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1  TS2: Burnination / The Podium / Re: Is it safe to move maxis pre-placed lots? on: 2009 August 25, 04:24:22
Ditto... Smiley

This'll be very useful as my pc is about to get fixed... Cheesy
2  TS2: Burnination / The Podium / Re: WTF is this "Thing"??? on: 2009 July 25, 04:30:33
I don't know who that is in terms of in-game story, but it seems these are material test screenshots.
It may be a test for sims skin esp. the head.  It may be a test for the magenta error flash itself.
3  TS2: Burnination / The Podium / Re: Apocalypse! How many are left? on: 2009 July 16, 06:03:54
I really enjoy pbox's post so that I can know more about TS3.

Just one thing I have to state out my view point.  In TS2, even if the overlapping of walls at the lot edge can cause graphical competition, but there're still at least 2 ways I can think of get rid of that.  EAxis should know enough to solve it by itself easily.  Thus, that can't be a strong cause.
Indeed, unidentified crashes are the real culprit.

Anyhow, I've no say about one's play style in TS series.

For TS1, I used to play sims mostly, and painfully obsessive enough to queue up every posssible command box in order to feel the sims won't mess up relatively easy.  The same extended to TS2 in the beginning before my immersion in lot-building and then modding.

Still, should I play them again, I may become a control-freak again, that I bet. Tongue


PS:
Huh nil just killed another topic...
4  TS2: Burnination / The Podium / Re: making 2 story walls on: 2009 July 12, 03:31:39
Have you turned on the option to show objects in other storey?
5  TS2: Burnination / The Podium / Re: Apocalypse! How many are left? on: 2009 July 09, 04:44:49
To control the TS2 loading time, I personally do the followings to start TS2 in less than 1 min.:

1. restrict the amount of CC. Use the ones you know you'll use.  May sync the downloads folder along with the neighbourhood root folder set.
2. trim away the useless jpeg files in lot files with simpe.  Just a few clicks.  Or, use Mootilda's LotAdjuster to do so.  These are the weird and clumsy graphics seen in exchange pages for lots.
This will decrease the neighbourhood folder size tremendously by a general range of 30-70% but closer to the higher end.  This can save the HD space and time to load.  Yet, they're re-generated as lots are saved. So, for meintenance, only the updated lots may need further follow-up.
3. Use 1 or 2 neighbourhood at a time.  Simply move around the root neighbourhood folder to different pre-individually named folder likes, "neigh1", "neigh2", "neigh3", a "neigh-temp" (for the temporary swap place) etc.  No further renaming when switching neighbourhood root folder.
4. for multi core, may use only 1 core for TS2.
5. With at least a core high like 3Ghz.
6. more RAMs. RAMs are cheaper nowadays.
6  TS2: Burnination / The Podium / Re: Apocalypse! How many are left? on: 2009 July 08, 05:12:24
still modding TS2 Tongue believing that something may be useful also to TS3.
7  TS2: Burnination / The Podium / Re: Retreiving a deleted neighborhood? on: 2009 June 27, 04:42:26
It's always advisable to make back-up whether one's playing or experimenting.  The thing is as long as one is anal about the custom game data, they should back up anyway just in case.

Yet, one may a morning-after approach right after such deletion like with recovery software to try to recover the deleted files.
a few major things to consider:

1. the recovery software(s) have to be installed before the event happened or at least installed in an another OS to operate the data recovery process.

2. the game engine might have alreeady overwritten the lost files in question coz the TS2 is an arbitrary monster that can turn read-only attribute in to writable one and overwrite files without prior consent.

3. there is no writing to the HD sector where the data are at by whatever means.

4. try it anyway regardless of a lesser chance.

5. the worst is such data was overwritten and is a mess.  The worse is such files are in an unrecognisable form, supposing one is energetic and patient about recovering it!





8  TS2: Burnination / The Podium / Re: Has anyone considered converting ts3 objects for ts2? on: 2009 June 27, 04:25:17
About TS2-TS3 contents transfer:

Eek, they should have made monotonous recolouring as one of the options (which I wanted it in TS2 before its come-out) while repository recolouring system as a plurally alternative system of the old custom recolouring!    :huh:

But for clothing, it seems they utilise bevel and overlays to separate different major parts of clothes for repository recolouring.  That's just something I've been wanting before the emergence of TS2.


I think the opposite should also go, to add TS2 stuffs into the TS3 and vice versa. :}


About Polys:

Lower polys can still be some alternatives to TS2 for certain usages anyway.
I'm unsure if that's a sign of repository meshing in an object mesh container.

