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Rebecah

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Posts posted by Rebecah

  1. I agree Lisa!  I wasn't very interested in geography much myself.  I think they teach it at an age that kids just have a hard time relating to it.  I know I was to young to really understand it, in grade school.  

     

    It is really awesome to learn about now.

  2. You may either save the texture you find on your desktop or copy it and paste it into PSP.

     

    right click on the image you find that you want to save

    post-12-0-54583800-1413564504_thumb.jpg

     

    Or you may select the Copy image option then paste it into PSP.

     

    To get the texture into your file, is another tutorial.  I believe we have some that explain that, I will look and get back to you.

  3. Open an image you may have found on the internet 

     

    post-12-0-93562800-1413560716_thumb.jpg

     

    The one I found is too wide for what I want so I will use the crop tool to get it as square as possible.

     

    post-12-0-67554200-1413560723_thumb.jpg

     

    Drag the crop tool until it looks fairly square and double click in the center

     

    post-12-0-15432300-1413560727_thumb.jpg

     

     

    Use Image/Image Information to find out how close you are to having the item square

    post-12-0-36952300-1413560730_thumb.jpg

     

    As you can see mine is not exactly square, but it must have the proper dimensions to be used with Simpe.

    post-12-0-16666700-1413560734_thumb.jpg

     

    I am going to select the Edit/Copy option to copy my texture to my clipboard

     

    post-12-0-90335400-1413560741_thumb.jpg

     

    Now I need to create a new image to get an exact square of 512x512

    post-12-0-48318600-1413560738_thumb.jpg

     

    Images sizes must be set to 8x8 32x32 64x64 128x128 256x256 512x512 1024x1024 or a combination ie. 512x1024 64x128 etc. 

    post-12-0-56785900-1413560750_thumb.jpg

     

     

    Select the full area with the selection tool

    post-12-0-84604200-1413560754_thumb.jpg

     

     

    Now past it into the area using Edit/Paste/Paste into Selection

    post-12-0-17348300-1413560758_thumb.jpg

     

     

    Save your new texture as a png or jpg.  png's may be imported, where as jpg's much be build with the DXT tool.

    post-12-0-66563700-1413560772_thumb.jpg

     

    I now have a texture that may be used with my new mesh.

     

    post-12-0-02981000-1413560774_thumb.jpg

  4. You are so right about the faces, and I do usually take out portions that are not needed, but not always.  The bottom section could be replaced with a single plane, or removed altogether too.

     

    You could be right about the Maya as I understand EA uses Maya to create their meshes.

  5. Go to File then click New to clear out the table

     

    post-12-0-90204900-1413450358_thumb.jpg

     

    Now we will import the EA end table by selection Import/Sims2 UniMesh Import V4.09A

     

    post-12-0-55129300-1413450360_thumb.jpg

     

    Import the EndTable.5gd file we created earlier.

    post-12-0-96905200-1413450361_thumb.jpg

     

    You will probably get this error, just click ok we are going to delete most of the shadows anyway.

    post-12-0-87486700-1413450362_thumb.jpg

     

    Under the Groups tabe select the shadow file under groundshadow then click the Delete button 4 times.  I am not going to teach you how to do the shadows as that too is very extensive, and maybe another day.

     

    post-12-0-40395700-1413450364_thumb.jpg

     

    Now you should have only the materials and the groundshadow groups left

    post-12-0-98029100-1413450365_thumb.jpg

     

    Let's import our new table using File/Import/Wavefront OBJ

    post-12-0-23604500-1413450367_thumb.jpg

     

    Hopefully you named it Table.obj select it and click the open button

    post-12-0-47007900-1413450368_thumb.jpg

     

    Be sure the top's of the two table are equivalent, you may want to scale down your table or make it larger.  You want to be sure the size is close the to EA table, and the two tops must be at the same position. 

    post-12-0-88961400-1413450369_thumb.jpg

     

    Under the Group tab with the materials selected, select the Comment button and copy the text in that box, then just select OK once you have copied the info.

    post-12-0-68256400-1413450371_thumb.jpg

     

    Open the Comment box for table and paste the info and select OK.

    post-12-0-92748300-1413450382_thumb.jpg

     

    Now delete the materials group by selecting that group under the group tab then click the delete button.

    post-12-0-83689600-1413450386_thumb.jpg

     

    File/Export/Sims2 UniMesh Exporter V4.09

    post-12-0-08537800-1413450389_thumb.jpg

     

    Name it NewEndTable and save it to your desktop

    post-12-0-73744800-1413450390_thumb.jpg

     

    Open the package file we created for earlier and go to the Geometric Data Container (GMDC) copy the Filename

    post-12-0-48976800-1413450392_thumb.jpg

     

    Right click on the item under your Resource List and select Replace

    post-12-0-17052900-1413450394_thumb.jpg

     

    Open the NewEndTable.simpe

    post-12-0-86492000-1413450395_thumb.jpg

     

    Click Yes

    post-12-0-82644100-1413450396_thumb.jpg

     

    Now paste the name of the gmdc back in 

    post-12-0-35157300-1413450398_thumb.jpg

     

    Click the commit button

    post-12-0-85498800-1413450401_thumb.jpg

     

    Click OK

    post-12-0-53876500-1413450412_thumb.jpg

     

    Save your file  - We're almost there!  :grin:

    post-12-0-92433200-1413450413_thumb.jpg

     

    Now because I used the option to include all of the EA textures I have several recolors available.

    post-12-0-18371800-1413450415_thumb.jpg

     

    An image of the table

     

    post-12-0-56268300-1413450416_thumb.jpg

     

    Check to be sure an item sets on the table properly, if it does you are good to go.

    post-12-0-92478600-1413450417_thumb.jpg

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