Translated by Google 0 from where I get Extensions? 1 as I insert a finished Extension in my Singles? 2 which changes is possible? 3 for the designation of objects I use 4 as a Template for its own Extension? I provide 5 as its own Outfit for the characters? I provide a new hair color to 6 as? I provide a new skin color to 7 as? 8 as I add new eyes? I change a piece of furniture for 9 as? 10 general structure of a Extension. 10,1 Extension with a Object. 10,2 Extension with several Objecten. 10.3 the characters -------------- 0 from where I get Extensions? From the InterNet. Either on the official Singles web page www.singles the game.com or on one of the many fan sides for Singles. -------------- 1 as I insert a finished Extension in my Singles? You down-loaded yourself a Extension for Singles from the InterNet and it would like to use now in Singles. Singles Extensions have the file extension "sxt". First you need at least the version 1.4 of Singles. You get these from www.singles the game.com/german/girls/downloads_girlsshtml Then simply the Extension was down-loaded, like it from the InterNet, copy Extensions of the single Programverzeichnisses into the sublist. (normally c:\programme\singles\extensions \) Singles start... Voilą, which knows Extension is used. -------------- 2 which changes is possible? Nearly everything is theoretical alterable, practically becomes it however in Singles frequently at the many complicated steps, those fail for production from 3D-Objekten and animations are necessary. We made a few example Extensions, for you as starting point Production of own extensions to serve know. The objects of the examples are specially in such a way texturiert that them easily in a plot routine e.g. Photoshop can be worked over again. -------------- 3 for the designation of objects All objects of a type, textures, Meshes etc. must have clear names. That is called it can only one texture with the name X give. Other object types may carry however the same names. Thus a Mesh might be called just like the texture X. There are several objects of the same type with the same name the newest is used by them. Only letters are permitted, underlined and numbers, if them do not form the first indication. Thus: During the designation of things very creatively its! A possibility is always it the own name the article vorran to place. Or also the names of the Extension. Thus sowas like "Stephan_VillaKunterbunt_BluemchenTapete1" -------------- I use 4 as a Template for its own Extension? Search you for your change the suitable Template out. Provide in the Singles\Extensions listing a new file, to that your Extension contained is. Unpack the Template file, e.g. TemplateHaircolor.sxt into that new listing (rename in TemplateHaircolor.zip and then unpack). Up to textures you know all files in the Templates with one Text editor (e.g. notepad.exe) open and work on. The textures are to be opened with a plot routine such as Paintshop. Adapt according to to Extension your desires. Singles loads the Extensions even if it simply in a listing below Singles\Extensions lie. To experimenting you need to pack the file thus not each time again together, to separate directly Singles can start and you your Extension look at. In each example Extension you a file to find info.dat. Here you register the names of the articles, how they are to appear in the play. There is its own section for each language. If you your Extension internationally to spread want tries the other languages also to fill out. Delete simply completely the entries of all languages, which you do not control. Used someone your Extension with that Singles version of a language, which you did not enter, then he gets automatically English text indicated. Therefore you should find always at least also an English name. Around the Extension to spread the listing packs again to one Zip archives together. Designate the ending over in "sxt" and off thereby in the InterNet. -------------- I provide 5 as its own Outfit for the characters? Orient you at TemplateOutfit.sxt We take on you want a Bluemchenkleid to provide. Yours draw-eat could then e.g.. "Singles\Extensions\FlowerPowerDress" are called. Unpack the Template file into your listing. In the listing Singles\Extensions\FlowerPowerDress\Sources you find then the file SummerdressTemplate.tif. Here the textures example of the dress are put down. On an image plane you find the Mapping of the texture. To it you see approximately as the texture on the 3D-Modell is illustrated. If you a pretty texture completely have export it as FlowerPowerDress.png after Singles\Extensions\FlowerPowerDress\Texture. Proceed accordingly with the texture for the shoes. The moreover the Meshes must renamed and on the new Textures to be adapted. The Meshes is in the file Singles\Extensions\FlowerPowerDress\Character. elaineSummerdressTemplate.ams - > FlowerPowerDress.ams elaineSummerdressShoesTemplate.ams - > FlowerPowerDressShoes.ams In the Mesh file now still the materials must be exchanged. Under "material" becomes in