Jump to content


Photo
- - - - -

Question about making counters


  • Please log in to reply
10 replies to this topic

#1 SimPeopleRampage

    Simmer


  • 117 posts
  • LocationUtah

Posted 18 May 2017 - 09:53 PM

Not sure if this is the right place to post this...

 

I'm converting some counters from Sims 2 to Sims 3 and I'm unsure how it works. In Sims 4 you actually have to make 7 versions of each counter. Do you have to do something similar for Sims 3? What I mean is, when you place a counter in Sims 3 the game will automatically make a corner counter if you are trying to make a U-shape or L-shape kitchen -- I hope that makes sense. Do I need to make the corner counter? Or do I make the normal counter and the game automatically alters the mesh for corners? 

 

Thanks in advance



#2 sim_man123

    Simmer


  • 4,444 posts
  • LocationFlorida

Posted 20 May 2017 - 04:21 PM

You will have to make each version of the counter - there are not quite as many as for TS4, but there is a straight version, a corner version, a countertop-only version - I'm not sure what else off hand. But yes, you are correct, you need to make the corner. The game does not make them for you, it only knows when to display which mesh. If you do not update all of the meshes, the game will just display the original.

Also note that you have to go into the Modular Objects section of the catalog in order for Workshop to be able to pull and link all of the parts together. If you clone a counter out of surfaces, you'll only get the straight version and the corner etc won't work properly. :)



#3 SimPeopleRampage

    Simmer


  • 117 posts
  • LocationUtah

Posted 20 May 2017 - 06:26 PM

You will have to make each version of the counter - there are not quite as many as for TS4, but there is a straight version, a corner version, a countertop-only version - I'm not sure what else off hand. But yes, you are correct, you need to make the corner. The game does not make them for you, it only knows when to display which mesh. If you do not update all of the meshes, the game will just display the original.

Also note that you have to go into the Modular Objects section of the catalog in order for Workshop to be able to pull and link all of the parts together. If you clone a counter out of surfaces, you'll only get the straight version and the corner etc won't work properly. :)

 Okay. I'll clone the counters from the modular section. I thought I needed to make the corner mesh, at least -- like you said, the game can't display the mesh if the mesh doesn't exist -- I just wasn't sure what mesh to clone. Thanks for the help!



#4 SimPeopleRampage

    Simmer


  • 117 posts
  • LocationUtah

Posted 24 May 2017 - 09:04 AM

Okay, no surprise, but I'm lost. I cloned a modular counter and took a look at the .obj file in Blender. It appears to be one solid mesh. I can't see where, or how, I clone the other meshes. In Sims 4, using Sims4Studio, there are 7 separate meshes that you clone; I can't see anything like that in TSR Workshop. What am I supposed to do here? 



#5 SimPeopleRampage

    Simmer


  • 117 posts
  • LocationUtah

Posted 24 May 2017 - 09:51 AM

I went into Project Contents and noticed that I could export the MLODs as .obj files. There are nine altogether, and I took a look at each one in Blender. There are the regular cabinet, the corner cabinet, and the counter, all in high, medium, and low LODs. This confuses me a bit because the cabinet I cloned has only high and medium LODs -- but maybe that doesn't matter. I'm guessing that I'm supposed to export the MLODs from Project Contents, do my thing with them, and import the new counters back into Project Contents. Am I right on this? 



#6 sim_man123

    Simmer


  • 4,444 posts
  • LocationFlorida

Posted 24 May 2017 - 02:59 PM

TS2 was a simpler time, so I'm not surprised that it only has high and low. TS3 and TS4 are both more visually demanding and thus require higher quality with more aggressive performance conservation, and thus use three LODs instead of just two. 

 

Best practices would be to make a medium LOD if the new clone requires it, although you could also use the low detail mesh as both medium and low in the TS3 clone.

 

Also, no, you don't do anything from within Project Contents. (Although maybe you COULD, I've never heard of anyone doing it that way.) Under the main Project tab, there should be a drop down menu at the top that lists all of the sub-parts of the counter. Each one functions as it's own object in Workshop - when you pick one, the mesh/materials/swatches/etc all update to match the version of the counter you have selected. By default Workshop will be set to the base straight cabinet, and you'll only see the meshes and textures for that. Change the drop down menu to the corner version, and everything will change to the corner, etc. They are all in the same file - but for our sanity, Workshop keeps them separated so that we only work on one at a time.  :) 

Also, not sure how familiar with counters and cabinets you are, but if I recall correctly, TS3 does not like it if you touch the countertop - no changing the mesh, no touching the UV map, etc. You can't do anything to it other than changing the patterns. As soon as the countertop gets changed from the original (for example, if you imported a countertop from TS2) then all of the countertop sinks will stop working. It's been a while since I made a kitchen for TS3, though, so I'm not sure if that was ever "fixed" or not.  :wacko:



#7 SimPeopleRampage

    Simmer


  • 117 posts
  • LocationUtah

Posted 24 May 2017 - 10:43 PM

I'm not seeing any other mesh in TSR Workshop than the main counter. Where do I find the corner and countertop meshes? I can't see where I'm supposed to import the corner and countertop meshes. That's the main problem I'm having. 

 

Never mind. The drop-down menu is under the Projects tab, not the meshes tab where I was expecting to find it. I found it about 10 seconds after I made this post, lol. 



#8 SimPeopleRampage

    Simmer


  • 117 posts
  • LocationUtah

Posted 25 May 2017 - 12:35 AM

One last question: Is there a way to import the dirty textures? Or should I just not bother with them?



#9 sim_man123

    Simmer


  • 4,444 posts
  • LocationFlorida

Posted 25 May 2017 - 03:58 AM

Are the dirty textures from the TS2 version a full texture? For TS3 it's just a dirt overlay on a transparent background, that I believe should be found under the textures tab with all of the other textures. 

I believe that EA's dirt overlays are specific to the mesh, so the original TS3 overlay applied to your TS2 mesh probably won't look right. If the TS2 version is a full diffuse map style texture, and not just an overlay, then you won't be able to use it, and you'll probably have to just make a new generic one to match the TS3 style texture. 



#10 SimPeopleRampage

    Simmer


  • 117 posts
  • LocationUtah

Posted 25 May 2017 - 06:13 AM

Yeah, it's a full texture. I might not even bother with it, to be honest--I'm tired of this project already :P

 

If I did want to add it, where would I import the texture? I'm seeing only the overlay, mask, multiplier, and specular in the textures tab. 



#11 sim_man123

    Simmer


  • 4,444 posts
  • LocationFlorida

Posted 25 May 2017 - 04:34 PM

Ah, in that case it would most likely be under the Mesh tab, under the cabinet mesh group if you click on the "Default Material" entry and then click on the "..." that comes up next to it, you can probably import it in there. (I don't have TS3 installed on either of my computers anymore, so I'm just trying to go by memory :unsure: )






0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users