Numenor
21st Sep 2006, 11:33 PM
CLONE TEMPLATES - WALL AND TABLE PHONE, WITH WORKING HANDSET
http://thumbs.modthesims2.com/getimage.php?file=377170
Why use a template?
Phones have a naughty habit: as soon as you go to Live Mode, they will create an handset for themselves; but the problem is that *all* the phones, including the cloned ones, always create the original Maxis handset, overriding yours.
To avoid this, you must create your own, separate handset, and then "reprogram" your phone to create your custom one, instead of the Maxis one.
With my ready-to-clone phone templates, and the following instructions, you will be able to create your own phone with working custom handset.
What template(s) to choose?
First off, you have to decide what type of phone are you going to create:
for a wall-mounted phone, download the "Phone(WALL+HANDSET)" template;
for a table phone, choose the "Phone(TABLE+HANDSET)" template
In each archive there is a "MASTER" phone (in the version you have chosen) and a "SLAVE" handset. In order to create a working telephone, you must clone both the packages found in the chosen RAR.
HOW TO USE THE TEMPLATES?
Follow these easy steps and you'll have a working phone set in a matter of clicks :)
Start SimPE (always use the latest version), start Object Workshop and click the "OPEN" button (*not* the "Start" one!).
Browse to the folder where you have unpacked the chosen templates, and load the MASTER package (the phone base).
Select "Clone" and set the cloning option as shown below; then click "Start".
http://thumbs.modthesims2.com/getimage.php?file=377172
Change the description of your phone, and the price, if you like.
When the Scenegraph Rename Wizard pops up, take note of the exact ModelName, including the square brackets (you will need it later, so I suggest you to write it down); when done, just click OK and save your package with any name you like (I suggest to append "_base" to the package name).
Open the OBJD and Register a new GUID by clicking the link "Get GUID"; then click "Update" and then "Commit". Save your package.
Now start again Object Workshop, and repeat the entire procedure, cloning the SLAVE package (the handset). When you save the package, use the same name as the master phone, and append "_handset" at the end.
Remember to register the GUID for the handset, too! (and write it down: you will need it later).
Select the GMND, then select the "tsMaterialsMeshName" block and edit the "String" value, replacing the part in square brackets with the "ModelName" that you have written down earlier (the one from the phone base); be sure to preserve intact the ##0x1c050000! prefix. COMMIT and save.
http://thumbs.modthesims2.com/getimage.php?file=377153
Now open again the first package, your clone of the Master phone base.
In the Resource Tree panel, on the top left, select "Behaviour Function (BHAV)"; in the top right panel, three BHAVs will appear: select the one labeled "Function - Main".
Below, in the Plugin panel, all the lines of the BHAV will be displayed: scroll down until you see the line 1A, and select it.
On the right, next to the label "Operands", there are two rows of little fields. You have to edit the first four, writing into them the GUID of the handset. In order to do so, split the GUID of the handset in 4 groups of two digits each, and then write one group in each of the four operands, but in reverse order: in the first operand, fill in the last two digits of your GUID, in the second operand put the second-last group of digits, and so on. For example, if your GUID is "AABBCCDD", you have to write in the operands: "DD" "CC" "BB" "AA". Then COMMIT and save.
http://thumbs.modthesims2.com/getimage.php?file=377164
Your cloning procedure is finished :)
Now you have two separate packages, containing the phone base and the handset: the only thing to do is to unleash your fantasy and edit the meshes and the textures at will!
:here: IMPORTANT: When editing the mesh, never change the names of the mesh groups (subsets)! Also, try to create a mesh that fits the original size of the phone, otherwise it may look odd when the sims use the handset.
As a bottom line, don't be confused by the mesh groups names: the phone base package contains a mesh group named "handset"; but this mesh is hidden by the game as soon as you start Live Mode, and it is replaced by the "surface" mesh taken from the handset package. Quite odd, uh? :lol:
:here: FAQ - What is that futuristic phone shown in the first screenshot?
It's the Numenorean Stand-up Phone, an early donation gift that I have given to whom made a donation to my site. Now this gift is no longer available, but if you make a donation I might email it to you ;)
TERMS OF USAGE OF THE TEMPLATES
Anyone can freely clone my Enhanced Templates to create his own objects, and can post his objects on any site.
It's only required to state that "the object is based on an Enhanced Template by Numenor", and post a link to this thread.
