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#1 Old 4th Jan 2025 at 5:28 PM Last edited by Ijera : 4th Jan 2025 at 6:29 PM.
Default Is it possible to add a decorative fire effect to an object, be it a stove/oven or other?
Hello,
I wanted to know if it was possible to add a decorative fire effect to an object, like a stove/oven or other?

For context, I've been looking for ancient/traditional asian oven/stoves, and during my research, I've found sims 4 models with animated fire, like this one.






Source of the pics: https://hamsterbellbelle.tumblr.com...-animated-flame

Seeing this made me wonder if something like that was also possible in Sims 3, and if so, how can I do it?
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˙uʍop ǝpᴉsdn ǝɹ,noʎ 'oN
#2 Old 8th Jan 2025 at 9:21 PM
Yes: https://modthesims.info/download.php?t=454765

"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
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#3 Old 9th Jan 2025 at 12:02 PM Last edited by Ijera : 9th Jan 2025 at 12:41 PM.
Quote: Originally posted by cmomoney
Yes: https://modthesims.info/download.php?t=454765


Oh, that's great if it's possible :D

So, I checked your barrel with s3pe, it has a custom script, right? I know nothing about scripting, I just know how to make custom painting...

I also checked in TSRW, and in the slots tabs, I saw "_FX_0_smoke" in the "Bones", "Container Entries" and "Effect Entries", is it what tell the script the position of the fire effect, particularly the one in the "Bones" part?
If so, that means I'll have to add "_FX_0_smoke" to the object or stove and then position it properly?

Would a oven/stove still function as such, allowing a sim to cook, if I add a custom interaction?

When I thought of the fire effect, I checked the fireplaces, thinking that their fire effect could be used for my idea, so I checked their slot tabs, and saw "_FX_0_fireSmoke". That concern the fireplace's fire effect right? It's not the same as the fire effect you used for your barrel?
At least that's what it looked like to me when I put a fireplace and the barrel side by side to see the fire, and they were different.

I think I'll need a step by step tuto XD
˙uʍop ǝpᴉsdn ǝɹ,noʎ 'oN
#4 Old 10th Jan 2025 at 2:31 AM
Quote: Originally posted by Ijera
Oh, that's great if it's possible :D

So, I checked your barrel with s3pe, it has a custom script, right? I know nothing about scripting, I just know how to make custom painting...

I also checked in TSRW, and in the slots tabs, I saw "_FX_0_smoke" in the "Bones", "Container Entries" and "Effect Entries", is it what tell the script the position of the fire effect, particularly the one in the "Bones" part?
If so, that means I'll have to add "_FX_0_smoke" to the object or stove and then position it properly?

Would a oven/stove still function as such, allowing a sim to cook, if I add a custom interaction?

When I thought of the fire effect, I checked the fireplaces, thinking that their fire effect could be used for my idea, so I checked their slot tabs, and saw "_FX_0_fireSmoke". That concern the fireplace's fire effect right? It's not the same as the fire effect you used for your barrel?
At least that's what it looked like to me when I put a fireplace and the barrel side by side to see the fire, and they were different.

I think I'll need a step by step tuto XD


It's been quite a long time since I did any of this, but yes, the barrels have a simple custom script to start and stop the fire iirc. I don't remember exactly what I did or how i did it., but the slot determines where the the effect appears. I wish I could be more help but it was a long time ago.

"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
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#5 Old 10th Jan 2025 at 8:26 AM
An alternative would be an animated texture, like in Lyralei's guide here: https://greenplumbboblover.tumblr.c...t/154132102136/

FX generally need to be tied to a script that tells them when/how to turn on and off. If you know of any existing EA objects that have permanent FX, they would be the ideal examples to check to see if it's possible to use them without that component.
There's also no harm in just experimenting- mess around with those FX slots, clone items that already use them and see what stops working if you change their scripts, etc. You may not have much luck, but you'll know what is and isn't possible firsthand

thecardinalsims - Cardinal has been taken by a fey mood!
Scholar
#6 Old 10th Jan 2025 at 4:09 PM
Possibly the easiest way to combine the fire with a stove is "testingcheats enabled" "moveojects on" and place the fire inside a stove. You might need to clone the barrel and change where the fire is located, and often, when one oject is completely inside of another, you can't click on it after placing it, for interaction.

