FreeSO Official Blender Sprite Exporter (v1.1)

Discussion in 'Contribute' started by RHY3756547, Oct 8, 2016.

  1. Alessandro Needs A Server

    Alessandro Needs A Server Well-Known Member

    Raeven and simsfreak like this.
  2. simsfreak

    simsfreak Active Member



    Yay! I think i got it I have 3 folders with sprites all over I believe...I must have done something right. :p
    To import to FreeSO is another story but i found a tutorial on how to do it... lets hope it comes out right.
    But on my favor...at least I came this far. Trust me am an old gooze with learning difficulties...lol




    render.png

    render2.png

    blender_spr_r2_near_color.jpg
    Last edited: Dec 18, 2016
  3. Alessandro Needs A Server

    Alessandro Needs A Server Well-Known Member

    Don't worry, its confusing at first for everyone! I'm quite new to blender too, here's my last creation:
    [​IMG]
    Sadly i couldn't export it cause the path tracing is too heavy on this one
    simsfreak likes this.
  4. simsfreak

    simsfreak Active Member




    LOVE IT!!!! <333 you are amazing!!! high respect for you.
    So pretty much we have to keep it 'simple' ?
  5. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    If you want to render it in a reasonable amount of time, but the game just uses rendered sprites so the complexity of the model doesnt matter in the end.
  6. simsfreak

    simsfreak Active Member

    Need some feedback. I am trying back and back again, not sure if is the color i am using or ... can anyone detect what I am doing wrong, after is rendered ...you'll see...

    blender_spr_r0_near_color.jpg blender_spr_r3_near_color.jpg blender_spr_r1_near_color.jpg blender_spr_r2_near_color.jpg

    Thanks
  7. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    The object is too far off of the tile. Make sure the whole object is within the centre 2x2 tile.
    simsfreak likes this.
  8. simsfreak

    simsfreak Active Member

    Thanks Rhy -- got it now...
  9. simsfreak

    simsfreak Active Member

    Hello, I have attach a video of all the steps I am taking -- so I AM able to see my desired item into the game.
    Things I want from this project:
    1. Able to see the object in-game
    2. No interaction for now. I am learning how to do interactions, One step at a time for me.
    3. what am i doing wrong? HELP!!!!


  10. Alessandro Needs A Server

    Alessandro Needs A Server Well-Known Member

    Don't create a new objects, for now just recolor existing ones. Object creation is pretty difficult
  11. simsfreak

    simsfreak Active Member

    After editing a current Mirror with my custom one. Testing. The modification is only client side. I didn't expect the changes on the catalog images.

    Is not recommended to do what I am doing, because errors can occur and once you modify it -- you cant put it back together the way it was unless you know what you are doing. This been said, the mirror did not had any errors perse. but another item which i try to do in the wrong 'category' didnt work too well and you might end up -- reinstalling the game again. I am just a risk taker because I enjoy creating and experimenting. That's all.


    [​IMG]




    cutemirror.png

    cutemirrorblender.png
    Last edited: Dec 19, 2016
  12. Raeven

    Raeven Active Member

    It just takes a long time. Remember you are rendering the thing 12 times per tile to get all of the sprites. My 2x2 Christmas tree (great minds lol :) ) takes about an hour and that is just for the tree itself, a couple of strings of lights and one line of tinsel. (I switched what I was working on when you announced yours so it's all half dressed LOL).
    Might be more than an hour, actually. I tossed netflix on on the ipad and ignored it and forgot to glance at the time after.

    If the script is every updated, I'd love to see checkboxes for P, A, and Z sprites, so it does not have to render all 12 each time.
    This would allow us to break the render into 3 smaller parts (they lose less if it crashes and have 'interruption points') and it would make things nicer if someone is making recolors or otherwise tweaking colors or something that effects just one channel.
  13. Raeven

    Raeven Active Member

    Editing a current mirror with your custom one is what Alessandro means by recoloring existing ones.

    You are making a patch for the object when you do this. The patch file (.piff) can be found in Content\Patch\User.
    When you delete the piff file your object reverts to it's original state.

    See the "Objects" forum in the "Volcanic" category for a few examples of this. Look for Alessandro's Christas Wreath, McD's sign, Simsung Kitchen (for a start) and my fix for a chandelier's wonky sprites.
  14. Alessandro Needs A Server

    Alessandro Needs A Server Well-Known Member

    Agreed :D
  15. simsfreak

    simsfreak Active Member

    Ty appreciate ito_O
  16. simsfreak

    simsfreak Active Member

    Feedback and thoughts.
    Let me say, I am extremely happy that I have Volcanic and I am able to use it to import my creations into FreeSO. 70% without glitches. Thank you RHY.

    This been said, on ocassions, when I --IMPORT -- the sprites into FreeSO, they do not look "CLEAN" they have a "GRAINY" appearance. Sometimes 2 sides are perfect, and the others doesn't.

    1. I have read that this is a new thing, Modifications and adjustments will come later on. I just want to make sure I am not the only one having this issue.

    2. This GRAINY Issue doesn't matter if I AM making a smaller item or a larger in size item; it doesn't matter either if -- has a texture or just color based... The sprite you see has a pink color, NO TEXTURE.

    3. I am very happy that we have Volcanic to test our Custom Creation. Thank you.

    4. I can show you -- the beautiful things I have created so far... This is one of them, but They will come once Custom Creation is setup and you will see it inside FreeSO.


    ProblemSprites.png
  17. Raeven

    Raeven Active Member

    Are you importing the BMPs as they are rendered or are you reducing the color depth to 256 colors ( also called 8-bit or Indexed, depending on what graphics program you use) first? I find it is almost always best to reduce them (the p sprites only) to 256 colors before using Volcanic to import them.

    Is your object actually grainier? Or is that the floor showing through? (Which would mean the problem is in the A or Z sprite, not the P)
  18. simsfreak

    simsfreak Active Member




    I was actually importing them as they were rendered. By reducing depth to 256 I can see the difference in color too. Let me see....
  19. simsfreak

    simsfreak Active Member

    The problems are the Sprites -- When I use Blender to render them. After they are rendered, they have chunks missing... I haven't change any settings in Blender. Not sure. This includes the Alphas...
  20. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    The chunks that are missing are outside the single tile bounds that the object must be within. If you are rendering a multitile object, it must be split.
    simsfreak likes this.

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