FlowerPowerDress.ams "texture = SummerDressTemplate" after "texture = FlowerPowerDress" and in FlowerPowerDressShoes.ams "texture = SummerdressShoesTemplate" after "texture = FlowerPowerDressShoes" renamed. Now you must still ensure that the dress can be also tightened. Open in addition the file Singles\Extensions\FlowerPowerDress\GameObject\charDesc.acd. Look for all occurrences of elaineSummerdress * and change it in flowerPowerDress *. All other entries can be deleted. A line, with "#" begins is a comment line. the file exists thus in the end out: CharacterDescription object { # which parts of the body are to be switched off under the dresses SWITCH off material { flowerPowerDress { SkinHipMat = 1 } flowerPowerDressShoes { SkinFeetMat = 0.5 } } outfitDescriptions { flowerPowerDressOutfit { # a Flower power Dress outfit consists of dress and shoes. name = flowerPowerDressOutfit meshes { 0 { 0 = flowerPowerDress # if to the FlowerPowerDress barefoot to be gone is # can be omitted simply the next entry. 1 = flowerPowerDressShoes } } # to each Outfit over the variable dressCode indicated how # naked the character feels, if he carries it. # dressCode = NAKED, UNDERWEAR, HOME, STREET # the dress can be carried also on the road. dressCode = STREET } } outfits { # it follows the description, with which character which Outfits # in the Komode to appear are. # ELAINE 0 { # SEDUCTRESS 1 { Outfit 0 { ID = TEMPLATE outfitDescriptionID = flowerPowerDressOutfit } } ... # ACTIVIST 6 { Outfit 0 { ID = TEMPLATE outfitDescriptionID = flowerPowerDressOutfit } } # NURSE 7 { Outfit 0 { ID = TEMPLATE outfitDescriptionID = flowerPowerDressOutfit } } } } } Pacifica cannot carry the new dress unfortunately. Since it is larger it needs other clothes. See PacificaSummerDressTemplate. The dress appears with all characters, the one entry but have automatically in the bureau. Naturally you know also all other articles of clothing, which occur in the play change. In addition you must the textures from the file Singles\Textures raussuchen, the Meshes and its lighting (ams and the rdd files) from character and Character\col and the description of the Keidungsstuecks from Singles\GameLogic\charDesc.acd. -------------- I provide a new hair color to 6 as? Orient you at TemplateHaircolor.sxt We take on you want Rabenschwarze hair for Linda to provide. Yours draw-eat could then e.g.. "Singles\Extensions\BlackHairLinda" are called. Unpack TemplateHaircolor.sxt into the new listing Open the file Singles\Extensions\BlackHairLinda\GameLogic\charDesc.acd with one Text editor (notepad.exe). Delete all entries except for Linda (# FREE_SPIRIT) CharacterDescription object { hairStyles { # FREE_SPIRIT 3 { HairStyle 0 { ID = name = lindaHaircolor_black meshDescriptions { hair { mesh = elaineFreeSpiritHair materialDescriptions { HairLongBlonde { texture = HairLongBlondeGrey vague = 0,01 0,03 0.1 specular = 0,5 0,52 0.7 } } } } } } } } A hair tuft is determined by the following parameters: - mesh, thus the 3D-Daten of the hair-style mesh = x to the names too verwendene Meshes indicates. Not all peruecken fit all characters, since these different backs of the head have. - texture, with a colouring and the fine structure of the hair. texture = y indicates the names of the texture. Schau in the listing Singles\Extensions\BlackHairLinda \ after. There you find Textures, which you can also change. For rabenschwarze hair we use a grey texture, which does not attach a colour. texture = HairLongBlondeGrey - vague indicates the colouring of the hair. The values are red green blue alpha, how Alpha to be away left can lie and the values between 0 and 1 should. For black the RGB values are set to nearly 0. vague = 0,01 0,03 0.1 - specular the color of gloss lights indicates. The values are developed exactly like the vague-worth. Thus the hair rabenhaft blue gleams specular the value on bluish is set. specular = 0,5 0,52 0.7 Specular the entry is optional. In the file Singles\Extensions\BlackHairLinda\info.dat you carry the names for that Hair color, as it is to appear in the dialogue in the play. ... German { lindaHaircolor_black = Rabenschwarz } English { lindaHaircolor_black = Caracinous } ... With the next Singles start you can color their hair for Linda at the wash basin rabenschwarz. Around the Extension to spread pack together the listing again to Zip archives. Designate the ending over in "sxt" and finished is your new hue. -------------- I provide a new skin color to 7 as? In the Extension Skincolor.sxt you find in the listing GameLogic the file charDesc.acd. Open it with a text editor and add according to the pattern for that existing skin colors new in addition. The 3D-Daten of the different figures has different materials for their various skin portions. Therefore orient you simply at the existing colors. Thus a new color for Natasha (SEDUCTRESS) would look e.g. in such a way: SkinColor 3 { ID = name = skincolor_green materialDescriptions { body { featureFacefemme { texture = featureFacefemme vague = 0,4 1 0,4 1 } detailSkinFemme { texture = detailSkinFemme