DO NOT REPOST OR REDISTRIBUITE THE TEMPLATES THEMSELVES!
http://thumbs.modthesims2.com/getimage.php?file=377170
Why use a template?
Phones have a naughty habit: as soon as you go to Live Mode, they will create an handset for themselves; but the problem is that *all* the phones, including the cloned ones, always create the original Maxis handset, overriding yours.
To avoid this, you must create your own, separate handset, and then "reprogram" your phone to create your custom one, instead of the Maxis one.
With my ready-to-clone phone templates, and the following instructions, you will be able to create your own phone with working custom handset.
What template(s) to choose?
First off, you have to decide what type of phone are you going to create:
for a wall-mounted phone, download the "Phone(WALL+HANDSET)" template;
for a table phone, choose the "Phone(TABLE+HANDSET)" template
In each archive there is a "MASTER" phone (in the version you have chosen) and a "SLAVE" handset. In order to create a working telephone, you must clone both the packages found in the chosen RAR.
HOW TO USE THE TEMPLATES?
Follow these easy steps and you'll have a working phone set in a matter of clicks :)
Start SimPE (always use the latest version), start Object Workshop and click the "OPEN" button (*not* the "Start" one!).
Browse to the folder where you have unpacked the chosen templates, and load the MASTER package (the phone base).
Select "Clone" and set the cloning option as shown below; then click "Start".
http://thumbs.modthesims2.com/getimage.php?file=377172
Change the description of your phone, and the price, if you like.
When the Scenegraph Rename Wizard pops up, take note of the exact ModelName, including the square brackets (you will need it later, so I suggest you to write it down); when done, just click OK and save your package with any name you like (I suggest to append "_base" to the package name).
Open the OBJD and Register a new GUID by clicking the link "Get GUID"; then click "Update" and then "Commit". Save your package.
Now start again Object Workshop, and repeat the entire procedure, cloning the SLAVE package (the handset). When you save the package, use the same name as the master phone, and append "_handset" at the end.
Remember to register the GUID for the handset, too! (and write it down: you will need it later).
Select the GMND, then select the "tsMaterialsMeshName" block and edit the "String" value, replacing the part in square brackets with the "ModelName" that you have written down earlier (the one from the phone base); be sure to preserve intact the ##0x1c050000! prefix. COMMIT and save.
http://thumbs.modthesims2.com/getimage.php?file=377153
Now open again the first package, your clone of the Master phone base.
In the Resource Tree panel, on the top left, select "Behaviour Function (BHAV)"; in the top right panel, three BHAVs will appear: select the one labeled "Function - Main".
Below, in the Plugin panel, all the lines of the BHAV will be displayed: scroll down until you see the line 1A, and select it.
On the right, next to the label "Operands", there are two rows of little fields. You have to edit the first four, writing into them the GUID of the handset. In order to do so, split the GUID of the handset in 4 groups of two digits each, and then write one group in each of the four operands, but in reverse order: in the first operand, fill in the last two digits of your GUID, in the second operand put the second-last group of digits, and so on. For example, if your GUID is "AABBCCDD", you have to write in the operands: "DD" "CC" "BB" "AA". Then COMMIT and save.
http://thumbs.modthesims2.com/getimage.php?file=377164
Your cloning procedure is finished :)
Now you have two separate packages, containing the phone base and the handset: the only thing to do is to unleash your fantasy and edit the meshes and the textures at will!
:here: IMPORTANT: When editing the mesh, never change the names of the mesh groups (subsets)! Also, try to create a mesh that fits the original size of the phone, otherwise it may look odd when the sims use the handset.
As a bottom line, don't be confused by the mesh groups names: the phone base package contains a mesh group named "handset"; but this mesh is hidden by the game as soon as you start Live Mode, and it is replaced by the "surface" mesh taken from the handset package. Quite odd, uh? :lol:
:here: FAQ - What is that futuristic phone shown in the first screenshot?
It's the Numenorean Stand-up Phone, an early donation gift that I have given to whom made a donation to my site. Now this gift is no longer available, but if you make a donation I might email it to you ;)
TERMS OF USAGE OF THE TEMPLATES
Anyone can freely clone my Enhanced Templates to create his own objects, and can post his objects on any site.
It's only required to state that "the object is based on an Enhanced Template by Numenor", and post a link to this thread.
DO NOT REPOST OR REDISTRIBUITE THE TEMPLATES THEMSELVES!