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Mad Poster
Original Poster
#1 Old 12th Jul 2025 at 5:26 AM Last edited by aelflaed : 16th Jul 2025 at 4:44 AM. Reason: resolved; clone first then repo.
Default Repository Help please
Hi! I am trying to learn how to repo objects...I've tried before and had no luck. Still no luck...

I've tried WH's Wizard program, and had little success - the item seemed fine until I loaded it alongside the original - when, despite a new GUID, and the Wizard, my version stopped repoing where it should, and went back to the original textures.

So I'm trying again to do it manually....using this tutorial: https://hugelunatic.com/repository-technique/

But everything I try crashes! It just can't be this hard. Please take a look at my package and show me what I am failing to understand.

I've included the working mesh, the desired master and one of my many repo attempts, new GUID and all. I believe this is a package that went through the Wizard first - maybe you can tell me what I am failing to do correctly with that.

Many thanks!
Attached files:
File Type: 7z  Ask for help.7z (418.1 KB, 9 downloads)

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Me? Sarcastic? Never.
staff: administrator
#2 Old 12th Jul 2025 at 4:10 PM
Your object doesn't crash my game, but it also seems to be not designable. Everything looks right, but maybe it's because it's being repo'd to a light? It's actually pulling the lit texture, which is a transparent and bright texture, not sure if that's really what you want? I've tried editing it to the unlit texture, but it still isn't designable.
Mad Poster
Original Poster
#3 Old 13th Jul 2025 at 6:43 AM
Thanks for replying!
For some reason, the lamp only lists a '_lit' option in the SHPE.
I looked at another object repoed to the lampshade by Hokadk47 (a living chair), and that uses _unlit... I downloaded a more recent version of the lamp, but it is the same- has no _unlit listing under SHPE.

Maybe that's why the objects always come out of the catalogue very bright...they are 'lit' by default? Once you select a recolour, they look normal.

I'm a bit muddled - didn't post any of the crashy files, just the one from the Wizard...adding one of the crashing files now.

I tried the JWoods tutorial as well, in case a different approach would help, but it did not.

I have been trying several objects I would like to take textures from the lampshade, and one to be repo'ed to JonesiBB. The results are all the same, so far. There must be something I am missing.
Attached files:
File Type: 7z  AE_AmF-SenemmBurjBlanketDbl-Crashy.7z (92.5 KB, 7 downloads)

My new downloads are on my Pillowfort
Former Hamster
retired moderator
#4 Old 13th Jul 2025 at 8:06 PM
I'm unable to look at the package but I'm wondering if the material name(s) in the text lists need edited. If they're not the master mesh's material name(s) that can cause the slave object to not work properly when the master is a multi-state object. Like a lamp.

Note: I'm relying solely on my memory here and I could be wrong. But I do know that I've had similar problems repo'ing lamp sets in the past.
Me? Sarcastic? Never.
staff: administrator
#5 Old 13th Jul 2025 at 10:21 PM Last edited by HugeLunatic : 13th Jul 2025 at 10:35 PM.
I did try adding the mesh/materials str, it didn't halp. lol Pretty sure that is only required when the object has an on/off state.

okay I can see why that one crashes. It has 2 tsMaterialsMeshNames and one of the datalist extension lines has a number of 0 instead of 6.

I'll see if I can find helle's chair that is repo'd, it might give a clue as how it's done.

edit: okay this works? lol

I removed all the str except the model name, and changed the shpe to be the unlit texture. you have to place it, and hit recolor tool again for it to take, but it works?
Mad Poster
Original Poster
#6 Old 13th Jul 2025 at 11:22 PM Last edited by aelflaed : 14th Jul 2025 at 3:34 AM. Reason: more testing
Thankyou both. I will take a look at that new package and try to understand what is happening.
The chair I looked at was one from the Sgooby Chesterfield set. I can post it if you can't find it, but it was on S2A only a few days ago...

...had a look. Yes, doesn't crash - but has the same problem as I started with. It isn't picking up the lampshade texture, but is showing the recolours for the original object. If I take away the original, the new one shows the right repo colours.

Which makes me suppose something still isn't linking properly. How do I uncouple my version from the original, so both can be used if wanted? Still missing something.