vague = 0,4 1 0,4 1 } featureBreast { texture = featureBreast vague = 0,4 1 0,4 1 } } eyeShadow { Eyes_Shadow { texture = Eyes_Shadow vague = 0,4 1 0,4 1 } } } } The values before the curved clip (featureFacefemme) are in each case the textures, which are to be changed. After the value texture gives the new texture on (texture = featureFacefemme). The colouring in RGBA values, which the texture is to take, are in the vague values indicated (vague = 0,4 1 0,4 1). The skin textures you know from draw-eat yourself Singles\Texture to raussuchen copy and under new name into the listing of the Extension. Then the new skin color must be still designated. In the file info.dat you carry the names for that Skin color, as it is to appear in the dialogue in the play. ... German { skincolor_green = green } English { skincolor_green = Green } ... With the next Singles start you know you the ill green skin select at the wash basin. Around the Extension to spread pack together the listing again to Zip archives. Designate the ending over in "sxt" and finished is your Extension. The other skin colors, those already in the Extension were can you if you would like still rausloeschen. -------------- 9 as I add new eyes? Orient you at TemplateEyecolor.sxt We take on you want deer eyes to provide. That draw-eat with the Extension could then e.g.. "Singles\Extensions\BambyEyes" are called. Unpack TemplateEyecolor.sxt into the new listing. In the file "Singles\Extensions\BambyEyes\Texture" lie already eyeHeart.png and eyeReptile.png. You can delete one and rename the other one in eyeBamby.png. With a mark program you open eyeBamby.png and change her after Desire (in the file Singles\Texture). (schau in the file Singles\Texture after png files, which contain "Eye" in the name to have around further models for your eyes) (tip: Normally it does not look beautifully, if the iris is painted larger than given in the textures) Open the file Singles\Extensions\BambyEyes\GameLogic\charDesc.acd. For each character, which is to be able to use the new eyes, must an entry for the new color exist. Thus e.g.: ... # SEDUCTRESS 1 { EyeColor 0 { ID = bambyEyes name = eyecolor_bamby textureSwaps { eyeFemme = eyeBamby } } } ... In the file Singles\Extensions\BambyEyes\info.dat you carry the names for that Eye color, as it is to appear in the dialogue in the play. ... German { eyecolor_bamby = deer eyes } English { eyecolor_bamby = Bamby Eyes } ... With the next Singles start you can select yourself the new eyes at the wash basin. Around the Extension to spread pack together the listing again to Zip archives. Designate the ending over in "sxt" and finished is your first Augenfarbenextension. -------------- I change a piece of furniture for 10 as? Orient you at TemplateSofa.sxt. Provide first a file with the name to yours Extension in the Singles/Extensions listing. Now must the files, which constitute together that furniture which can be changed into this listing to be transferred. An article needs always different files. In the file Singles/TextureGui you can do you those Icons of the articles, as they emerge in the building menu look at. Thus you see like the files to the article, which you to change want to be called. That is the name of the picture, without "MenuIcon" thus with the sofa was the picture MenuIconSofaOldSchool.png and according to the name of the resource SofaOldSchool Now you go through all Singles of sublists and each listing scans for a file with the name of the looked for article. Thus here SofaOldSchool. * If such a file is found, then the appropriate thing becomes Listing in the file of the Extension put on. E.G. the file SofaOldschool.ago lies in the listing Singles\GameObject. Thus Singles\Extensions\SofaRed\GameObject is put on. Then the file "SofaOldschool.ago" must be copied there. Now it renamed in "RedSofa.ago". The same happens with all files, which contain SofaOldSchool. Meshes can be present in ams and wms format. Here only those should ams file to be copied. In the file "RedSofa.ago" know now the characteristics of the object adjusted become. With the sofa apart from the price the effect is on the dwelling and which happened if one sits on it and makes a Nickerchen. In addition the entry for the Mesh must be adapted here. meshResourceNameArray { 0 = sofa-talk } In the Mesh file gives it the file to RedSofa.ams, opens these in one Text editor (notepad.exe) and looks at you the section material. There stand under the texture textures, which are used for the object. Here are woodDark, fabricWildFlowers and fabricCorduroy. In the listing Singles\Texture are woodDark.png, fabricWildFlowers.png to find and fabricCorduroy.png. The feet of the sofa are to remain like it are, only the textures in such a way fabricWildFlowers and fabricCorduroy into the listing Singles\Extensions\SofaRed\Texture are copied. Here they are now renamed, there each resource in Singles a clear name to carry must. Out fabricWildFlowers.png becomes fabricLeopard.png and out fabricCorduroy.png fabricRedSofa.png. These two textures now