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Echo
16th Oct 2005, 03:40 PM
When an object mesh is made larger than the object it is cloned from, you will probably notice that your sims have an annoying habit of walking through the other cells as if they don't even see them. This can be annoying, and disruptive to the illusion. And as far as I know has always just been something you have to put up with, because in all my exploring I haven't come across anyone posting a solution before.

Well the good news is that it seems to be fixable!

There are two stages to fixing it. The first is making the visible footprint match your object. That is, you have to have the right number of green squares when you try to place the object. By itself, this is mostly an aesthetic change, but it is necessary for the next step. The process for doing this has been around for a while, and step-by-step instructions can be found here:
http://www.eternal-echo.net/sims/tutorials/footprint

The second half is the part that actually tells your sims that they can't walk there, and compared with the last part is surprisingly simple. (So much so that I wouldn't be particularly surprised if others have found it and just not shared the discovery). It does, however, require modification of a BHAV file, and my explanation here assumes some small familiarity thereof.

What you need to do is find your object's "Function - Init" Behaviour Function and add a new command at the end. This command should be:

My 0x0008 Set Flag Literal Value 0x0008

The values to get this are:
OpCode: 0x0002
Operands:
08 00 08 00 FF 09 03 07
00 00 00 00 00 00 00 00
True Target: Return True
False Target: Return Error

(For those interested, this is setting the object’s flag "7: Do NOT Use Maya Model Footprint". It seems that if this flag isn't set, as is the case by default, the system reads the footprint data from the footprint block in the CRES field. However, if it is set then the game generates the footprint itself at runtime based on the OBJD files in the package. :))

Now you'll need to link the new command in to the rest of the Init function. You need to find the other line in the Init function that has "Return True" as its true target, then change it so that it is pointing to the line number of the command you just added. If that makes no sense, I suggest you look up a couple of BHAV tutorials, they explain it better than I have and they have pictures. :)

This technique hasn't been broadly tested, but I did try it on 3 quite different objects and it worked in each case (a couch, a table, and a decorative plant). Let me know if you find anything that doesn’t behave in this way and I'll put a note in here about it.

Any questions or requests for clarification are welcome. :D

---

A quick note regarding tables: Before you ask, this only half solves the differently-shaped-table problem. The problem of walking through resized tables is fixed using this technique. Placing chairs around the edge of the table is also fixed. However, the tables still seem to retain the same slots (or something...) for the placement of objects/food etc, so the objects will all be placed on one side of the table.

Inge Jones
16th Oct 2005, 03:42 PM
Where's the Thanks button!!!?

Echo
16th Oct 2005, 03:43 PM
I think the post has to be moved into "Tutorials" forum before I get one of those Inge. Sentiment greatly appreciated though! :D

Numenor
16th Oct 2005, 04:45 PM
(Moved to General Modding Tutorial)

Thank you Echo for the useful info! :)

windkeeper
17th Oct 2005, 04:43 PM
Brilliant!! And so simple :D
So you don't really need to reserve the tiles one by one, but rather reserve the whole object instead. Very useful tutorial, thanks a lot!

Targa
21st Oct 2005, 04:39 AM
Perhaps that other tutorial can get moved here before it vanishes?

I would also like to add that you can go in the negative direction. For example, a sub-index of -256, -512, and so on will extend the footprint in the opposite direction.

Sweet! Worked like a charm, thanks! :)

-T

bradfordkf
21st Oct 2005, 08:00 AM
thanks so much. this is just what i need for my 16 tile wide theater screen.

Inge Jones
21st Oct 2005, 08:04 AM
Yes, when I asked a Maxoid why there was still such a thing as a multi-tile object they said it was mainly just legacy and not really necessary. Extra tiles are handy when you want to run different code on different parts of the object, like for example Merola's painting.

Echo
21st Oct 2005, 08:56 AM
Targa: I was planning on rewriting the original tutorial eventually to include the BHAV info (and updated simpe gui pics), so when I get that done, I'll certainly try to put it up here. The only reason I haven't so far is that I'd have to go through and change all the image links to bbcode, and I'm feeling lazy at the moment. Thanks for the tip about the negative sub-indices btw, I hadn't ever considered it!

Numenor
21st Oct 2005, 01:27 PM
Perhaps that other tutorial can get moved here before it vanishes?

Which tutorial are you referring to? Please give me a link and I'll take a look.

Targa
21st Oct 2005, 06:43 PM
In Echo's tutorial post at the top of this thread. This one:
http://www.eternal-echo.net/sims/tutorial/

@Echo: The ability to add negative numbers is important, I suppose, since I've had to do it twice now. :) In replacing an object mesh with a larger mesh, (in my case, going from 2 tiles wide to 6 tiles wide), adding more Object Data's and Object Functions gave me more tiles to the left of center and none to the right, though my object was centered. I could have moved the pivot point in 3dsmax I suppose, but then you would be "grabbing" the right-hand corner of the object when taking it out of the buy catalog and when moving it. Adding 2 obj dat with positive numbers and 2 more with negative numbers widened my footprint equally in both directions, which is what I needed.

Edit: Well, this tutorial worked great for the first object I worked on, but this new object is not only not affected, Sims can walk through any part of the object now, as if it doesn't exist at all. Any suggestions?

Edit2: Never mind, figured it out. Add this to your tutorial:
In "Object Data", each OBJD must have the value "Footprint mask" set to zero.

Numenor
21st Oct 2005, 10:41 PM
In Echo's tutorial post at the top of this thread. This one:
http://www.eternal-echo.net/sims/tutorial/


If Echo wants to repost it here, I'll be glad to move it in the tutorial section.

thefuzmixman
27th Oct 2005, 09:27 PM
ah this is awesome! just what i was looking for! thank you so much.