Haven't examined the package in SimPE yet; will do that next to try and see what I am doing with the tutorial to make things crash.


ETA: well I'm no further forward, really. With the original object in-game, the standalone(!) repo item shows the original textures. And without the OG, it has lampshade textures.

I tried the Wizard again, both with the Designable tab highlighted and without, and can confirm that neither version ends up right. Original mesh and the new version all take lampshade colours.

I'm sure it is possible to have standalone versions of the same object with different recolours - I have some. Can't see what else to try at present, apart from searching through two of those objects to spot any difference.

Is it actually necessary to Fix Integrity at the end? That seems to be making the crashy files.

The only difference I've been able to find between working different-master objects and mine is a cDataListExtension for GameData - but I think that is just for making it hood-viewable.

My new downloads are on my Pillowfort
Mad Poster
Original Poster
#7 Old 14th Jul 2025 at 4:35 AM
Here are two brand-new versions, made by following the JWoods tutorial in case that made some difference (spoiler: it didn't!).

Both have the same GUID.
One is from halfway through the tute with the object grabbing just the main texture, and the other from the full tute as a designable object. Apart from designability, both have the same trouble again - if the original object is in-game, they pull those textures. If not, they pull the lampshade textures as they've been told. I can't find anything that looks wrong. It does indicate that the problem is in the first half of the process as described by JWoods.

And yet, other people can make repo objects that stand alongside the original, and I can use those in my game just fine. What is the difference??

I'm wondering if it's something like a version number, although HL's modified object behaved the same once back in my game. I am using SimPE 75.69.23.
Attached files:
File Type: 7z  JWoods version Same Prob.7z (418.0 KB, 8 downloads)

My new downloads are on my Pillowfort
Me? Sarcastic? Never.
staff: administrator
#8 Old 15th Jul 2025 at 2:46 PM
omg...I'm such a dummy. xD The issue is you are just changing the GUID in your version, you have to clone it so the internal name is also unique if you want both able to be in game.

I am curious tho how lamps start with an unlit state, when the default mmat that is true is always the lit one.
Mad Poster
Original Poster
#9 Old 15th Jul 2025 at 11:05 PM Last edited by aelflaed : 15th Jul 2025 at 11:40 PM.
Quote: Originally posted by HugeLunatic
omg...I'm such a dummy. xD The issue is you are just changing the GUID in your version, you have to clone it so the internal name is also unique if you want both able to be in game.

I am curious tho how lamps start with an unlit state, when the default mmat that is true is always the lit one.


Oh wow. How stupid! And that makes the Fix Integrity needed, presumably. Amazing.

The tutorial talks about cloning, but I understood that was for when using an EA object for the Master.

Does it matter whether you change the tickboxes when cloning? Mine are mostly ticked, but the tute says to "leave them unticked". Is the important thing the leave-alone or the unticked-ness?

...When I place lamps, they (often?always?) come out of the catalogue lit, and turn unlit when placed. (In the last few days I've placed mainly these particular lamps/repo versions, so I can't swear to exactly how vanilla lamps behave at this moment.)

Off to do some cloning, and hopefully put this problem to rest!

My new downloads are on my Pillowfort
Mad Poster
Original Poster
#10 Old 16th Jul 2025 at 4:43 AM
Hooray! That was indeed the answer. Now my cloned and repo'd items are working as they should. Thank you so much...that resolves several years of wondering why it worked for others but not for me.

Fix Integrity seems to be unnecessary for these packages - cloning means the parts were already bulk-renamed, I think, to the same effect.

FYI: All the lamps I tried, maxis and custom, come out of the catalogue in a lit state, then revert to unlit after a few moments - whether placed in-world, or still being 'held' by the cursor.

Thanks again.

My new downloads are on my Pillowfort
Me? Sarcastic? Never.
staff: administrator
#11 Old 16th Jul 2025 at 9:23 PM
When cloning you want to use teh default settings, there is a lil blue text link off to the right in OW that's says "set default" or something. Sometimes unticking boxes is necessary, but that depends on what you are doing. Basic cloning a new object, whether cc or maxis, use default settings.
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