Also, let's consider that EAxis is preparing the game a certain range of HW spex to run for the targetted audience.
The game has to deal with a whole neighbourhood/town they call it now.


About graphics:

Honestly, I think the pond/water tool's graphic looks better than the TS2, yet it's sucks it's the TS2 neighbourhood water for its completely non-transparent under-surface gradient.  It'd be great it's a matrix gradient for it.  So, the "organisms" in the water can be partially visible as well.  But, the same goes back to their planned scope HWs of the most audience.

Just hope sooner or later the file formats can all be sorted out, so we'll see what can be done about them.


about response to the OP:

Winklesim,

May be cautious if EAxis may sue anyone for such sharing even when such conversion can be done.



9  TS2: Burnination / The Podium / Re: A mod to change times of sunrise and sunset? on: 2009 June 22, 04:25:20
A mod to change times of sunrise and sunset


Quote from: appels
I dare to think it can not be one of the hardest things to change the overall hours to something different. But I would like to see different times for different seasons. With daylight set to say: Spring 7am-8am, Summer 6am-9pm, Fall 7am-7pm, Winter 8am-6pm. Or something among those lines.

Quote from: J. M. Pescado
I'd already have plunged the game into eternal darkness with the Alaska mod. Tongue

Although the timing for lighting may be inaccessible, certain areas can be modded and/or certain custom objects can be made as work-arounds for this interest in different degrees dependent on the degree of one's determination:
But, it can be a long process and a lot of works though.
Tongue

Note, one needn't do all of the folowings dependent on how far one plans to go.
Also note I tend to give out different infos for more various readers in my limitted attempt.

1.custom objects: by means of bhav, to sync with the sims timer, line in changes in material types and states  (shader functions, txmt file names, etc.) and/or mesh states (for various outlooks.)

- The custom object may be a combo package  consisted of both lot and neighbourhood objects.
- such sky objects have to be huge to cover the scopes of the largest working lot 60x60 (grid square) and the neighbourhood for each case
- may check some cumtom sky projectors / objects and Inge's mods for this as references or study subjects.  google, mts2, etc.


2.  lighting.txt modding and modding on several shaderS: by altering all the available values.

the lighting.txt modding is relatively obvious (RGB(A), degrees, scalar, geom xyz, etc.), but the moddings of shaders take some basic understandings on what graphical components and material types as functions are involved.  For the very general looks of the neighbourhood and lot,
* neighbourhood (neighbourhood terrain, neighbourhood water, neighbourhood objects, neighbourhood sky, lotskirt water [the infamous "in-lot * neighbourhood water flood" since NL and also the beach/ocean/sea in EP6 BV "beach lots"], etc),
* terrain (lot terrain, terrain paint/ground covering, terrain water [pond/lake], terrainsnows/hail [hail is just a parameter value for snow], XRayCursorMaterial, TerrainLighting, etc),
* lotskirt (in-lot day/night/season/weather lighting settings, etc ),
* pool [esp. the pool suface day/night switch for coloration],
* roof (roof top and roof snow),
etc...,
and their correlated shaders are necessary to be taken into consideration at the same to cast a certain matching graphical effects.

If one is anal about the cell-shading inside a room, one has to dig into the wall, wallPS and celshad shaders as well. Probably the floor and floorPS shaders.
Should one be really anal about the lot im[poster in neighbourhood view, modding on the imposter shader is necessary too.

Quote from: RGBA
Generally, if it's just simple constant colorations, one has only to deal with RGBA values in the scale 0.000-p, where "p" is unknown infinity dependent on how much the HWs can produce!
RGB: 0.000000=<?=<infinity
a value of "1" for R or G or B == 1X power of the input R or G or B value
a value of "2" for R or G or B == 2X power of the input R or G or B value
...
so, RGB values can larger than 1 fbut can't be smaller than 0.

For alpha-transparency,
A: 0.000000=<?=<1
 the scale is from 0 to 1, where "0" is null/invisible/valueless while "1" means opaque/non-transparent/non-translucent.  "visible transparent colours" are in the range between 0.000000 and 1.

Quote from: shader business
For shader switches/checks:

If one has to alter all the day/night switch tunings
find/search the significant string "
tsIsDay
" in the boolean (true/false) switch "if (tsIsDay)" in shaders.
Reminder: never assume no "if ... not", or others just simply because of the above example given.

