|
Post by anska on Aug 7, 2016 14:26:29 GMT -5
Hi, I tried to fix some problems with the trays I uploaded to my studio last week - and I am afraid I only got them half-solved. What's bothering me most, is the thumbnail in the interaction queue. I tried to change it, because those automatically generated from the objects look a little wonky. I tried following the tutorial, but unfortunately this works only for two of the colour swatches and does not affect the first. I assume it has something to do with the first colour variant not actually being the default one. This already caused me problems before, when I had to add the bump and specular via the Model tab in the warehouse. I then tried to change the Object in the: <V t="participant" n="_icon"> <U n="participant"> <L n="participant_type"> <E>Object</E> </L> </U> </V> to 2f7d0004:00000000:1f1ec10a6e1038e2 which should basically display the same cocktail glass than the one I used for my thumbnails. Unfortunately, I seem to have made something wrong there too, because this changes the queue thumbnail to that little grey llama. Which is not the wonky tray but still not exactly good. So it would be very nice, if someone could point out to me, what I am doing wrong.
|
|
|
Post by phyre on Aug 8, 2016 0:52:19 GMT -5
If you are seeing the llama instead of the tray you are either referencing the wrong icon, or maybe even more likely is the fact that you are referencing a non-existing icon and the llama is the default for when that happens, as a kind of error message.
Either the instance key if your thumbnail is wrong, or the input is invalid (like wrong file size or file extension). I am at work right now so I can not check this, but the best thing to do would be to check the tuning of another object that also uses its own thumbnail in the interaction queue. There might be a specific string for that or it might show you the instance of the icon you can track down for reference.
|
|
|
Post by anska on Aug 8, 2016 2:21:59 GMT -5
Thank you phyre. Apparently the input was wrong. I tried it again with an icon that I knew to work and when this didn't help I tried another tunable which I had seen in other xmls and that worked.
|
|
|
Post by phyre on Aug 8, 2016 2:34:02 GMT -5
I'm glad you solved it! Sorry I couldn't be more specific but I don't have the opportunity to check the xml files from work. Luckily you found the correct input in the end though!
|
|
|
Post by Bakie on Aug 8, 2016 3:57:20 GMT -5
Thank you phyre. Apparently the input was wrong. I tried it again with an icon that I knew to work and when this didn't help I tried another tunable which I had seen in other xmls and that worked. Hi anska! I'm also having trouble changing the interaction thumbnail when following the tutorial and was wondering where I could find it in the tuning itself? Can you show me where you changed it? I tried it with a simple toilet, but it keeps generating it's own thumbnail..
|
|
|
Post by anska on Aug 8, 2016 4:33:39 GMT -5
Hi Bakie , certainly. I changed the portion of code written above to: <V t="resource_key" n="_icon"> <U n="resource_key"> <T n="key" p="InGame\UI\Icons\Buffs\Headline_Drinktropical.png">2f7d0004:00000000:1f1ec10a6e1038e2</T> </U> </V> It goes into the _constraints portion of the Interaction Tuning and a good example to take a look at it would be the Gardening_OpenSeedPacket_StarterPacket_Vegetable Xml. In this example the portion you are looking for is right at the top. The way I understand it at the moment (which must not be necessarily correct) the participant tunable used in EA's typewriter example only allows for a very limited choice of thumbnails to be displayed: It either displays the object (which is the one OrangeMitten's tutorial shows how to change) or the sim using the object. If you want one of the game icons (or one of your own making but not an object thumbnail) you need the other tunable. phyre, you pointed me into the right direction, that was absolutely specific enough. Thank you again, you really are a great help.
|
|
|
Post by Bakie on Aug 8, 2016 4:46:16 GMT -5
anska, I'm not that into those xml codes yet, but I'm learning bit by bit. In my case I want to change it to one of my own makings but not the object thumbnail. I also added a custom interaction tuning to my object, So do I need to change it in there as it didn't worked with Om's tutorial? I tried to change the interaction queue from a normal toilet, but that didn't work either.. I can send you my package file in a PM if you want to take a look at it..
|
|
|
Post by anska on Aug 8, 2016 5:01:24 GMT -5
Bakie, sure, I can take a look - but truth to be told I am not the greatest xml-expert there is, I more muddle through them till things work. If you would simply link to your package maybe people with more expertise such as phyre or brittpinkiesims could take a look as well.
