.

I already suceeded in making a new window mesh, so I donīt quite get why this one doesnīt want to work. :mad:

Bienchen

EDIT: I seem to have found the only curtain with independant straight and diagonal versions. Lucky me. ;)
Nevertheless, I now found another curtain with the desired features which contains all the blocks needed. So Iīll just go and make two new packages.
Thanks for your help, IgnorantBliss. By the way, you are the webmistress of Pixel Sims? I love your site!

IgnorantBliss
4th Dec 2005, 09:12 PM
Good luck with your curtain! I would check the curtain but I don't know what it's called in the English version. Glad to hear you like my website :).

bienchen83
4th Dec 2005, 10:53 PM
I had no problems using the other curtain as basic object. It works perfectly now.

Thanks a lot for this great "tutorial" and the support I got.

Numenor
5th Dec 2005, 01:47 AM
I chacked the curtain-value: yes, the diagonal definitely is stand-alone... Very strange. It was not included in the CEP, either, because I was unaware of this problem.
I should fix it in the next CEP release.

Fat D
5th Dec 2005, 05:50 AM
bienchen, i mean create a new tsmaterialsmeshname. it's easy if you follow the repository guide.

bienchen83
17th Dec 2005, 09:21 PM
Thanks, Fat D. I might find this useful for one of my next meshes.

Numenor, thanks for your response. Apparently I have a hand for encountering strange problems.

simnuts101
4th Apr 2006, 04:54 AM
Hi Numenor!

I really hate to bother you, but I have gone through your tutorial on linking straight and diagonal objects. I have had COMPLETE success with windows, and curtains, there was never a problem with those :beer:

I am now trying a two tile door (VIP door). I have made the straight version, and that works beautifuly in the game, it's the diagonal mesh that I just can't seem to get to work. I have tried linking the straight door with the diagonal one quite a few times, but in the game I keep getting that it cannot be placed on a diagonal wall. I'm not sure why, I have gone through the tutorial about 5 times with no luck. Now I'm not sure if doors are a bit different than windows as I notice when you pick a diagonal window to clone, the value is $1, but for all the doors, I have noticed that the value is the same for both diagonal and straight.

I have attached the files below for you if you do have a second to look at them. The diagonal mesh is the test one right now, the other is the straight one.

Thanks for your help!
Simnuts :baloons:

EDIT Sorry Numenor, I just realized that I was using the wrong file!!!! :insane: Working with two different ones, I guess I should make sure I've got the right one!!! Sorry again!!

Simnuts

ParsimoniousKate
19th Jul 2006, 03:40 PM
I dont' know if I'm having the same curtain issue as Bienchen - my diagonal isn't working, its not reverting, its just not working. Its the veil of dreams curtain, the diagonal did include a mesh and textures - is that what is meant by standalone? I followed the diagonal linkage tutorial (something I am a bit wobbly with but have usually suceeded at the past with the small number of doors and windows I've attempted).

The curtain is flumoxing me, but I thought since this was mentioned that perhaps if there is an issue with the diagonal that prevents the above tut from working, then it may not be my stupidity after all. With that in mind I'd be grateful if some bright person could check over the attached and see if there's a spankingly obvious problem which I'm just not seeing!

MizzesSimmer
25th Jul 2006, 08:20 AM
hi, I've done this tutorial a few times over, and over and over lol.
Its doesnt seem to work for me.
At first the diagonal window would revert back to the origional, but now its saying "can not be placed on a diagonal wall"
Can some one help, take a look at the package and find out what I am doing wrong...my head hurts lol.

IgnorantBliss
25th Jul 2006, 01:35 PM
MizzesSimmer, the GUIDs were incorrectly linked. Check them to see what I did to see how they are supposed to be. Make sure to double-check the GUID linking part of the article :). The diagonal version works now, just the wallmask needs fixing :).

IgnorantBliss
25th Jul 2006, 01:47 PM
Pistachio, I'm sorry it's taken so long to reply, I somehow forgot about this post.

There are two problems with the curtains:
- The GUIDs were linked incorrectly
- The diagonal mesh has not been put into the diagonal 45 degree angle

I fixed the GUID linking, but you will still need to rotate the diagonal mesh in your mesh editor. With curtains, the diagonal is rotated 45 degress, while with windows and doors the diagonal mesh is imported in the same angle as the straight one. For whatever reason.

MizzesSimmer
25th Jul 2006, 05:00 PM
MizzesSimmer, the GUIDs were incorrectly linked. Check them to see what I did to see how they are supposed to be. Make sure to double-check the GUID linking part of the article :). The diagonal version works now, just the wallmask needs fixing :).