The RGBA sequence for the "colorScalar" is either in the form of (R,G,B,A) or (R,G,B) A. 
That's where the colouration is defined normally.  Surely, they themselves can be internal, global, external, or local variables. May check the default attributes for them if necessary.  In some but quite probably unnecessy in this case, they can be just based on the algorithms as in the cases of swim-pool surface, vector-reflection in mirror, blur censor, etc.


For the seasons and weather lines, esp. in the lotskirt shader
may find/search, make up, alter, etc the followings as needed...

seti currSeason 4
currSeason

seti kSpring 0
kSpring

seti kSummer 1
kSummer

seti kFall   2
kFall

seti kWinter 3
kWinter

set weatherSuffix ""
weatherSuffix

seti currSeason (tsSeasonEnum)
currSeason

if (tsIsCloudy)
if (not tsIsCloudy)
tsIsCloudy



ref:
search in TS2wiki for
matshad
or
0xCD7FE87A
http://www.sims2wiki.info/wiki.php?title=CD7FE87A

@ findable in material/material.package at the same subdirectory as "3D" or "sims 3D" (where txtr, gmdc, lifo, etc are stored)
@ readable in the "plug-in" view in Simpe

If one wants animated lighting shading, textural animation is the simplest.  Algorithm-based ones can take some brain juices to fit that in.


Please be persistent, patient, understanding that occasionally something just don't work even if it appears viable.  It's not necessarily about whether one is awesome or not, but may be about:

- that some lines are in other shaders here and there  (there're at least 57-59 shaders among different EP, SP normally have no new shader or shader version),

- that there may be some conflicts (lol, the shader codes inTS2 are not the state of art type, alright? ),

- that probably not all but most shading codes can be found among all these madshad files (some may be in the exe, dll, and other game files, just my speculation only),

- or  how the followings work together
* a particular video card (or some as in cases like SLI) used,
* Dx version(s) used during rendering,
* monitor,
* game settings used along different possible game versions  (like default [the "config" folder in the programme folder] and the custom one [in "my document" --> "... sims 2" --> "config"?] video configs,
* TS2 default hardware checks [among some more primitive shaders] )

Well, as for multiple versions for all game versions, you can count the amount of the work if that's also your goal! Tongue  different shaders can have different versions in different EPs, and the installation has to be well prepared and organised.  Or, nightmares!  :giggle:




10  TS2: Burnination / The Podium / Re: wut EPs are teh bestest? on: 2009 June 16, 04:24:53
http://www.moreawesomethanyou.com/smf/index.php/topic,13832.0.html


1.
"EP advice?"

I personally don't play the game much but often build and occasionally mod it, and so I can only tell my opinions on the buiild mode along with few modding aspects.  Also, I don't buy SP normally and so no comment on them.

EP1:
a. It has multilevelled build objects like doors, door-arch, columns. Note Some multi-levelled columns and modular stair can be found in later EPS like NL.   
b. This is the only EP which can produce lots of >5 levels compatible to the base game when no EP-specific object or texture is used.  (This is the way how I got my base game lots with > 5 levels). 
c. A build cheat for diagonal object placement though some objects won't be sims-functional when diagonally postioned.

EP2:
a. diagonal swim-pool product & swim-pool renovation.  A good is to fix the improper deletion of swim-pool product since the base game, but techniques and build features evolved out of such deficiency. (sorry for self-advertisement, but it can show what I mean.  May check out the "Meijeuloi" lot from the "weirdo zone" of the "Mod squad" from MTS. ) The lot would lose the swim-pool surface and depth layers in a game copy with any EP newer than EP2.
b. garage and ownable vehicle: I never lust over them though not a bad thing to have as decoratives.  They can now be downloaded free from EAxis sites though not the same sets.
c. nightclub objects can be a really nice addition to building aesthetic, especially the various coloured lights.  This can spice up the night scene of a building.  Thus, it caused some problems with some older custom coloured lights only, but it wasn't such a big deal as updates were made to those custom coloured lights.
d. The downtown lots were all deletable luckily.

EP3:
a. the obvious further shapes for roof-tool-based roofs like conical, octagonal, semi-spherical dome, etc.  Note, despite the graphical morphs, they only occupy the some whole grids.  Therefore, sometimes, it looks they cover certain grids while they don't actually do  so, and vice versa.  A way to know is to check out the shadowed tiles at the same level. May tile the region if not.  The shadowed tiles show what the roofs indeed cover.
b. awning products
c. stage foundation: wall built directly at its side can raise the build price tremendously, beware.  Without patch or update, "boolprop constraintfloorelevation false"-based deformation of stage product is crash-prone.  Stage product basically raise the level it's on by 4-click-high (elevation tools)/ 4-step-high(modular/connecting stairs).

