|
Post by neweras on Mar 5, 2022 11:03:37 GMT -5
Hi, I was creating a recolor of one the new tea sets & had a problem serving the tea. I'm sure it's an easy fix but I know nothing about coding at the moment. Below are pics with details about each issue. Firstly, It lets me steep the tea.... But when they grab the pot, it shows the original swatch, instead of my swatch... Lastly, when they finish steeping, the only option it shows, is to just "Clean the pot", instead of "Pour Tea". Any help would be greatly appreciated!
|
|
|
Post by menaceman44 on Mar 5, 2022 16:15:51 GMT -5
I don't have the pack, so I can't check to be 100% certain, but as far as I remember and understand, the teapot that the Sim actually picks up is a seperate object which is why it is not using your recoloured texture and the tuning tells the game which version of the accessory it should be using. Recolours for objects like these aren't as simple as just changing the texture.
|
|
|
Post by Standardheld on Mar 6, 2022 7:51:41 GMT -5
I failed the same way today ... sadly I tested this after I did 50+ recolors Is there a way to make them work? I don't know if I could do it but I'm interested in learning
|
|
|
Post by menaceman44 on Mar 6, 2022 8:22:48 GMT -5
I've never messed with objects like this but from what I understand the tray uses a geostate to hide the teapot when a Sim picks it up and then the one the Sim holds is actually an accessory object. The tuning for the tray tells the game which accessory colour goes with which base so I think that means that each recolour would need to have its own tuning to point to the correct recoloured accessory pot. I'd like to stress though that a lot of this is just an educated guess on my part.
|
|
|
Post by neweras on Mar 6, 2022 22:12:10 GMT -5
I failed the same way today ... sadly I tested this after I did 50+ recolors Is there a way to make them work? I don't know if I could do it but I'm interested in learning Oh wow, luckily I only made a few so far. Yea, I might have to learn also, because I really need it to work. 3 swatches were never enough. Also, do you have a thread showing the recolors?
|
|
|
Post by neweras on Mar 6, 2022 22:17:54 GMT -5
I've never messed with objects like this but from what I understand the tray uses a geostate to hide the teapot when a Sim picks it up and then the one the Sim holds is actually an accessory object. The tuning for the tray tells the game which accessory colour goes with which base so I think that means that each recolour would need to have its own tuning to point to the correct recoloured accessory pot. I'd like to stress though that a lot of this is just an educated guess on my part. Oh, that's interesting. I don't even know how to access the accessory pot. Hopefully you know or can find somebody that knows tuning, to help? Thanks for the info.
|
|
|
Post by menaceman44 on Mar 7, 2022 14:56:22 GMT -5
I can at least help with finding the accessory pot. When you select an object to clone in S4Studio, make sure the Debug box is checked. You should be able to find it then. I'd filter the results by pack as well so there isn't as much to sift through.
|
|
|
Post by neweras on Mar 7, 2022 21:39:06 GMT -5
I can at least help with finding the accessory pot. When you select an object to clone in S4Studio, make sure the Debug box is checked. You should be able to find it then. I'd filter the results by pack as well so there isn't as much to sift through. Thanks for the info. I tried it & found out that the pot & lid are 2 separate debug items, so I added the matching swatches to both & made them package files, but in game it still uses the default swatch. So I'm sure all I need now is to just find the right code to link all 3 objects together? Gonna dig around & see if I can find a tut on it or something. If you find anything else, drop it here, thanks.
|
|
|
Post by menaceman44 on Mar 8, 2022 14:09:27 GMT -5
You can find what tuning the object uses by looking at the Object Definition resource in the Warehouse view. Down on the right hand side you should see a bit that says Tuning and then the name of the tuning it is using. You can then use the menu option to Extract Tuning... by pasting the name into the window that appears, selecting the result you get, and then clicking on Add to Package. You will then be able to view the tuning and see how it is set up. You'll want to find a tutorial on making a tuning file custom so that any changes you make don't override the original. I haven't got the link at the moment but I know there is a tutorial on this forum that I have used myself before.
|
|
|
Post by neweras on Mar 9, 2022 16:15:21 GMT -5
You can find what tuning the object uses by looking at the Object Definition resource in the Warehouse view. Down on the right hand side you should see a bit that says Tuning and then the name of the tuning it is using. You can then use the menu option to Extract Tuning... by pasting the name into the window that appears, selecting the result you get, and then clicking on Add to Package. You will then be able to view the tuning and see how it is set up. You'll want to find a tutorial on making a tuning file custom so that any changes you make don't override the original. I haven't got the link at the moment but I know there is a tutorial on this forum that I have used myself before. Ok, I've done everything listed, & I can see the XML, but I don't know what anything means & what I should change in order to make it use my custom debug items. I found 1 tutorial on object states, but not sure if that's the correct one I need.
|
|
|
Post by menaceman44 on Mar 10, 2022 11:26:04 GMT -5
|
|
|
Post by neweras on Mar 11, 2022 17:27:40 GMT -5
Thanks a lot! Gonna 'trial & error' & let you know how it went.