still become in RedSofa.ams in place of the old values registered. With a mark program they can be changed now at will. Each Extension must contain the file in the file Script init.lua. In this becomes over the instruction addGameObject("StandardGO", "sofa-talk", BUY_LIVINGROOM); the new sofa inserted in the menu of building of living rooms. Still the file Singles\Extensions\SofaRed\info.dat is missing. There you register the names of the sofa, as he in the building menu in the play to appear is. ... German { Sofa-talk = red sofa } English { Sofa-talk = Bamby Eyes } ... If you your Extension internationally to spread want try those to also fill out other languages. Delete simply completely the entries all languages, which you does not beherschst. Used someone your Extension with the Singles version of a language, which you did not enter, then he gets automatically English text indicated. With the next Singles start you can select yourself new furniture in the building menu. Around the Extension to spread pack together the listing again to Zip archives. Designate the ending over in "sxt" and finished is your first Moebelextension. -------------- 11 general structure of a Extension. Singles Extension files are eigendlich Zip files, only with the ending "sxt". Designate the Extension after "zip" over. BasketFruits.sxt - > BasketFruits.zip Then it can with any Zip viewer (e.g. www.winzip.com) are opened. A Extension can contain either only one Object or from several compound its 11,1 Extension with a Object. The file consists of listings for all data, which belong to the object: in BasketFruits.sxt would be: Animation GameLogic/ GameObject/ GuiTexture/ Mesh/ Script/ StateMachine/ Texture/ Walkability/ info.dat In principle all data can, itself in one the Unterordner the Singles file rule also in a Unterordner of the Extension appear. They should however then a new clear name gotten. In the file info.dat in the root listing of the Extension those are located different stringer (words), which is used for the article in the play. Translation { English { go_BasketFruits_name = Fruit basket go_BasketFruits_desc = pm_eatFruit = Eat A fruit } German { go_BasketFruits_name = fruit basket go_BasketFruits_desc = eat pm_eatFruit = fruit } ... } go_BasketFruits_name: The name, which is indicated in the building menu go_BasketFruits_desc: The description, which appears in the Tooltip pm_eatFruit: The name of an action, which can be implemented with the basket. In the listing Script is appropriate the file init.lua, a Lua Script (www.lua.org), that when reading in for that Extension is implemented and but ensures that the Extension in the play appears. In addition there is the instruction: addGameObject(, , ) ObjectName: Type of the object (StandardGO, WallGO, DoorGO, WindowGO...) Resource name: Name of the ago File in the GameObject file Menu ID: ID of the menu (BUY_LIVINGROOM, BUY_KITCHEN, BUY_LIGHTING, BUY_WORKROOM, BUY_SLEEPINGROOM, BUY_BATHROOM, BUY_DECORATION, buy_build, BUY_WALLPAPERS, BUY_FLOORS, BUY_GARDEN) In addition, arbitrary other Lua Scripte can be inserted here! Each Extension knows a file game.cfg in the sublist Config contained. In this some parameters of the play can fixed become. In addition the file looks at you game.cfg in the Singles\Config file. Important are here above all the entries ExcludeFromShadow and IncludeInRadiosity. Objects, which are not to throw a constant shade, like it those Furniture and walls throw, because they are e.g. mobile must in these Sections to be registered. Examples from the original game.cfg: ExcludeFromShadow { ... crackerBox = 1 tablet = 1 glass = 1 poison = 1 knife = 1 eggs = 1 fork = 1 ... } IncludeInRadiosity { ... crackerBox = 1 tablet = 1 glass = 1 poison = 1 knife = 1 eggs = 1 fork = 1 ... } 11,2 Extension with several Objecten. If a Extension contains several objects, then each object is located in its own listing, that just as is in each case developed as a Extension with only one object. The file pack.dat contains the information about the gesammte Extension. Their clear ID and their name in different languages. It lies in the general statement of the Extension. 9.3 the characters In the files, those in the Extensions under GameLogic stand are not in such a way designated the characters as they in the play are called. Each play figure has a designation, which corresponds to its stereotyped. That is because of the fact that they have different names in different languages can. Some these characters do not occur in the play, with them before the releases decided they rauszunehmen. Here the allocations: BOSS = Helen * SEDUCTRESS = Natasha, Paris SPUNKY_KID = Lisa, Nicci FREE_SPIRIT = Linda, Rachel INNOCENT_GIRL = Tom, James SCIENTIST = inches, Amanda ACTIVIST = talk, Eden, Andi NURSE = Miriam * CHIEF = Mark, Ron BAD_BOY = bath Boy Bob, DJ Morten, J.D. BEST_FRIEND = Berny, Kyle, Alex CHARMER = Mike, Enrique LOST_SOUL = Nicolas, Eddie PROFESSOR = Deryl, Bod, Bert MORE SWASHBUCKLER = Jack * WARRIOR = Pacifica, Lizzie, Shannon * does not occur in the play