EP4:
a. rectangular or romboid preset wall tools:  convenient for those who do simple rectangualr or rhomboid buildings without pressing the "shift" key while dragging? [rolleyes]
b. broken build cheats (individual roof slope cheat? Please correct me when necessary. My memory for that EP is fading.) which can be found fixed in certain newer EPs or its latest patch.
c. incomplete/inept updates on caustic shading codes that probably led to the inability to recolour swim-pool wall.
d. commentised unfinished/incomplete update on vector-reflective swim-pool surface PS shader pass function

EP5:
a. glasshouse fences: supportable for upper level; 1 form and 3 colours; buildable to the penultimate lining of a given lot, namely a row from the lot verge.
b. glasshouse roof: the only glassed roof in only 1 shape but 3 colours.
c. shading change found on attic walls from gradient to entropy shading.
d. attic walls and probably other walls which higher than the standard height 16-click-high (elevation tools)/ 16-step-high(modular/connecting stairs)/ float value as 3 (3D array instance 0x01 in lot packe files) are prone to cause body temperature related problem.  Probably  the check routine(s) for sims temperature got stuck to =<3 as difference between neighbour levels, or the reworded?
e. vector-reflective swim-pool surface PS shader function is finally functional and added.  So, the swim-pool can be mirror-reflective.
f. fixes in caustic codes to allow various non-caustic floor tiles and wallpapers to exhibit caustic animation in swim-pool. but still broken for certain video cards, at least in a Nvidia 5700 FX.
g. bump animations on pool surface once a sims jump of slide into the swim-pool
h. pool-slider added
i. farming: surely a farming region for building aesthetics as well as game-play ethics
j. swim-pool ground surface's invisible tiles and pool depth layers are removed for recolouring of pool tile and pool wallpaper

EP6:
a. beach lots: renovated lotskirt water (the infamous neighbourhood flooding water) into the better looking "borderless-swim-pool-like" beach/ocean/sea. sltered version of the EP5 swim-pool surface PS shader function for the mirrory reflection;  wave makers; new in-lot hidden objects for sims interactions, etc.
b. special build objects like sauna rooms, hot-spring, stony blocks, etc.
c. roof-tool-based pagoda roofs.
d. more functional build cheats.

EP7:
Any? Tongue

EP8:
a. apartment: multiple sublots in an apartment lot host?
I don't know much about it. Tongue

After all, Securom is a real threat!  I'd read about it before trying it, and I never dreamed of any unforeseen problem other than those reported at that time.  It can damage certain Securom-incompatible DVD-multiple burners.  My >US$100 DVD-RAM burner lost its all of its DVD-related features after such installation and running of such programme, beware!  I thought it was OK to isntall it in a gonna-be-erased-OS-copy, but that dashed jerk damaged my hardware instead!



2.
Action by Grugly replayed! Cheesy

Neither matters as long as the title and the thread can serve for its purpose.  it's cool that people of different game-play-ethics willingly share their experiences (cons and pros) and preferences (likes and dislikes) to provide a spectrum of view-points so that the original poster Cyberdodo or those concerned can grab "better" ideas on how to choose for their own goods. Smiley 

"better", "the best", "the bests as a group" are all comparatives.  Before regarded as the best(s), something hath to be better than all the others based on the "need(s)" of a given poster.

"EP advice?" may sound more objective, but regardless of comparativeness, subjectiveness or objectiveness, the same goal can be reached.

The title "wut EPs are teh bestest?" is cool and appealing, but personally "be" will replace "are" for both cases.  Smiley

Quotation marks may make certain statements clearer. Smiley

I don't mean to play a police or what but just to state out my thoughts about these, yet I can be wrong.  Smiley
Quote

[by Inge]
My punctuation is appropriate, as always.

[by Zazazu]
Inge, I find your punctuation amusing in context.

[by Inge]
Jolrei I don't care what the original poster wanted.  This matter reaches far beyond EPs and Original Posters.  It's a matter of what am I paying the Grammar Police for?  I expect them to be watching for this sort of issue on my behalf.

[by cybersquirt]
Not to nit but the OP asked for "EP advice", at least as a heading, which was subsequently moderated to '.. bestest'.

