Botty Shop

zc456

Well-Known Member
Until I get this off the ground, this remains a proposal. (keep reading)

Okay, I can't hold this any longer. For those who keep an eye on my Github, I've created a repo known as Botty Shop. I'll get to the name in a moment. You see, LRB had the right idea to make package file reader but simply reading and giving a text output isn't enough. You need to put those .package files to use. What better way to recreate Sims 2 and understand the package format then to recreate Body Shop!

But I don't understand MonoGame's 3D to save my life of mine and the cookbook I used hit me with a rake when 3D maze rendering implantation didn't work with Windows GL - joy kill. I don't give up easily, though. I just killed that project. :D So I found a new tutorial by the Monogame maintainers themselves. They used a robot model to democrat 3D rendering and animation. I created Botty Shop that'll use MonoGame's content manager for the 3D modeling and use .package files for the UI. In theory. You see, the problem is that example model was compiled for Android and iOS only, which requires an not-so-free indie license, so I found a public domain robot to take it's place but every time I render it, it's black.

BottyShop.vshost_2016-02-28_21-52-36.png
 
Assuming you're using a BasicEffect, try setting BasicEffect.AmbientLightColor to Color.White.
 
You see, LRB had the right idea to make package file reader but simply reading and giving a text output isn't enough. You need to put those .package files to use.
There's a big reason why I didn't go any further with TS2O and that was the bitchy decompression. If you can do compression, cool beans - you'll get on with .package files just fine! Otherwise, it's going to take you a lot of patience.
 
Assuming you're using a BasicEffect, try setting BasicEffect.AmbientLightColor to Color.White.
Thanks. Will try it out.
There's a big reason why I didn't go any further with TS2O and that was the bitchy decompression. If you can do compression, cool beans - you'll get on with .package files just fine! Otherwise, it's going to take you a lot of patience.
I was going to merge FreeSO and your code for reading .package files. The problem is you were literally reading everything as a string. When I wrote that, I assumed it was just the output. So I switched to SimPE by cramming all necessary projects (sans the assembly info and project files themselves) into a single uniform library.
 
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I was going to merge FreeSO and your code for reading .package files.
Go ahead, I have no clue what license it uses but chances are it uses MPL2.0 (my favourite!) which permits that.
The problem is you were literally reading everything as a string. When I wrote that, I assumed it was just the output. So I switched to SimPE by cramming all necessary projects (sans the assembly info and project files themselves) into a single uniform library.
I was only aiming to be able to read .UI files at first from TS2, but the code should be easy to modify (turn string into model?) to get around that.
 
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