Ah, I'll keep looking! I'm sure somewhere they'll have it (should be easy to find)Afr0 said:Right plugin, wrong game (The Sims 3).
In EA-Land they had a setup where you just uploaded transmogrified The Sims objects and software on the server extracted the sprites and put them in ready made objects of that type (eg. chair) with the correct SimAntics code, so people couldn't upload and run malicious code in others' lots.Afr0 said:Unfortunately, I don't think that is it. It seems to be for The Sims. I don't know though, either way it doesn't matter because it isn't available.
I actually sent a message to Don Hopkins asking if he could add TSO support to Transmogrifier. But it wouldn't really be that difficult (not at all, actually) to export the sprites for an object with a custom tool (already have the C# code for decompressing SPR, SPR# and SPR2 sprites in SimsLib). The disadvantage, of course, is that it requires a somewhat indepth knowledge of Photoshop or GImp to really reskin any objects and make them look halfway decent.
But then again, until we can get a 3D rendering engine going like you suggested in the other thread, it would be easier than making new 3D objects from scratch...
Well, we'll have to write a reader for the formats anyways so it's not like we wouldn't have half of it done already when we come to implementing it.xezno said:Well, you could do that, but it is very complicated - extract sprites, modify interactions to match object, put in catalogue, make a description and other info...
C'est possivel.
Thanks! I've been looking for thisI've created a new TS1/TSO Blender template, probably similar to one used for EA-Land, based on Jud Hudson's Sim Scene tutorial for TSR. The tutorial was originally made for 3DS Max. While the .max file is no longer available from TSR, I was able to find a copy from Archive.org. Then I made a exact duplicate of where each camera was located in the original by using an extension known as 3DS MAX Scene Interchange. Blender users are no longer out of the loop.
Both the tutorial and the original .max file (granted, it's old) as well as the new template are included in the zip. I locked to the cameras in their position so no mistakes happen there in the Blender file.![]()
Update
- Default background colour for the render is now the same as the alpha channel used to achieve transparency.
- Change perspective to orthographic.