[by jolrei]
Bloody hell, Inge!  It is entirely possible to have a group of things that is the best group, as in "which EPs (as a group) are the best?"  This is perfectly good English.  You can also say, "which EPs are better" but then you have to at least imply "better than WHAT?"  I would say that they are all better than, say, the Base Game, since they all add something of interest to someone, but it's a pretty dull and hopeless thing to say, isn't it?

The OP wanted to know which EPs (out of the list) we thought were the absolute cream (curdled perhaps) of the crop - the best ones.

Please, let it go.

[by Inge]
But there can only be one "best".  The OP is asking for plural matches to be returned.

[by Grugly]
-bursts into tears-

[by jolrei]
No, it should not.  "Betterer" suggests a kompartiv, as in betterer in komparsun to wut.  "Bestest" implies which EPs are the stand alone faivrits measured by kwalitti and overall enjoi mint.

[by Inge]
What happened to the grammar police?  It should be "betterer" not "bestest"



3.
Fell off my stool! Cheesy
Quote
[by birene]
Free Time: Almost forgot about it. Has some interesting new game features but nothing world-shattering.

[by J. M. Pescado]
What do you mean, NOTHING WORLD SHATTERING? Free Time was the FIRST and ONLY expansion pack to actually give us LESS PEE. Every other expansion pack has INCREASED the amount of peeing in the game!



4.
Unnecessarily true, so long as actual facts found the conclusions for readers to choose and decide.  Smiley
Quote
[by dragoness]
See, imo this is precisely why these threads are pointless.



5.
Quote from post 54,

Now, nil is wondering whether to post more on this topic!?  Cheesy with a gut of laughters
Yet, I say something not to be self-important although I understand that such connexion is reasonable in certain viewpoints. Tongue
It's cool to be kidding and funny though also great to have facts and references.

Some links or references to some organised knowledge-based pros and cons seem plausible.  So-far, there may be the following "needs".
1. theme-interests like pets for pet-lovers or pet-friendlies.
2. game-play ethics : e.g. "social-interaction-oriented"? (why not go out to the public always?),
3. lot-building interests : e.g. build features like conical roof from EP3, undeformable "ceiling" from EP8, some broken build cheats started since EP4 while workable in some later EPs,
4. coding interests :  e.g. game-codes, shader codes, bhav, FX-effects, animations, scripts, file structures, data storages, efficiency, effectiveness, etc.
5. object interests : e.g. what objects are appealing to the eyes, well-made in-terms of the screenshots, usable to sims, accessible to sims, positable to the expected place, properly functional to certain game ethics, etc.

it infuriates me when people ask. Just do your own damn research, figure out what content each one adds to the game and decide for yourself which EPs you'd like best.
That has been my intent all along - research. If you feel the need to be infuriated because I've done what you say I should do, well then go ahead and be infuriated to your heart's content.


OH. I see. Research = asking everyone else what is in the EPs and waiting for us to tell you. My eyes have been opened!

I shall never again offer an opinion on the subject being discussed at the time rather than the original post, either, as clearly such behavior is unacceptable to Cyberdodo.

6.
Quote from post 57,

Such evolution is allowed though... Cheesy
Probably, certain helpful posts can be indicated out or highlit for those who want some infos in the first post?

To be fair, Cyberdodo's question was very detailed about it's scope and goals, i.e. not the simple "what EP do you like".

Yes, but this isn't the first thread we've had on this topic.  Given that we've had so many similar threads, it was decided early on to make this a general, stickied thread.

The thread very quickly evolved into something beyond Dodo's original question, and it looks like Dodo hasn't understood that.  Apparently the concept of evolution passed Dodo by.

7.
resonances from nil.  Smiley
Quote
[by Inge]
I think it is a question that bears asking at intervals.  As we look back from a greater distance, it becomes more apparent which EPs have provided lasting pleasure than when one or the other seems newer and shinier.

11  TS2: Burnination / The Podium / Re: Cliffs in Lot view? on: 2009 May 18, 05:55:37
Shader mods 1:

[quoted from reply 17, by Quinctia]
I use this mod by niol for my pond water, and I think it really improves the pond water in my game.

