Apple's TSR Workshop Tutorial Q&A's
#1
Posted 23 November 2009 - 10:30 PM
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Question: How do I create the different textures required for an object?
Answer: http://wiki.thesimsr...ry:TSR_Workshop Look under 'Texture Editing' there for guidance.
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Question: How do I create new mesh shapes?
Answer: You can create them in either Milkshape or another program. This requires further learning, I believe someone's working on a basic Milkshape tutorial for the new meshers.
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Question: Help! My object is transparent in-game!
Answer: Have you checked that the bones are assigned in Milkshape, and that the meshes are in the right order before export?
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Question: I can't find TSRW Object in Milkshape?
Answer: It's near the bottom of the list, you may need to scroll down the list to find it (there's a small black arrow at the bototm of the import / export list, just click on that).
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Question: Can I use Maya / 3DS Max / Cinema4D / Wings3D / Other to mesh in, import my mesh into Milkshape and then assign the bones > export as .wso?
Answer: Indeed you can. Just don't forget to assign the bones! :rah:
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Question: I can't buy Milkshape. Is there another program I could use for free?
Answer: Unfortunately as you *have* to go through Milkshape (for the time being) to import / export meshes to edit, you'll need a serial code for Milkshape which you can obtain by buying the program from http://chumbalum.swissquake.ch/
Any further questions please don't hesitate to ask. I'll try my best to support you, and posting your questions here means that other artists can have input. Thanks!
#2
Posted 06 December 2009 - 02:29 PM
I have a question: Once created my object and put it in my workshop textures are repeated for each side of it.
How do I create a texture that is not repeated anywhere? Thank you very much.
#3
Posted 06 December 2009 - 08:52 PM
Featured Artist , Artist Panel, FA Manager, TSR Support Staff, Chief Cook and Bottle washer.
That DOG acts exactly the way we would act if we had no shame.
#4
Posted 07 December 2009 - 09:42 PM
#5
Posted 07 December 2009 - 10:45 PM
Br1 said:
I can not! I tried to follow step by step tutorial with the same object but at the time of importation, my object has all sides the same texture ! What can I do?:cry:
#6
Posted 08 December 2009 - 10:06 AM
Featured Artist , Artist Panel, FA Manager, TSR Support Staff, Chief Cook and Bottle washer.
That DOG acts exactly the way we would act if we had no shame.
#7
Posted 08 December 2009 - 02:16 PM
The first object is created but I have tried to change the texture.
the second is a test speed of the object in the tutorial just the hight definition. Here I have followed everything step by step!
#8
Posted 09 December 2009 - 02:33 AM
I followed Vanilla Sims Paintings tutorial, and triple checked every step of the way. It exported great... I installed the sims3pack into my game to see how it looked... and, well, the frame/s were there nice as you please, but there was no painting. What did I do wrong? It showed the painting when I exported as a sims3pack... it showed the painting in the Sims 3 downloader... but no painting in game.
Also, her tutorial mentions the Nvidia screen.. I didn't have one of those... do I need a special Nvidia plug-in? I have the Gimp DDS plug-in. Confused! :)
#9
Posted 09 December 2009 - 11:39 AM
Br1 said:
The first object is created but I have tried to change the texture.
the second is a test speed of the object in the tutorial just the hight definition. Here I have followed everything step by step!
I see 2 problems with your mesh. The biggest problem is that you did not UV Map your object. This is why you cannot separate the textures. I suggest you download this tutorial from Spaik. http://www.thesimsre...%20The%20Basics
Also, you need to make your multiplier layer fit your UV map once you have mapped your object.
Your mask does not need any illustration in it. It needs to just fit the RGB profile, red-1 color, add green-2 color, add blue 3-color and also fit to your UV map.
Another thing you need to watch is your polly count. This object has 1700+ polly's which is entirely too high for a chair.
If you need more help post in the general object forum and we will do our best to help you :)
Featured Artist , Artist Panel, FA Manager, TSR Support Staff, Chief Cook and Bottle washer.
That DOG acts exactly the way we would act if we had no shame.
#10
Posted 04 January 2010 - 07:40 AM
#11
Posted 04 January 2010 - 08:32 AM
http://wiki.thesimsr...bject_.28WSO.29
#12
Posted 04 January 2010 - 10:40 AM
ashleighhh said:
Another note on what Murano has said....You cannot use the trial version of Milkshape.You must use the purchased version. The trial versions of Milkshape do not have the export option.;)
Featured Artist , Artist Panel, FA Manager, TSR Support Staff, Chief Cook and Bottle washer.
That DOG acts exactly the way we would act if we had no shame.
#13
Posted 04 January 2010 - 02:06 PM
riccinumbers said:
Sorry but I do have to contradict you here. The trial of Milkshape DOES have the Export option. I have used it myself for some stuff I am working on. ;)
Sam's Sims Yahoo Group -- Added March 26, 2009 -- Unleashed Community Lot 61 Farmers Market
#14
Posted 05 January 2010 - 01:41 AM
First of all.... How can I move the joints in Milkshape to fit in the middle of my wheels???
And what about the normal maps???? My model inherited the ones from the model i cloned and I don't know how to remove them or add a new normal map myself.
Thanks for the tutorial too.....it's an incredible help. CHEERS!!!
#15
Posted 05 January 2010 - 02:26 AM
#16
Posted 05 January 2010 - 03:06 AM
What did I do wrong?
#17
Posted 05 January 2010 - 07:26 AM
Currently the position of joints, slots, effects can't be altered. TSR is looking for a solution on this. :)
@Jaws3
Check if your UV map is inside of the UV canvas. Sims 3 doesn't support UV mapping beyond the borders.
#18
Posted 06 January 2010 - 09:47 PM
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Ok, finally I fixed this centering the wheels of my car with the ones in an original Sims3's car. I had to modify the typology of my car mesh to compensate the scale but at last it still looks like the car I wanted to add.....
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I found the solution reading the "Create a new hair meh" tutorial where it explains where are the normal maps and how to remove them..... Problem fixed
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Fixed too.... I forgot to add the lights to the overall shape joint.
Now I'm struggling with the specular map..... The alpha is the channel that controls the reflectivity of the object, I painted it gray at a 35%.... Should I paint the volumes here too??? Because when the environment gets reflected, it looks like a plain mirror
#19
Posted 09 January 2010 - 05:29 PM
When i create a new project and clone the desirable object (carExpensive1) it looks alright in the 3D preview of TSR Workshop, I can see the highlights when I rotate it but, when I import the new mesh I created, all the highlights are gone and it looks like a mate object with only one huge highlight. I didn't noticed that until I put the new car into the Sims 3 and see how hugely relfective it is...... Maybe it is an issue with milkshape??? I made all edges smooth and only a couple hard edges where I needed them.... can anyone tell me what is going on here????
TY!!!!
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