I knew it was something related to that, but my brain was fizzling out , lol. Ty so much! I will study what you did and do it till I get it right! lol

***So I checked it out and now I just feel dumb lol. I knew it, i choose the wrong guid as the master in the diagonal version. I wasn't thinking when I looked them over. Ty again!

I did notice something though, the diagonal version was still grabbing the origional windows mesh along with my new mesh, which made for one funky looking window. So, i scrapped both the packages and started over, because I wasnt sure where to look to fix that and I need the practice anyways.
Anyways, it worked great! TY :beer:

Mage
3rd Aug 2006, 10:59 PM
Hmm, I'm using SimPE 0.58.29278. The Object workshop, under Decorative>Crutains is only showing me straight versions with thumbnails, nothing with x's. Under mirrors they are all x's...???

IgnorantBliss
4th Aug 2006, 04:42 AM
The diagonal curtains are listed under Unknown in Object Workshop :).

Obie505
9th Aug 2006, 11:04 AM
alright i have been trying this over and over and over for a while now and it's just making me pull my hair out! i need outside help! so, here's the files, if anyone can find anything wrong with them pleaes let me know and i will try and fix it! thank you!!

Numenor
9th Aug 2006, 11:31 AM
Obie505 - In the diagonal package, the two values "Grid-aligned GUID" must contain the GUID of the straight package; but I've found "0x0000" in both of them.
In the straight package, the two fields "Diagonal selector GUID" must contain the diagonal GUID: the first one contained the value "0xedbc" (that is the last part of the original Maxis GUID), while it should contain the value "0x993C".

Here is the fixed package.

Obie505
10th Aug 2006, 06:51 PM
My apologies! I thought I posted something on the other thread and then I went there to check it and saw that I didn't so I thought it was just a little technical difficulty however, it was just me! So, I"m not really sure what you're talking about when you talk about those GUIDs because I don't see those in my package at all. So....I don't know? Ha. I'm just wondering because I do have other windows and doors that I need to get the diagonal for so if you could let me know, it would be greatly appreciated! Thanks!

Mage
13th Aug 2006, 02:05 AM
This is so embarrassing. It says that right in the instructions and although I didn't notice that before I did look for the diagonal curtains in "unknown". Now I can't imagine why I couldn't see them. Thanks.

Numenor
13th Aug 2006, 04:15 PM
Don't feel embarassed, Mage: I've added those information after IBliss has pointed out that odd catalog placement :)

Mage
13th Aug 2006, 06:12 PM
You are all so nice. I really enjoy making Sims 2 stuff and I'd never have gotten anywhere without all your help.

bibidoublezero
19th Aug 2006, 12:52 AM
hi,
Is there anybody to help me to understand a problem with the guid. I begin in creation of object and when i wanted to make a diagonal of a window, i saw that in Simpe at the line "0x000E guid_1 - Read only" from the "object data" has always the value "0xffff" and the line is grayed and unwritable. I have a user guid and count, but when i register the new object i have of course a new guid, but it doesn't change the value in this line, it's always the same "0xffff" value. How can i do to change this ? Any object i do and clone, it's always the same ... and, of course, all the diagonal i did doesn't work :(
Maybe, i am to stupid

IgnorantBliss
19th Aug 2006, 06:49 AM
bibidoublezero, what happens if you change the view in Raw Data tab to decimal instead of hexadecimal, does it work then? Other people have been reporting this same problem, and I have no idea what's causing it. It only seems to be happening to some, not others.

bibidoublezero
19th Aug 2006, 08:46 AM
Thanx to answer IgnorantBliss ...
I look at Simpe with 2 objects. In hexadecimal mode i have the same value "0xffff" but if i change the instead of hexadecimal to decimal, i have 2 differents values "-15888" for one and "-29440" for the second object. I tried to change the guid for one object keeping the decimal mode but his value "15888" don't change. Could this problem came from my version of simpe ? I have the last ? Do you think it's better to use a older version of simpe ? I already made 4 objects for a set and i can't share it on modethesims because of this problem :(

IgnorantBliss
19th Aug 2006, 08:48 AM
Try uploading the packages here and I'll take a look, if I manage to change them :).

bibidoublezero
19th Aug 2006, 11:23 AM
Hi IgnorantBliss,

I have install an older version of simpe (the 0.44c) in my other computer and i can see now in the Rawdata table the guid in the hexadecimal mode, there is not the "0xffff" value ... Oufff :) And miracle, the diagonal window is visible in my game, but with error.
I can see that i made a invert error with the north and south .obj files, and the wallmask file is too big and i don't know why... I try to modify for that my creations are better and without error.
Thanks for your help

Reyn
30th Nov 2006, 11:22 PM
I don't know if anyone still checks this or not. I'm having another problem with some windows I am working on.