Niol also made a mod for the neighborhood water which looks great in neighborhood view, but looks strangely transparent in lot view and, as I've got a whole custom hood built with the sea as part of the deco in the background or on flooded lots, that was not going to work for me at all, so I removed it.  I'd be really happy with a mod that had a similar effect as the pond water one when it came to hood water in lot view.
[quote ended]

The mod is simply to turn the terrain water into swim-pool water, and it happened that structures of the two were close enough for such a simple tweak.  It takes a swim-pool block in the lot to activate the mirror-reflection in EP5 or later.  There's no tweak made to add in the EP5-based PS2 shader to the earlier swim-pools in the earlier game versions, for I worried I'd get sued.  I regretted I didn't release more variants as I was very busy with RL.

As for the neighbourhood mods, the thing is that the in-lot beach/ocean/sea is yet another shader which I didn't touch much for the fast release of the EP 6 version to ensure the neighbourhood view will be OK at least.  I couldn't catch up as I was deadly busy with RL.
The mod will only affect how the TS2 rendering engine presents the graphics according to the hardwares of the users and shouldn't affect any data saved in the custom folder.  Should it do, blame Eaxis, Tongue

Your suggestion may be possibly easy to make, but I'll have to be able to open simpe in the first place.  I'm in no condition to test such altered source presently.  Or, finding someone to incorporate the altered source into a shader mod is necessary.


Shader mods 2:

[quoted from reply 20, by Feckless Fool] Does anyone here use Niol's pond water mod with M&G?

Shaders are unlikely altered for SP but EP in a general sense so far up to AL EP8 to my knowledge, so shader mods are unlikely to be affected by new SP, yet a confirmation on whether new SP folder or its subdirectories has an over-riding shader material.package file is good to know.


skybox textures and textures of  suns and moons, stars

There're all in the 3D folder, may use simpe to search them out with keystrings like "sun", "star", "moon", "skybox", "day", "night", etc...  My memories about them start to fade... Tongue

That'll be just for graphical replacements as global mods.


Camera settings and draw distance:

Seeking out the draw distance settings in scripts may be a way to manipulate.  I've too far from reaching my game copy presently to tell exactly.  It may be in the config and camera folders and the like from both the custom and the game programme folders.

At least some settings are related to object-drawing dependent on how close it's from the camera.
12  TS2: Burnination / The Podium / Re: Getting the damned caustics to work. on: 2009 May 18, 05:54:30
naceygirl,

So, have you tried to recolour the sphere to the graphically invisible recolour-mod recolour by eye-dropping  the sphere? the object host hasn't the activating line for the caustics, but the recolour-mod has it, so it has to be recoloured to that recolour-mod to activate the caustic effect.

Simsample might actually mean a block of swim-pool by the swim-pool tool but not a fake pool, and that is the another way known to make it work.


All,

Jorganza had clarified the meanings of "caustics" neatly, and that's the term used in the swim-pool shader, and so it is kept and used.
talysman had suggestted that more commonly used meanings of a word get more attentions than the less do.
It's been so funny for me to read on this thread and realise such pleasant-boisterousness-inducing ambiguity. Cheesy  and, I didn't waste the chance to laugh quite a big bit.

I've modded the swim-pool shader to enable the caustics under my old video card.  But indeed, there's a setting in the game config files to grade video cards accordingly.
A tweak there may "upgrade" certain video card at the peril of the user.

Can anyone please help make a link at the caustic thread to this thread, so the infos are tied?  Thanks in advance... Smiley
http://www.modthesims2.com/showthread.php?t=179725

I'm mostly absent and lurking. lol  Tongue
My main PC is still down while I'm broke.
Plus, moderately serious outbreaks had been intermittently disabled my hands and fingers that there have been weeks and weeks of discomfort and etiolated abilities and so that I stayed at home mostly.  Yet, that's a norm once a flare-up of inflammation intitates too acutely including but not limited to the skin of joints of the mentioned body parts.  And, I've speculated constantly gradual aggravation of this condition will be the trend.  Nevertheless, a "new" means to control for my need is figured out due to the very same cause.  I'll see if such conditioning can be well fully manipulated.

I can't access MTS2 and now even simlogical...  that dashed censorship !


To whom are concerned with caustics and swim-pool in TS2,

It's interesting the caustic animation takes 2 shaders to render properly at the time of its making.  Bits of the caustic codes like switches are implemented along with walls and floors in shaders of wall, wall PS, floor, floor PS while the caustic effect codes are found in the swim-pool Material shader file.   One shader is for the caustic effect while one is for the caustic generator.  And it takes the latter to initiate the former in the same camera scope or namely simply the monitor screen.

[sims2 wiki search "Talk ShaderPool"]

The recolour-mod is simply to add the caustic generator (by means of Material type) through a host object into a lot to activate the caustic effects already referenced by the pool floor tiles and pool wallpapers (by means of Material type).  The Material type is actually a reference to conjure up the corresponding shader functions to draw on the monitor screen.