Shiny, happy people make me puke!
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Original Poster
#7 Old 10th Jan 2025 at 5:25 PM Last edited by Ijera : 10th Jan 2025 at 8:02 PM.
Quote: Originally posted by cmomoney
It's been quite a long time since I did any of this, but yes, the barrels have a simple custom script to start and stop the fire iirc. I don't remember exactly what I did or how i did it., but the slot determines where the the effect appears. I wish I could be more help but it was a long time ago.

It's ok if you don't remember the details, but your reply did confirm my thoughts that the slot does determines the position of the effect and that it has a custom script, so that help me ^^

Quote: Originally posted by CardinalSims
An alternative would be an animated texture, like in Lyralei's guide here: https://greenplumbboblover.tumblr.c...t/154132102136/

FX generally need to be tied to a script that tells them when/how to turn on and off. If you know of any existing EA objects that have permanent FX, they would be the ideal examples to check to see if it's possible to use them without that component.
There's also no harm in just experimenting- mess around with those FX slots, clone items that already use them and see what stops working if you change their scripts, etc. You may not have much luck, but you'll know what is and isn't possible firsthand

Thanks for your answer and the link too. That does look easier to do than create a custom script.

In TSRW, I've looked at the Anubis Floor Lamp and the Wall Torch. Both have what I've been looking for: their Group 1 reveal a "Particle Jet" when I click on the Material. It has a texture and a color ramp. Now, the question is, how do I put that fire effect at the bottom? It's the first time I go in the Material tab with the intent do so some modifications, so I'm lost

The torch and Anubis have a fire as Jet texture and they're different, so I wonder where should I look in the game's files to find other fire texture effects? Like for example the fire texture of a fireplace or of a fire pit?
In an experiment, these Jet texture only appeared when I did a deep clone of Anubis and the torch with s3oc. TSRW or a normal cloning with S3OC don't add these textures in the package.

A deep clone of a fireplace or a fire pit didn't give me any fire effect, so I guess I'll have to look in the game's data to find the effects and maybe their animation data, but where?


Quote: Originally posted by LadySmoks
Possibly the easiest way to combine the fire with a stove is "testingcheats enabled" "moveojects on" and place the fire inside a stove. You might need to clone the barrel and change where the fire is located, and often, when one oject is completely inside of another, you can't click on it after placing it, for interaction.

Oh yes, I thought of doing something similar by using the fog emitter and a fire effect that I would then place in the stove. I just thought it would be more practical to have the effect already added to the stove, rather than using the fog emitter or any other object that had the effect I wanted.
I also thought of cloning the barrel, but guessed that the stove wouldn't be functionnal as such anymore, that's why I didn't do it XD

Looks like I made things more complicated for me
Test Subject
Original Poster
#8 Old 17th Jan 2025 at 8:12 PM
Hi, I got time to work on this experiment.

I used murfeelee’s kamado found there: https://murfeelee.tumblr.com/post/1...ving-dining-set

I thought it was the perfect object for the test, to see where the fire effect would be, and I didn’t find anything else that was similar to what I needed.

So, here’s what I did.

Tools used
TSRW 2.0.88 and 2.2.50
Milkshape 1.8.5
The informations about the particle jet shader: https://simswiki.info/wiki.php?titl...ers#ParticleJet

With tsrw 2.2.50: anubis’s lamp
I exported the Anubis floor lamp’s high lod.
Clicking on material from group 1, I exported the color ramp and jet texture as dds.
I saved this project as reference, since it will be a reference for adding the particle jet shader to the kamado.

With tsrw 2.0.88: kamado
I imported the kamado, exported the high lod.
I duplicated the group 1, clicked on its material, selected particle jet, and said yes on the 2 prompts.

With Milkshape
I opened Milkshape, imported the kamado’s lod first, then anubis’s lod.
I deleted anubis’s group 0 and 2, moved its group 1 in second place, just after the kamado’s group 0 (it’s the kamado’s shadow group), so that the groups will be in the same place as the anubis’s groups.
I renamed the groups properly and selected group 1, and on the joints tabs, I clicked on the joint 0xCD68F001 and clicked assign.
I then exported the mesh as kamado with added group, and I then imported it in the kamado project that was opened with tsrw 2.0.88.
The reason I had to use tsrw 2.0.88 was that I couldn’t import the mesh if I did everything with tsrw 2.2.50.
I saved the project as kama particle jet but no fire texture added yet and closed it so that I could open it with tsrw 2.2.50.

With tsrw 2.2.50: working on the kamado
Tsrw 2.2.50 is needed, because tsrw 2.0.88 doesn’t have the name of data we want to add, like for example, instead of color ramp, you’ll only have strings of numbers.

For Always on, I put 1 instead of 0 like for Anubis, because it’s what allow the fire effect to still be there even if the lamp is turned off.
So, using the Anubis lamp as a reference, I added all the data needed, but not color ramp and jet texture yet. I saved so that I had a file without them in case of a problem.
I did save as and named kama particle jet with fire texture added.

With tsrw 2.2.50: working on the kamado: a problem with color ramp and jet texture
For the Colorramp I did: type reskey, num values 4.
I used the same options for jet texture.

Now, this is where I have a problem.
When I added the color ramp and jet texture, but when I change one of them, the other get the same texture (see pic1).
And it’s the same thing with my group 0, the shadow group. When I check its material, it get the same texture as the color ramp and jet texture (see pic2).


I added the files so that they could be checked.
https://www.mediafire.com/file/07z4...test_1.rar/file
Scholar
#9 Old Yesterday at 3:53 AM
Quote: Originally posted by Ijera
Hi, I got time to work on this experiment.

I used murfeelee’s kamado found there: https://murfeelee.tumblr.com/post/1...ving-dining-set

I thought it was the perfect object for the test, to see where the fire effect would be, and I didn’t find anything else that was similar to what I needed.

So, here’s what I did.


I used the same options for jet texture.

Now, this is where I have a problem.
When I added the color ramp and jet texture, but when I change one of them, the other get the same texture (see pic1).
And it’s the same thing with my group 0, the shadow group. When I check its material, it get the same texture as the color ramp and jet texture (see pic2).


I added the files so that they could be checked.
https://www.mediafire.com/file/07z4...test_1.rar/file


I don't do many objects, but for cooking and a fire, there would be separate animations, and effects. Not sure how you would comine them. I also do not know exactly what particle jet shader does? I did find some time to make a mock up of what I was talking about before, using 2 separate items and move objects on.

I removed the hearth from a fireplace, and fit it to the country stove in Blender, and set it for live drag in TSRW. I moved the FX bone (fire and smoke) to match the position of the logs. Next, I shrunk the door glass and hid it inside, so I didn't have to mess with groups. Exported as 2 packages.

It's very rough looking, since I didn't other to work on the textures, and the shadow from the door handle remains, but it seems to more or less work. Sims can light the fire, then cook on the stove top. Poke fire or put it out. asic fireplace anims. I didn't try the oven yet. It's an interesting concept, and I may look deeper into it.


Screenshots

Shiny, happy people make me puke!
Test Subject
Original Poster
#10 Old Yesterday at 11:18 AM Last edited by Ijera : Yesterday at 2:02 PM.
Quote: Originally posted by LadySmoks
I don't do many objects, but for cooking and a fire, there would be separate animations, and effects. Not sure how you would comine them. I also do not know exactly what particle jet shader does? I did find some time to make a mock up of what I was talking about before, using 2 separate items and move objects on.

I removed the hearth from a fireplace, and fit it to the country stove in Blender, and set it for live drag in TSRW. I moved the FX bone (fire and smoke) to match the position of the logs. Next, I shrunk the door glass and hid it inside, so I didn't have to mess with groups. Exported as 2 packages.