|
|
|
Post by Bakie on Aug 8, 2016 5:52:50 GMT -5
Well, this is the normal toilet on which it also didn't work: Normal Toilet queue thumbprobably when I know how to make this thing work, I also know it for my project.
|
|
|
Post by brittpinkiesims on Aug 8, 2016 8:08:48 GMT -5
I wish I could help, but I haven't done any custom icons for interaction queues...I looked at the file, but as I haven't done it, I'm not sure where to start :( Now, if you want some help changing icons on traits, buffs, parties, etc...I can definitely help you there Good luck, I'm sure Phyre will know (and thank you for tagging me anyway, anska...delighted to be considered as someone with expertise, hahaha <3)
|
|
|
Post by phyre on Aug 8, 2016 10:16:51 GMT -5
Bakie, I took a look at your package for you but the one you uploaded does not include any custom tuning. I have never used Orangemitten's tutorial to change an interaction icon and while I can see your custom thumbnail in the package I can not find where it is referenced at all. I am not saying it doesn't work using her tutorial, I am merely stating I can not troubleshoot your package using this method. To get your custom interaction thumbnail to work you can try a manual approach by extracting the toilet's tuning and adding the following code (I am not 100% sure if this will work for all interactions with the toilet, because it has so many interactions tied to it, but I think if you add this code in the general tuning it should overwrite the icons of the individual SAs): <V t="resource_key" n="_icon"> <U n="resource_key"> <T n="key" p="Generated.png"><!-- Instance of your thumbnail resource (currently 3C2A8647:AC29A7E1:D183AD467AC29A7E)--></T> </U> </V> Make sure your image is a .dst one, Britt ran into issue when she tried to import a .png resource. Also, Britt, adding icons to an interaction is exactly the same as adding it to a buff or an event, or pretty much anything you might want to slap an icon on. It uses the same tunable. Anska, once I got home I was able to look at he .tdesc files for game objects. The code you were trying to use: <V t="participant" n="_icon"> <U n="participant"> <L n="participant_type"> <E>Object</E> </L> </U> </V> ... is actually the tunable that generates a thumbnail of a participant in the interaction. The tunable list can hold any type of interaction participant. In this case the object thus points to the object of the interaction (which leads to a game generated thumbnail of the object) other enums correspond to any other type of participant, such as the sim performing the interaction (full list from the .pyo files can be found here). The code that you ended up using: <V t="resource_key" n="_icon"> <U n="resource_key"> <T n="key" p="<!--filelocation.png-->"><!--Instance Number--></T> </U> </V> ... is the tunable that allows you to point to any EA or custom icon.
|
|
|
Post by anska on Aug 9, 2016 0:46:01 GMT -5
OrangeMitten's tutorial aims at replacing the object-thumbnail generated by the participant-object bit, phyre (or at least, that is how I understand it). However, it didn't work for me either in your toilet, Bakie. So, because the game obviously ignored your thumbnail and still generated one of its own, I opened the localthumbcache package in which all the gamegenerated thumbnails are stored with S4S, looked for the thumbnail of your toilet via its group-number and batch exported it. Back in your toilet-package I imported the previously exported file again and replaced the thumbnail with your custom one and that worked. Apparently the interaction thumbnails generated by the game now use a different instance number than those of the other thumbnails? I am not sure. phyre, I suspect something like that, so thank you for confirming it. Also many thanks for that list as well. I am often very much confused about what type of variable I am allowed to add where - so it is very helpful to have a list in which at least one type is listed.
|
|
|
Post by phyre on Aug 9, 2016 1:41:54 GMT -5
Thanks for clearing that up for me, Anska! The Studio is amazing in what it can do but I find myself often confused by how it goes about changing bits of the code and then I fall back to doing in manually. Sounds like the Studio is indeed changing the generated icon, rather than assigning a unique icon via the resource key. Pretty clever! I am glad you got it to work for Bakie!
|
|
|
Post by Bakie on Aug 9, 2016 6:52:56 GMT -5
anska! YEAHHH!!! It's working, now I can finally begin at working on the release of my object. Thanks you VERY much! phyreYesterday when I read your post I didn't test it out yet as I was just checking the forum before going to bed. This morning when I read Anska's way of handeling it looked easier and so I first tried out her suggestion and that did the trick for me. But thanks for taking the time to explain me how it also can be done. Will definitly save this thread for later. I will link Om to this thread, maybe she can figure out what needs to be done to make her tutorial work for all objects. So thanks to all of the people here for investigating this subject.
|
|