Note, both recolours of caustic effects (pool floor tiles and pool wallpapers) and caustic generator have to be together in the scope of the monitor screen to work out.

Since the swim-pool is a complex build tool consisted of many components.
1. pool floor tiles
2. pool wallpapers
3. swim-pool surface and pool depth layers
-- (the position(s) of both are recorded in a file of  the lot package file, may check out sims 2 wiki or ask Mootilda if interested.)
-- [sims 2 wiki search:  0C900FDB POOL Pool Surface]
-- One can decide on the size and location of such graphical "layers" whether a swim-pool is built.
4. invisible "stages"
-- where sims swim instead of the underground -1 storey/level, it may also be the structure that hosts the caustic generator as its texture though graphically invisible
5. maybe, more

EP5 introduce a "curved" meshed wall and some cut-out "curved" floor tiles to simulate the curved pool edge.  If someone can extract that curved wall segment mesh from the 3D folder, and one can  make it a fake curved wall in-game object with sims-blocking flags.

Oktaplex can be a demonstration on how to use the set.  If it doesn't work in a game version, and that may mean the caustics codes have been altered.
13  TS2: Burnination / The Podium / Re: hiding Walls on: 2008 October 06, 06:02:49
Inge and Mootilda,

Thanks. Smiley

I guess I got that wrong now...
14  TS2: Burnination / The Podium / Re: hiding Walls on: 2008 October 05, 04:42:21
if one wants to hide all the walls for all lots, then one can alter the wall1 definition in the wall.txt   

1. may add in this commandline under "wall 1":
notRendered

and if necessary one alter the following line:
wallThickness standard
-->
wallThickness none

ref: may check out MTS2 Numenor's partition article (I've no link presently)


2. mod the corresponding floor and wall shaders to graphically silence all the walls and floor.



but if one wants to hide only some wall segments, Numenor's wall-windows with its invisible recolour can do the job for the walls.   invisible floor tile can hide the floor but this can destroy any tile-patterning by means of different floor tiles unless one uses multiple invisible floor tiles with different grids and can remember where they'd be.


BTW, what's LS?
15  TS2: Burnination / The Podium / Re: Urgh; AL townies breeding like rats! on: 2008 September 06, 17:44:40
back-up at different points  may be a way to go shortly.

but, making sims-trap lots to pitfall the extra sims for Holloween flavour Cheesy  can be a way to go...  the guns, the bombs, the knifes, etc... or simply lure the "innocent" extra sims into a swim-pool without ladder... let them "quit" automatically... or with mods to remove them fast.... Cheesy
16  TS2: Burnination / The Podium / Re: How do you organize your CC? on: 2008 September 06, 17:06:39
the following is just my personal preferred way listed out just for any potential interest:

1. for lots built for both upload and self-interest, a sub-directory in downloads folder called "build4upload" will be placed alone there. surely, assuming no other package-type of CC in other parts of the custom folder..
2.  for lots built for self-interest and/or game-play, a sub-directory in downloads folder called "build4funs" will be placed there.  the same assumption as the above applies.
3. all mods are in a separate folder called "mods4funs". just move the folder in the custom folder when necessary.  but in deeper, I've grouped mods into "often", "sometimes", "rarely". certainly, unwanted mods are deleted or simply removed from there.
4. for non-mod CC, they can be grouped based on ts2 ui categories, cc creator name listings, and theme listings.
5. the shorter the sub-dir names and the cc names, the faster they got read. so, one can use a copy of categorised folder and then batch-rename them all into simple names for practical usages.  addition and/or removal can be done with original copies.
6. mod the cc... esp those with unnecessary contents (by omission) or those highly compressible like monotonous plain recolours and invisible recolours (by in-game compression with simpe).
just trim away those unnecessaries from most of those huge-sized CC.  those not-so-big files can be ignored due to the overall efficiency.  but surely, obsessive perfection is nothing wrong. Cheesy generally, I've saved >50% of the HD space used.

btw: for a testing sub-dir, one can simply make a sub template and use a copy in that testing sub.  so if the new cc may be categorised before testing, and that may be helpful for later integration.
17  TS2: Burnination / Peasantry / a new cheese-precursor is ready for fermentation! How smelly do you want it? on: 2008 July 17, 07:53:04
Hello you all,

a new project is at its dawn to blast out... Cheesy

Its aim is to "Reduce EP requirements of a lot", esp. a lot made in an EP.  an EP lot can be converted into or swapped into a lot playable in the base game, and in other words in all game versions.