When I go to link them, I cannot edit the read-only blocks. I'm sure I'm missing something obvious again, but what am I doing wrong?

stonetower
1st Dec 2006, 01:11 AM
I don't know if anyone still checks this or not. I'm having another problem with some windows I am working on.

When I go to link them, I cannot edit the read-only blocks. I'm sure I'm missing something obvious again, but what am I doing wrong?


I have the same problem with Reyn about editing RAW Data.

It means that I can't copy and paste the read-only blocks in the RAW Data.

But It was possible to do in the simPE Ver. 0.58.

I always appreciate items and tutorials of simPE-creators.:)

-Prida

IgnorantBliss
1st Dec 2006, 04:04 AM
Linking straight and diagonal objects has changed with the latest SimPE, and you now do it on the main tab of ObjectData, you don't need to go into Raw Data anymore. You will see spots to fill in the grid-aligned and diagonal GUIDs on the left of the main ObjectData tab.

stonetower
1st Dec 2006, 04:32 AM
Linking straight and diagonal objects has changed with the latest SimPE, and you now do it on the main tab of ObjectData, you don't need to go into Raw Data anymore. You will see spots to fill in the grid-aligned and diagonal GUIDs on the left of the main ObjectData tab.


Thank you for your help, indeed.
I had to know what has changed with the latest SimPE.

This was not problem but my ignorance.

Reyn
1st Dec 2006, 01:22 PM
Oh, okay - thanks again!

Numenor
3rd Dec 2006, 12:39 AM
OK, I've updated the STEP 3 (where you put the straight GUID in the diagonal, and the opposite): in the new SimPE it looks like this

http://thumbs.modthesims2.com/getimage.php?file=418903

cyclonesue
18th Dec 2006, 08:47 PM
I've been tearing my hair out (I look very good as a result!) with a window that refuses to be diagonal...

I'm making a glass block window and I cloned the 'Arch of Antiquity' to do this. But in-game, the window states 'cannot be placed on a diagonal wall'.

All I can think of is that I changed the subset names in the straight version, and tried to replicate this in the diagonal. Is there anything horribly obvious I've missed?

Thank you for any help you can give!

(this will teach me to mess with things that should be left alone!)

Numenor
19th Dec 2006, 10:03 PM
Cyclonesue, I've examined your windows and I couldn't find for the life of me anything wrong with them; nevertheless, they don't work in my game, either...
I've noticed something odd, though. Usually, the windows can be placed on a wall (straight or diagonal) ona any of the two wall faces; but your straight window can be placed in one direction only (I mean, with the arrow in the green tile-marks facing always the same direction); if I try to put them on the wall turned by 180°, I get an error message saying "must be placed on a wall.
Really odd... I supposed there was something wrong in the INIT bhavs, but I examined them, too, and they are identical to any other window in the game...

My only suggestion is to try to clone a different window. Infact, the moroccan window has been updated by one of the EPs, because of its (malfunctioning?) diagonal.

cyclonesue
20th Dec 2006, 12:18 AM
Thanks, Numenor, for looking at the stupid thing. I noticed that I couldn't turn the straight window round but I thought it was my lot was just being silly. Still, I'm sure I'll smile all the way through doing it all over again!!!

Thanks once again for looking at it. It WOULD misbehave! This is a set I wanted to upload here at MTS2 first!

:lol: :rolleyes:

moune999
15th Apr 2007, 01:38 AM
Great article. I've just made my first straight/diagonal curtain thanks to it (and a little help from Inge and Ignorant Bliss).

But I just thought I'd let you know that the downloadable PDF file still has the old screenshots from SimPe and not the new ones. Like a couple of other posters I was stumped when I couldn't copy the GUIDs in Object Data.

Numenor
15th Apr 2007, 04:21 PM
Thanks for the heads up. I've updated the PDF now.

nixie
28th Aug 2007, 01:00 PM
:up: :up: big and bold THANK YOU for a big and bold person who willingly share his knowledges :up: :up:

wndy26
5th Oct 2007, 11:17 PM
I have made it to this step so far in the tutorial:

"Now open the diagonal package and select the GMND; from the Blocklist, choose the "tsMaterialsMeshName" block. Select in turn each line of the Items list and paste the CRES reference into the "String" field. Commit each time."

