![]() Newer versions of MorphMaker have a tool to add a new morph to a CTU custom clothing package. If you're making new clothes using CTU, btw, it's actually easier. (In s3pe, double-click the BGEO, change the Instance ID, save.) In the future either make your new BGEO with the Instance ID from the CASP (your package will then contain the CASP and the BGEO), or make a new BGEO and bblend and use the MorphMaker tool to edit the CASP file and set up the proper links (your package will contain the CASP, a bblend, and a BGEO). As explained above, find the Special bblend Instance ID in your CASP using CTU, and change the instance of the BGEO in your package to match it. In other words, while you've created a new BGEO you haven't linked it to the clothing.įor what you're doing, the simplest solution is to use the game BGEO instance ID for your replacement BGEO. then look farther down for TGI # 4, and it shows the Type, Group, and Instance of the Special bblend.) Since there is no bblend in your package, this link is presumably pointing to a bblend file in Fullbuild0, which is pointing to the game BGEO, which is empty. Look for "TGI Index Blend Info Special" - it's index 4. (Open your package in CTU and look in the Part Details tab. In your CASP file, the link points to Instance ACB669E5F131AE8D. Your new BGEO has instance ID 0x8B2FB87AB7228AE1. With the clothes that came with the game, the bblend and BGEO files for one piece of clothing have the same instance ID. The CASP links to the bblend which links to the BGEO using the instance numbers. ![]() It is almost as if the game isn't reading the package at all (and, yes, it is in the proper Packages folder :p).Īttached is the package for the empire dress in case it might help anyone to figure out what I'm doing wrong. Even though the dress is enable for formalwear, it does not show up in CAS for teens as a formalwear option. The swimsuit had 3 GEOMs, the empire dress had 4 (lod1, lod1_1, lod2, and lod3).Ħ) For added measure, used BMM to create a VPXY for each set.ħ) Ensured that the instance IDs for the CASP, BEOG, and VPXY override those in fullbuild0, and that the GEOMs are using the proper group IDs for the set they belong to.Īs I said, the swimsuit works fine, the empire dress not so much. In the case of tfBodyDressEmpire_lace, I also set the item as valid for formalwear.ĥ) Imported the altered CASP, the BEOG created with BMM, and the GEOMs exported from Milkshape into a new package. The empire dress, however, results in floaty head syndrome.ġ) Extracted base meshes using CTU and imported to Milkshape.Ģ) Made pregnant morphs in Milkshape and exported to files.Ĥ) Altered the CASP to enable item for maternity (random was already set). The swimsuit set works fine, if the pregnant sim changes in to swimwear she'll wear the suit as expected. ![]() So far I've created two sets, one for tfBodySwimsuitOnePiece and one for tfBodyDressEmpire_lace. The situation is this: I'm creating a set of pregnant morphs for teen female clothing. Hopefully someone can help me figure out what I'm doing wrong here.
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