The present major goal is to at least get the wall, floor, terrain, and some more other build features into lots compatible to all games.
Non-empty-in-lot objects are presently assumed to be replaced by the base game fallback objects.  Surely, an option to drop this act may be negotiable during the development but mostly dependent on whether that's approachable.  There can be always an alternative version like LotCorruptor as a risky counterpart to LotAdjustor.  However, if people come join and help solve well enough, EP-specific objects can all be converted into the base game fallbacks while the custom objects can be saved along with the major build features mentioned earlier.

The input lots may range from newly built lots to inhabitted lots, but the output lots are presently likely unhabitted lots with all the sims infos removed.  Nevertheless, if some BS-modders and sims-modders join in to help sort out those sims-related files, we've got a chance to keep the sims and the family as well.

Skilled or not skilled are welcome as long as you're interested coz we'll share our knowledge and suggestions to make it work out for as many members as we can.

http://www.modthesims2.com/showthread.php?t=250693&page=77&pp=25#post1984268

18  Serious Business / Spore Discussions / Re: MASSIVE SECURITY HAZARD in Spore! on: 2008 July 16, 07:15:23
that sounds there's been a lot of funs as EAxis turned into manipulating every aspect of sharing... cool... I'm waiting to see people start to share funwares through their secure system... Cheesy

Anyway, the addiction of the customers by means of their imaginations and/or the success or charisma of the product VS the complains and disappoinment and frustration of the customers.
If the latter becomes strong enough statistically, most people quit and the sale line will be enervated.  Penalty back on the company administration.
If the former remains stronger, the company administration can get around it with ease for sale boom remains regardless of further poor quality and unpleasing acts.

This trading rule is pretty obvious and simple. Can the crowd just learn to control themselves instead of getting hooked up to be a slave? Let's see. Cheesy
19  TS2: Burnination / The Podium / Re: Unlocked "hidden" items from Sims 2, now illegal according to EA? on: 2008 July 16, 06:41:24
a test on the community?
20  TS2: Burnination / Peasantry / Re: Empty and Cleaned-up Templates. [UPDATED] on: 2008 May 17, 07:57:32
Thanks jsalemi, Kazzandra and jolrei for your tips.

With your tips and my searches, I'm glad to have made some empty neighbourhoods and my own custom neighbourhood template and clean and clear up the template directories saving another ~200MB out of TS2 programme folder. Cheesy .

21  TS2: Burnination / Peasantry / Re: Empty and Cleaned-up Templates. [UPDATED] on: 2008 May 14, 19:29:28
I actually want to trim off all sims and lots after DAC.

0xCC2A6A34 Sims Creation Index necessary?

What is TTAT  in the neighbourhood package file? I've checked the wiki already. but it doesn't say its function yet.

Since I want the neighbourhood free of sims and lots, should I delete the text lists files as well?

wow, thanks for all the infos... Smiley
22  TS2: Burnination / The Podium / Re: using clean neighborhood templates on: 2008 May 14, 19:09:57
jsalemi,

Thanks... Smiley
23  TS2: Burnination / Peasantry / Re: Empty and Cleaned-up Templates. [UPDATED] on: 2008 May 14, 19:05:26
Hi there,

anyway to view this thread as 1 whole page?

Any list of all criteria for a sims-free neighbourhood?

Thanks in advance. Smiley
24  TS2: Burnination / The Podium / Re: using clean neighborhood templates on: 2008 May 14, 18:27:24
So, what are the criteria for an empty neighbourhood template?
25  TS2: Burnination / The Podium / Re: K&B SimPE on: 2008 April 28, 07:58:06
Thanks Smiley ...

I've got the rar version already, should I get the 7-zip version as well so in the future I can look back at all the collectibles I once obsessed about? Cheesy

Maybe, not "an aversion to rars" but "an obsession to .7z" ... =)  surely, maybe both or else Cheesy .

Yeah Quaxi took off my announcement because we uploaded a rar to sourceforge instead of a 7z.  He has an aversion to rars which I didn't realise.  So I uploaded a 7z instead. 

You can get it at http://downloads.sourceforge.net/simpe/SimPe_0_68_1.7z?use_mirror=auto_select

Please install to a fresh folder, not over the top of your previous installation, or we won't want to have to deal with your support queries Cheesy
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