My diagonal package and simpe version are not showing "tsMaterialsMeshName" or a string field where I can insert the CRES reference. My blocklist has a drop down arrow and shows 0x1: glass, 0x2: tsNoShadow, 0x3: tsDesignModeEnabled, and 0x4: window. In the bottom right corner of the screen (when I select each of these) is another drop down arrow that has "Array" and an assorted list including "String" there, but there is no box. How do I enter the CRES reference name to link my textures for my diagonal window with my straight one?

By the way, I cloned the storybook single tile window for this project.

Numenor
6th Oct 2007, 03:42 AM
Wndy26 - Maxis never ceases to puzzle me... They "forgot" to set the diagonal window to take the colours from the straight one (like all the other windows).
You are not blind :) ; the tsMaterial block does NOT exist, so you have two options:
1) choose another window set and start anew;
2) or adding yourself the missing block (which is faster, in my opinion).
Read about adding that block to the GMND HERE (http://www.modthesims2.com/showthread.php?t=82227) (part B, steps 3, 4 and 5)

wndy26
6th Oct 2007, 03:14 PM
Thanks Numenor...I was sent by another member tho to MaryLou's window templates and they worked perfectly. All I had to do was import my meshes. No big deal. Using her templates though, it looks as though I could clone any window then extract the mesh and alter it some (since I am not too great at unique meshing, yet) - place it back into her templates and have a working window. Her template tutorial was basically the same as yours - just a dumbed down version (no hunting and pecking) LOL. I am still amazed at everything I seem to find on MTS2!

suceress
15th Dec 2007, 09:52 AM
Numenor, first of all, thank you so much for posting this! I wanted to add a little bit of information that I learned about when something didn't go right.

I cloned one of the basegame double doors (that contained a recolorable window) for my object and then used this tutorial to make it link to a diagonal for the recolors. In game I noticed that all of the frame/door recolors worked at both straight and diagonal but that the window recolors were only available in the straight mode. If I recolored the door while straight and then turned it diagonal the window would take the right recolor, but it just wasn't available to be changed while diagonal.

I mentioned this in the create chat and JasanaBugbreeder (my hero) told me to check the GMND and see if both the frame and the window were mentioned in tsDesignModeEnabled. I found that the window was NOT mentioned there, so I added it. Jasana also told me to check tsMaterialsMeshname to make sure it was linking to the right thing and I saw that the String for the window was not there, so I added it. Now all of the diagonal recolors show up. :-)

Numenor
16th Dec 2007, 10:59 AM
Thanks for the useful specifications :)

fairywitch
2nd Sep 2008, 02:02 PM
I have a question about the Quaint 2 tile curtains. I cloned the straight curtains, made my own mesh etc and they work fine in game. Note that they have 3 guids - the main guid and then 1 for part A and 1 for part B. Then I went to cloning the diagonal Quaint 2 tile curtains and notice that they have 5 guids. A main guid and then 2 guids for each tile - all in all it has 5. How do I link these up then? Or can't it be done at all and I would have to use a totally different diagonal 2 tile curtain? Would that even work? Thanks for any help.=)

fairywitch
3rd Sep 2008, 07:57 AM
I figured it out myself late last night after opening the originals and comparing them. I thought I'd try the curtains in the game after swapping only the main guids around and they work fine. I initially thought that all tiles needed their guids swapped but that's not the case.

leesester
5th Nov 2008, 08:52 PM
yet another great tutorial, however, I have made a window that is basically taking all its textures from original game, - is it maybe an idea to mention in the tutorial that therefore you just need to add the refs to the game articles? (In the interest of tidy files as you explained to me yesterday evening?)

PS where is the Thanks button for the tutorial?

Numenor
5th Nov 2008, 09:26 PM
I remember your window; but I don't understand (or don't remember) the "need to add the refs to the game articles". Basically, for your package, I suggested to remove things (subsets in the GMND and useless wallmasks), not to add anything; and we were not talking about linking straight and diagonal meshes...
Besides, your window was particularly complex, being it slave of two different external objects, so it's not a typical application of this tutorial.

leesester
5th Nov 2008, 10:13 PM
Hi

I know you told me to take things out - and I did - but if I had not had the "experience" of being stuck and getting your help I might have done a lot of extra steps in the diagonalising (is that a word) of the windows, when indeed the diagonal also can link to the game objects (textures etc) directly from within the diagonal package, but I agree that maybe my window was a bit of an odd one. Maybe most people are creative enough to make their own textures but I am just BAD at textures so I pinch Maxis ones. :rolleyes: