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#1 Old 28th Jan 2025 at 6:34 PM
Default Issue with the particle jet shader: changing one texture change the others
Hi, so you might have seen the thread I made about if it was possible to add a decorative fire effect: https://modthesims.info/showthread.php?t=688695
In this thread, with LadySmoks, we’re also attempting to make a fireplace that could be used, while still allowing a sim to cook, in case the idea of the particle effect didn’t work.

During my test with the particle jet shader, I ran into a problem I briefly mentioned in my previous thread, and I thought it was better to make a new thread about it, so that if it can be solved, it might be helpful if we ran into a similar problem.

Tools used
TSRW
The informations about the particle jet shader: https://simswiki.info/wiki.php?titl...ers#ParticleJet
World adventure addon’s Anubis floor lamp and wall torch lamp as references for the shader.

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
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#2 Old 28th Jan 2025 at 11:47 PM
This seems like more of an issue to do with attempting to recreate the material rather than using a group it's already set up on- as the Anubis doesn't have this issue on import.
Working with CC instead of an EA object complicates things significantly- as it's difficult to tell which behaviour is a quirk of the CC from what is a limitation of the software. The original object has a corrupt TXTC resource, which may or may not be related. It would likely be better to use the Anubis as the base object and replace it with the object that you want, that way as much of the original data is intact as possible.

It may also just not be entirely compatible with TSRW, as quite a few non-standard objects have unsupported features in that program.
I looked into a bit on the S3PE side during the original thread, and while it's probably not impossible to manipulate manually it would be less tedious if it had a support plugin. The effect mesh, for example, is not real 3D geometry and doesn't survive being exported in any format. Whatever tool EA used to create and adjust these, we don't have an equivalent for it.

Edit: You can also see in the discussion for the TS3 VFX Tool (https://modthesims.info/showthread.php?t=664394) that particle shaders are used in tandem with VFX, the latter of which we can't manipulate on the object side of things.

thecardinalsims - Cardinal has been taken by a fey mood!
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#3 Old 29th Jan 2025 at 11:03 AM Last edited by Ijera : 29th Jan 2025 at 4:41 PM.
Quote: Originally posted by CardinalSims
This seems like more of an issue to do with attempting to recreate the material rather than using a group it's already set up on- as the Anubis doesn't have this issue on import.
Working with CC instead of an EA object complicates things significantly- as it's difficult to tell which behaviour is a quirk of the CC from what is a limitation of the software. The original object has a corrupt TXTC resource, which may or may not be related. It would likely be better to use the Anubis as the base object and replace it with the object that you want, that way as much of the original data is intact as possible.

It may also just not be entirely compatible with TSRW, as quite a few non-standard objects have unsupported features in that program.
I looked into a bit on the S3PE side during the original thread, and while it's probably not impossible to manipulate manually it would be less tedious if it had a support plugin. The effect mesh, for example, is not real 3D geometry and doesn't survive being exported in any format. Whatever tool EA used to create and adjust these, we don't have an equivalent for it.

Edit: You can also see in the discussion for the TS3 VFX Tool (https://modthesims.info/showthread.php?t=664394) that particle shaders are used in tandem with VFX, the latter of which we can't manipulate on the object side of things.


I see, thanks for the explanation, it looks like I can't use the particle shader then...

That means it only leaves using a fireplace, like we're attempting to do in the other thread, and maybe this tuto I was linked to in the other thread as another option: https://greenplumbboblover.tumblr.c...nted-to-ask-you
But then I don't see how I could make it so that the flames are animated properly, since the texture isn't like the snowglobe's...

I guess the fireplace's trick is the best option for now, but I'll see if I can do something like in the tuto, if I have time...
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#4 Old 29th Jan 2025 at 8:02 PM
I think it's still possible, you may just encounter limits on what you can adjust from within the shader vs what actually belongs to the vfx.
The Anubis is still worth experimenting with.

I have some CAS projects to finish up, but when I have some more time I'll have a look at some EA objects and at how cmomoney's script works and let you know if I find anything useful
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#5 Old 29th Jan 2025 at 8:16 PM Last edited by Ijera : 29th Jan 2025 at 11:00 PM.
Quote: Originally posted by CardinalSims
I think it's still possible, you may just encounter limits on what you can adjust from within the shader vs what actually belongs to the vfx.
The Anubis is still worth experimenting with.

I have some CAS projects to finish up, but when I have some more time I'll have a look at some EA objects and at how cmomoney's script works and let you know if I find anything useful


Alright, thank you for your help
For now, I think I'll take a little break on the particle jet and other shaders and on the fireplace from the other thread, since I've been trying on them for a while now

And good luck with your projects :D
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