Can anyone tell me what causes these words to appear on these items? I've seen this before and it only seems to affect items that are reflective. Items shown are from this set for anyone who's interested or wants to inspect further: https://www.thesimsresource.com/art...rset/id/415674/. Thank you!
This is the envcube template showing, which means that the object is set to reflect an envcube, but cannot find the envcube, so is showing the default (template).
I looked at these items in SimPE and they have an outdated format for the TXMTs (probably because Simtomatic made them in 2006- the game has had several updates since then).
In this image, which shows the 'sanita-basin--263aa52d-4b9a-483c-9afb-eda6477ee087_basin_clean_txmt' in the sink mesh file, you can see that an envcube is specified- near the bottom of the properties list it says 'stdMatEnvCubeTextureName: reflectionkitchenhighcontrast-envcube'. So the objects are supposed to use the Maxis envcube used on a lot of the kitchen appliances.
If I click on the categorized properties tab though, things don't look right- I would expect 'stdMatEnvCubeTextureName: reflectionkitchenhighcontrast-envcube' to show up directly beneath the line 'stdMatEnvCubeMode- reflection'. But it doesn't.
Instead it shows up lower down, in the 'Misc' section:
That's wrong, and probably why the reflections are broken. To fix this, in properties tab, I hightlighted the original line 'stdMatEnvCubeTextureName: reflectionkitchenhighcontrast-envcube' and clicked the delete button that is on the far right.
Then click the commit button that is on the right.
Next, click the add button on the right- and scroll right down to the bottom of the list, where you will see a line with just a ':' on it. Highlight that line by clicking on it:
And now fill in the fields to the right, by copy pasting in-
where it says 'Name'- stdMatEnvCubeTextureName
where it says 'Value'- reflectionkitchenhighcontrast-envcube
Then click that little 'sort list' button which is to the bottom of the panel.
Finally, click the commit button which is to the top right in the panel.
Now, if you click in the categorized properties tab, you'll see the envcube name where I expected it to be- below the 'stdMatEnvCubeMode- reflection' line in the categorized properties tab.
The good news is, hooray- you fixed it. You can now click file>save and the default texture for the mesh will show up correctly for the basin part.
The bad news is- you now have to repeat all this, for the other subsets of the mesh- for this object there is the basin part, which you just fixed, but also there is a 'grapes' part which is defining the texture of the sink surround. So you need to click on sanita-basin--263aa52d-4b9a-483c-9afb-eda6477ee087_sink_grapes_clean_txmt and repeat the steps you did on the basin to make the envcube reference correctly for this part.
The dirty state subsets, for example sanita-basin--263aa52d-4b9a-483c-9afb-eda6477ee087_basin_dirty_txmt, don't have an envcube specified (Simtomatic made them non-shiny once dirty). So you don't need to worry about those, unless something else there is broken (I didn't test that). It's just the clean states.
Now the really bad news- you need to repeat this for all of the recolour files, too. Because they each contain TXMTs which have the broken reflections. And there are a lot of them.
The sink recolours have TXMTs similar to those in the mesh file.
And the really, really bad news is that you'll also want to do this for the toilet + recolours, as well as the bath + recolours, and also any of the other items in the set which have outdated TXMTs. Probably you can tell which ones by looking at them in-game.
I hope this helps, it fixed it for me (I just tested with the mesh and one recolour, I didn't do them all).
For further information or clarification on what I wrote, I would suggest to read these brilliant tutorials by Pixelhate: http://www.modthesims.info/showthread.php?t=316260
Part 2 has the envcube info, but if you are interested in making your own recolours, I'd recommend reading it all.