Mini-Tut: Adding Groups in SimPE
Eeeh, this is kinda short and quick, but I know this is something that can give people a ton of headaches (I can pretty much do this in my sleep, but even then it still gives me a headache =w=), so I thought I’d try to explain in-depth..
First off - you have to be comfortable with messing around in SimPE! Second - this is not gonna go over the meshing bits; there’s other tutorials for that.
Step 1: Open Bodyshop, export and import a base texture file of the age, gender, clothing type for the mesh you’re making. Close bodyshop and open up the texture file you just created in SimPE.
Step 2: After linking your mesh to the file (Mesh Basics), click on the “Property Set”. This is where all the magic happens *sprinkles fairy dust*; actually this is where most of the information about the texture file is held (ie: gender, age, what categories they’ll show up, etc).
Step 3: Under the Plugin View Tab, look for “numoverrides (dtUInteger)”. What is this? This line is the key to letting the file know how many groups it needs to display, otherwise the extra group in the mesh just won’t show up (or it’ll get weird and funky).
Step 4: But wait, how can this one little line be responsible for all the groups? Simple - click on it and under the “Value:” box, change the last number to however many groups your mesh has (in this case, it’s 3 groups). Most EA clothing meshes only have 1 group; EA hairs generally have 1-3 groups; Accessories usually always have 2.
Why would you need extra groups if most TS2 meshes have one? It mostly comes down to mapping - some shoes meshes and all TS3 meshes are not mapped the same way as EA TS2 meshes. It’s usually easier to add a new group, rather than remap an entire mesh to fit with TS2.
Step 5: Moving on - once you’ve changed the numoverrides, right underneath should be three lines: “override#shape”, “override#subset” and “override#resourcekeyidx”. Click on each one and then click “add”. This will “clone” them in a new line at the bottom.
Step 6: Now that you have three new lines, click on each set and in the “Name:” change the number in the middle to the next one up (in this case, we’re going from 1 to 2). Then click on “override#subset” and in the “Value:” box, type in the name of your new mesh group (in this case, ‘shoes’).
Tips: Remember that your “override#subset” must equal the name of your mesh group! So if you have a mesh that say has four groups (ie: body, body2, shoes, alpha), then you should have four override#subsets for one of each name.
Also, you’ll noticed that the “override#resourcekeyidx” has a number at the end. Do NOT touch this number, unless you explicitly know what you’re doing! This line is connected to the 3D ID Reference File (3IDR) line in the resource list; this tells the file where to pull it’s textures from in the Material Definition (TXMT) list (more or less…)
Step 7: Once everything is done and changed, hit “Commit” and a pop-up should appear saying the Changes were committed. Hit “OK” and save. Drop your mesh and edited texture file into your downloads and fire up bodyshop to get creating!
Note that bodyshop won’t register the new group until you export it as a new project, then it should generate the necessary texture and alpha files for each group.
Sorry if this sounds all over the place - brain is sleepy zzzzzz