Blender plugin

Afr0

Well-Known Member
We're currently looking for the blender plugin that came with EA-Land. If anyone has it, please contact me immediately! It would enable people to create new objects for Project Dollhouse!
 
Dude, in Afr0 post there are three keywords: blender, plugin and Ea-Land. None of them can be found there. So why did you think The Sims Transmogrifier is blender plugin?
 
Re: Blender plugin - Also, look at the edit.

Hmm... after looking all over I am prepared to bring you:

Wow, if someone found this it would be cool, we could make new items, start up a mod thread where you can post the items, make expansion packs...
WOW GOOD IDEA! IM GONNA GO FIND THE BLENDER PLUGIN.
(By Blender do you mean Blender3D? If so, this should be 'easy' 'cause I have blender3d myself...)

EDIT: I think this might be it, or it might be no help at all... http://www.modthesims.info/showthread.php?t=389058


-- Xezno
:ugeek: Uber Geek!
 
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...
 
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...
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.
 
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.
 
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.
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.
 
Note: the tool does not generate the Z-buffers for whatever reason. You can check out a z buffer in the preview, however, but it is in the wrong scale.

upload_2014-4-25_3-11-1.pngupload_2014-4-25_3-13-6.png

You'll have to invert the buffer and then rescale everything that isn't the back to the correct ramp, as 3ds max defaults the ramp to 0 as the furthest rendered pixel and 255 as closest. At this rate, looks like it might be a better idea to create a blender plugin for this (clip to cage feature also seems to be broken...)

There is also a huge legal message that displays every time you try to export something, which has the exciting clause:

"Without limiting the foregoing, you may not use the Tools and Materials to promote another product or business, or on any site that promotes or operates a server emulator"

Considering we aren't a server emulator, I don't think this affects us, though having our own tools for this would probably be the best idea.
 
Boy oh boy, I wanna try this out!
Ramp... What's a ramp and how do I rescale it?
 
Ramp as in color ramp. (black to white in example buffer) To rescale it you'll either have to use an image editing tool and change the levels manually to what they should be...

upload_2014-4-25_14-48-21.png

It won't be easy, as the buffer is completely dynamic. We should probably make a tool for this too, so you can intersect the model with various planes/walls/floor to allow people to tweak z buffers. People won't have to do this when we implement our blender plugin.
 
I'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.
EH07hiv.png
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.
 
Last edited:
I'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.
EH07hiv.png
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.
Thanks! I've been looking for this
 
Holy shit!
Good work!
Sorry about the extended leave of absence - there's been lots to do lately, and Rhys' city renderer doesn't work on my new GPU, which is slightly frustrating...
 
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