|
|
|
Post by ravasheen on Mar 16, 2022 14:35:29 GMT -5
menaceman44 got you most of the way there. the props are called out in the teaSet_PourTea (275511) interaction. they use the same prop for all of them: <V n="basic_content" t="one_shot"> <U n="one_shot"> <U n="animation_ref"> <T n="factory">275509<!--AnimationElement: TeaSet_Pour--></T> <U n="overrides"> <L n="props"> <U> <T n="key">drinkCupTea</T> <U n="value"> <T n="definition">295249</T> </U> </U> <U> <T n="key">teaPot</T> <U n="value"> <T n="definition">295236</T> </U> </U> <U> <T n="key">teaPotLid</T> <U n="value"> <T n="definition">295243</T> </U> </U> </L> </U> </U> </U> </V> you are going to need to make your own props for the pot and tea pot lid. then make your own object tuning and do a prop override, see here under animation_overrides. the nice thing is you can override this in object tuning and not have to touch the interaction itself. but also keep in mind, for every color you are going to need a corresponding color for your props. in which case you will likely want to use object states for your props so it can choose the right color based on the teapot. a recolor wouldnt work for this, you are going to need to do a clone so you can do your own object tuning. hope that helps!
|
|
|
Post by neweras on Mar 18, 2022 12:02:53 GMT -5
menaceman44 got you most of the way there. the props are called out in the teaSet_PourTea (275511) interaction. they use the same prop for all of them: <V n="basic_content" t="one_shot"> <U n="one_shot"> <U n="animation_ref"> <T n="factory">275509<!--AnimationElement: TeaSet_Pour--></T> <U n="overrides"> <L n="props"> <U> <T n="key">drinkCupTea</T> <U n="value"> <T n="definition">295249</T> </U> </U> <U> <T n="key">teaPot</T> <U n="value"> <T n="definition">295236</T> </U> </U> <U> <T n="key">teaPotLid</T> <U n="value"> <T n="definition">295243</T> </U> </U> </L> </U> </U> </U> </V> you are going to need to make your own props for the pot and tea pot lid. then make your own object tuning and do a prop override, see here under animation_overrides. the nice thing is you can override this in object tuning and not have to touch the interaction itself. but also keep in mind, for every color you are going to need a corresponding color for your props. in which case you will likely want to use object states for your props so it can choose the right color based on the teapot. a recolor wouldnt work for this, you are going to need to do a clone so you can do your own object tuning. hope that helps! OMG Thank you! I was trying to get in touch with you about this, but glad you found it. I have the recolored meshes for the pot & lid props. Gonna make them overrides & tune them accordingly. I'll come back with an update soon.
|
|
|
Post by bblackpanda on Aug 12, 2024 10:50:08 GMT -5
{Spoiler} menaceman44 got you most of the way there. the props are called out in the teaSet_PourTea (275511) interaction. they use the same prop for all of them: <V n="basic_content" t="one_shot"> <U n="one_shot"> <U n="animation_ref"> <T n="factory">275509<!--AnimationElement: TeaSet_Pour--></T> <U n="overrides"> <L n="props"> <U> <T n="key">drinkCupTea</T> <U n="value"> <T n="definition">295249</T> </U> </U> <U> <T n="key">teaPot</T> <U n="value"> <T n="definition">295236</T> </U> </U> <U> <T n="key">teaPotLid</T> <U n="value"> <T n="definition">295243</T> </U> </U> </L> </U> </U> </U> </V> you are going to need to make your own props for the pot and tea pot lid. then make your own object tuning and do a prop override, see here under animation_overrides. the nice thing is you can override this in object tuning and not have to touch the interaction itself. but also keep in mind, for every color you are going to need a corresponding color for your props. in which case you will likely want to use object states for your props so it can choose the right color based on the teapot. a recolor wouldnt work for this, you are going to need to do a clone so you can do your own object tuning. hope that helps! - Edit- It's no longer relevantHello. I am writing in this topic because I encountered a similar problem when trying to create a new tea set. In my case, I started by creating an override of all interconnected objects (a service and three debug objects: a pot, a lid and cups), and they worked perfectly with the three swatches already available in the service game. However, as soon as I made an additional swatch, the same problem appears as the author of the topic. Please help me understand how to create new swatches correctly and link them to objects from debug. I've read various tuning setup guides, but apparently I don't fully understand where to get the new “definition” values for each “key” to bind them to my debug overrides objects. And most importantly, how to link the tuning settings themselves to my service. The only thing I was able to do was use hash generator to decrypt the default values from interaction tuning. Thus, it became clear to me that the values 295249, 295236 and 295243 indicate instances of Chinese tea set swatches. But my attempts to change the values to similar values from another tea set (295247 295237 295242) did not bring me success. Apparently, I have to somehow link interaction tuning to the new swatches. I tried to do this both with overrides and tried to create a clone based on the game object. But in the second case, none of the swatches are working properly. This is the first time I've delved so deeply into this topic, and to be honest, I got a little lost on the forum. Perhaps you can tell me some more guides besides those listed in this topic, or look at my override files to tell me exactly what I should pay attention to when creating additional swatches. Any help appreciated! Thanks in advance.
|
|