How to create a new image reference for default overrides
Jul 21, 2015 15:42:54 GMT -5
brujah, motherof70, and 3 more like this
Post by orangemittens on Jul 21, 2015 15:42:54 GMT -5
Introduction
Often EA will use one base image in many objects. For example, this is the case for many EA objects that have a blank bump - they share a common base blank bump image. If you make a default override of such an object and you plan to change the bump you need to change the instance ID number for the bump in your .package or else your bump will replace this base blank bump. This will then cause all of EA's objects that reference this base bump to use your new custom bump instead.
In general, when making a default override, if you plan to make changes to a resource you should consider changing the instance number for that resource to avoid any conflict with an EA item that is also referencing this specific resource.
This tutorial will show you how to change the instance number for a bump image and then reference this new instance number in the LODs so it shows up correctly on your object. Other resources may be located in different areas of the .package but the principal is the same regardless of what resource it is you need to change. You will need to change the instance number and then update any reference to that instance number in the other resources.
What you will need
Sims 4 Studio 2.4.2.0 (Love) or above
Instructions
1. Sims 4 object images are referenced in the meshes within the LOD and Model resources. This means that in order to reference your new instance number you will need to edit each of the LODs. Begin by cloning the item as a default replacement and then check how many LODs you will be looking at editing. Click on the Meshes tab and see how many are listed on the drop down menu. In the case of this item there are two LODs.
2. Click the Warehouse tab.
3. Click on the line for the DST image. This is the bump.
4. Click the Data tab to open the DST Image Resource where the instance number for the bump is located.
5. Click Tools in the upper menu bar. Select the Hash Generator from the drop down menu. You will use the hash generator to generate a new instance number for the bump.
6. Type a descriptive name in the Hash Text Text line. In this case I used the name of the object, what I was doing to the object name, and the date. You can use pretty much anything you like. Including the date helps to keep it unique as does using something like your creator name or the object's name or both. It can be as long as you want.
7. Copy the new instance that shows up on the FNV64 line and close the Hash Generator.
8. Paste the new instance number into the Instance line on the right.
9. Now that you have given the bump a new instance number it's time to make sure the reference number to the bump that is in the LODs is updated so it will use your custom bump instead of still using the EA base bump. Click on the first Model LOD line. It will have a Group number of all 0's.
10. Click the Data tab.
11. Click the Edit Items button on the Meshes line.
12. Click the line that says Phong. This is the main mesh. The other is a drop shadow and it will not have a reference to the bump so you won't need to do anything to it.
13. Scroll down on the right side until you get to the Material section. Click the Edit Items button on the Items line.
14. Scroll down on the left side until you can click on the NormalMap line. You will note that the Instance line on the right has the same number in it that you overwrote in the DST resource.
15. Paste your new instance number there. Click the Save button on each of the pop up boxes until you are returned to the main Warehouse page.
16. If your item has more than 2 LODs there will be a second Model LOD line that needs to be edited in the same way you just did the first. If, like this object, there are only two LODs you will find the second LOD in the Model resource. (EA always puts the lowest LOD in the Model resource). To edit the lowest LOD click the Model line.
17. On the right side click the Edit items on the LODs line.
18. Click on the MediumDetail Flags line. Note, if your item has more than two LODs you will click on the LowDetail Flags in the Model resource.
19. Click the Edit Items button on the Meshes line on the right.
20. Click on the Phong line. Click the Edit Items button on the Items line in the Material section.
21. Click the NormalMap line on the left.
22. Paste your instance number on the Instance line on the right. Click Save in each of the pop up boxes until you return to the main Warehouse page. Click Save there also to save all your changes in the .package.
Now you can safely edit the bump for your default override object without it replacing the bump of many other items in the game. This door uses the same blank bump that the object the coffee cup was cloned from does. In the game now the cup can have its own custom bump without affecting the appearance of the door.
Thank you to Motherof70 for the example item used in this tutorial.
Often EA will use one base image in many objects. For example, this is the case for many EA objects that have a blank bump - they share a common base blank bump image. If you make a default override of such an object and you plan to change the bump you need to change the instance ID number for the bump in your .package or else your bump will replace this base blank bump. This will then cause all of EA's objects that reference this base bump to use your new custom bump instead.
In general, when making a default override, if you plan to make changes to a resource you should consider changing the instance number for that resource to avoid any conflict with an EA item that is also referencing this specific resource.
This tutorial will show you how to change the instance number for a bump image and then reference this new instance number in the LODs so it shows up correctly on your object. Other resources may be located in different areas of the .package but the principal is the same regardless of what resource it is you need to change. You will need to change the instance number and then update any reference to that instance number in the other resources.
What you will need
Sims 4 Studio 2.4.2.0 (Love) or above
Instructions
1. Sims 4 object images are referenced in the meshes within the LOD and Model resources. This means that in order to reference your new instance number you will need to edit each of the LODs. Begin by cloning the item as a default replacement and then check how many LODs you will be looking at editing. Click on the Meshes tab and see how many are listed on the drop down menu. In the case of this item there are two LODs.
2. Click the Warehouse tab.
3. Click on the line for the DST image. This is the bump.
4. Click the Data tab to open the DST Image Resource where the instance number for the bump is located.
5. Click Tools in the upper menu bar. Select the Hash Generator from the drop down menu. You will use the hash generator to generate a new instance number for the bump.
6. Type a descriptive name in the Hash Text Text line. In this case I used the name of the object, what I was doing to the object name, and the date. You can use pretty much anything you like. Including the date helps to keep it unique as does using something like your creator name or the object's name or both. It can be as long as you want.
7. Copy the new instance that shows up on the FNV64 line and close the Hash Generator.
8. Paste the new instance number into the Instance line on the right.
9. Now that you have given the bump a new instance number it's time to make sure the reference number to the bump that is in the LODs is updated so it will use your custom bump instead of still using the EA base bump. Click on the first Model LOD line. It will have a Group number of all 0's.
10. Click the Data tab.
11. Click the Edit Items button on the Meshes line.
12. Click the line that says Phong. This is the main mesh. The other is a drop shadow and it will not have a reference to the bump so you won't need to do anything to it.
13. Scroll down on the right side until you get to the Material section. Click the Edit Items button on the Items line.
14. Scroll down on the left side until you can click on the NormalMap line. You will note that the Instance line on the right has the same number in it that you overwrote in the DST resource.
15. Paste your new instance number there. Click the Save button on each of the pop up boxes until you are returned to the main Warehouse page.
16. If your item has more than 2 LODs there will be a second Model LOD line that needs to be edited in the same way you just did the first. If, like this object, there are only two LODs you will find the second LOD in the Model resource. (EA always puts the lowest LOD in the Model resource). To edit the lowest LOD click the Model line.
17. On the right side click the Edit items on the LODs line.
18. Click on the MediumDetail Flags line. Note, if your item has more than two LODs you will click on the LowDetail Flags in the Model resource.
19. Click the Edit Items button on the Meshes line on the right.
20. Click on the Phong line. Click the Edit Items button on the Items line in the Material section.
21. Click the NormalMap line on the left.
22. Paste your instance number on the Instance line on the right. Click Save in each of the pop up boxes until you return to the main Warehouse page. Click Save there also to save all your changes in the .package.
Now you can safely edit the bump for your default override object without it replacing the bump of many other items in the game. This door uses the same blank bump that the object the coffee cup was cloned from does. In the game now the cup can have its own custom bump without affecting the appearance of the door.
Thank you to Motherof70 for the example item used in this tutorial.