It's very rough looking, since I didn't other to work on the textures, and the shadow from the door handle remains, but it seems to more or less work. Sims can light the fire, then cook on the stove top. Poke fire or put it out. asic fireplace anims. I didn't try the oven yet. It's an interesting concept, and I may look deeper into it.





Mmh, so if I understand, this means that as far as we know, it's not possible to have a decorative fire in the stove, the fire need to be its own object, unless there's a method we're not aware of yet...

Your explanation of modifying the fireplace, and the oven helped me understand better, and it's pretty nice that the stove work as intended, that leaves just the oven to test...
If I understood well, once you imported your edited fireplace in tsrw, you did nothing but change FX bone (fire and smoke), and did the same with the edited oven: no change in bones?
To make sure, which fireplace did you use?

I'll try that too, and share the result as soon as I can.

I'll be interested, if you ever look deeper into the concept :D
Scholar
#11 Old Yesterday at 4:00 PM
Quote: Originally posted by Ijera
Mmh, so if I understand, this means that as far as we know, it's not possible to have a decorative fire in the stove, the fire need to be its own object, unless there's a method we're not aware of yet...

Your explanation of modifying the fireplace, and the oven helped me understand better, and it's pretty nice that the stove work as intended, that leaves just the oven to test...
If I understood well, once you imported your edited fireplace in tsrw, you did nothing but change FX bone (fire and smoke), and did the same with the edited oven: no change in bones?
To make sure, which fireplace did you use?

I'll try that too, and share the result as soon as I can.

I'll be interested, if you ever look deeper into the concept :D


I would imagine it's possible to have one object do more than one thing with more than one effect, but, if it IS possible, that would be scripting, which I know nothing about.

I'm sure the oven works since the stove top does, just a matter of what the alignment to animations looks like.

Yes, the only bone I moved is the one for the FX, to place it back to the center of the logs. You can see the knob, bottom left. That is part of the hearth, and just to be sure there is something to click on. But, with oven door glass moved, I could also click directly onto the logs.

The footprint needs to be adjusted for the hearth, I didn't get to it. No change to the stove bones. Of course, what I made is just a rough.

I used the ranch fireplace, because I thought the logs looked good. Any would work, and you can make more or less logs.

Shiny, happy people make me puke!
Test Subject
Original Poster
#12 Old Yesterday at 5:00 PM
Quote: Originally posted by LadySmoks
I would imagine it's possible to have one object do more than one thing with more than one effect, but, if it IS possible, that would be scripting, which I know nothing about.

I'm sure the oven works since the stove top does, just a matter of what the alignment to animations looks like.

Yes, the only bone I moved is the one for the FX, to place it back to the center of the logs. You can see the knob, bottom left. That is part of the hearth, and just to be sure there is something to click on. But, with oven door glass moved, I could also click directly onto the logs.

The footprint needs to be adjusted for the hearth, I didn't get to it. No change to the stove bones. Of course, what I made is just a rough.

I used the ranch fireplace, because I thought the logs looked good. Any would work, and you can make more or less logs.


Same, I know nothing about scripting, which is why I thought using the particle jet shader from anubis's lamp was a good idea. I'm still not giving up on that idea yet, since the only problem I have for now, it's about the textures as I explained earlier.

How do I change the footprint? By going in slot > clicking on the 1st footprint > select from mesh and click calculate? Then I do the exact same thing for the others? Or do I do that just to the 1st one?

I'm asking, because in this kitchen set, there's some wood as fireplace (it's named iamcoming_bigfiresafe), and only the 1st footprint seem to have been changed, when I check it in tsrw: https://www.xmsims.com/sims3/ehtm/S...kitchen001.html

Weirdly, when I put it in murfeelee's kamado with moveobjects on (I put it on the bottom, where there's the wood from the kamado, and I'm not talking about the kamado I modified to experiment), then ask my testing sim to turn on the fire, it works but she complain of routing issue, but then she can't turn it off.
Naturally, I always turn off moveobjects once I'm done placing the piece of wood.

I'm talking about this, because I thought that fitted the current discussion :D
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