IndigoRage
4th Dec 2005, 12:15 PM
Ah yes, Echo's footprint tutorial... I'm just a little hesitant about the first part, since there are 4 OBJD's for my object... Will I have to change all of them? Or just one? And then there is a slight complication... the tutorial is meant to add tiles, not remove them. After all the hair-pulling I've been through I get shakey thinking about remutilating my poor package =) But hey... I tend to think of it as worthwhile, since it makes a much better release =)

And now that my browser has refreshed... Greeting Echo.. care to fill me in on removing an extra footprint tile? ;-)

Pax,
Indigo

Echo
5th Dec 2005, 04:04 AM
Greetings Indigo :)

Well if you're nervous about mutilating packages, do what I do and make a packup copy of the package first ;). As for removing tiles, it's really just a matter of working backwards. I'm assuming you still want the object to have multiple tiles, you just want to get rid of some of them (so, say, have two or three instead of four)?

First, figure out which OBJD is the master tile. Make sure you don't do anything to that one, it can stay as it is.

Now look at the other OBJDs, and take a note of the value in their "Multi-Tile Sub Index" field. Using the info in the tutorial (the diagram under "Part Two: Adding More Tiles"), see if you can figure out which OBJD is representing which tile in the footprint. Once you've found which one you want to remove, then take a note of its Instance number. Then you can just delete the OBJD.

To keep things neat, you should now go and delete the OBJf files which has the same Instance number as the OBJD you just deleted (Although strictly speaking it won't break your file to leave it in there).

If you want to reduce it to a single tile/OBJD, it's a little more complicated because you have to undo the multi-tile step as well. The simplest way is to still have a master and a single slave OBJD, but that does use up an extra GUID that isn't needed. If you want to reduce it to a single tile efficiently let me know and I'll explain the steps involved there too. :)

Hope that made sense. If it didn't, let me know and I'll try to do a more detailed version.

Echo

jms
6th Dec 2005, 02:04 AM
thankyou so much! i have laid off some objects i have made because i wouldn't be able to sort it out but now i can go ahead thanks very much again.

IgnorantBliss
11th Dec 2005, 05:21 PM
I was fine with the first part of the tutorial, but the Function-Init editing part completely throws me off. I'm not sure what to do to add a new command and where exactly. I got as far as putting those values listed into the boxes, but I have no clue other than that. Do I need to use the Add button at some point?

Numenor
11th Dec 2005, 05:38 PM
I suggest to check the option "Special Buttons" (near the Add & Delete buttons); some new buttons will appear. Now select the last line of the BHAV (the one that exits to "Return True") and click "Add via True".
This will add a new line, already linked to the previous one. You just have to check if the OpCode is 0x0002, and then fill in the operands from the tutorial.

IgnorantBliss
11th Dec 2005, 06:13 PM
OK, I feel like a complete dummy, but I still don't get it. To be able to view the last line of the BHAV I have to open it in a separate window (by clicking on View BHAV). If I click on that line with the Return True value there and then go back to the main window and click Insert Via True, it doesn't do anything to that line, it just adds a line to the main window and links it to something else, not the line I want it to.

Inge Jones
11th Dec 2005, 06:24 PM
No don't use View BHAV. That is a readonly viewing of the BHAV pointed to in an opcode, just so you can see what code you're calling. It's not the current BHAV.

Are you trying to open the BHAV via the Object Function table? That's not right, you want to look at the filetype list and select the appropriate BHAV to open from there. Then you wil be able to edit it.

If you are already doing that right, and you can't see the last lines, you can pull the plugin pane a bit bigger and you should also be able to see a scroll bar

IgnorantBliss
11th Dec 2005, 06:48 PM
No, I have the Behaviour Function and the Function Init open, but I only see one line in the Plugin view, there is nothing to scroll down to. Even going to Advanced Mode doesn't change it. I'm using SimPE 0.52. Could this object (a coffee table) only have one line to begin with?

Inge Jones
11th Dec 2005, 07:08 PM
Yes very possible. Usually a standard object like a table simply calls the Init from the semiglobals. But you should be able to add lines after that line if you wanted something extra to happen. Obviously you need to make sure the new line is linked into the flow so it actually runs. Just click Add.

IgnorantBliss
11th Dec 2005, 07:12 PM
OK, I added a line after that one line like told in the tutorial, but now I can't place the coffee table anywhere, the placement arrows just stay red regardless of where I try to place it. So I guess I did something wrong still.

Edited to add: Never mind, I made a mistake with the OBJf that probably caused the problem.

Inge Jones
11th Dec 2005, 07:17 PM
Would you like to list your edited BHAV here? If you tick "Special buttons" in your BHAV editor one option is to copy the listing to your clipboard, then you can paste it into a forum post.

IgnorantBliss
11th Dec 2005, 07:24 PM
OK, the placement problem was because the extra OBJf was missing. I had added it at some point but had several different versions of this table saved and it was missing from this one. Now I can place the table on the floor just fine. Now if only I could make the new tile fully functional, being able to place items on it :lol:.

Thanks for the help! :)

Mage
16th Dec 2005, 05:21 PM
Thanks for this great info. But I'm trying to get to the first tutorial and I keep getting the message that it can't be located. Is there another link to it?

Echo
17th Dec 2005, 03:15 PM
Seems to be loading fine for me Mage, you may have just caught it during a period of downtime. If you're still having trouble getting it PM me and I'll email you a copy.

Mage
17th Dec 2005, 08:55 PM
Thanks, I'm getting there ok today.

lucasrem
17th Dec 2005, 09:16 PM
Thanks for this usefull information, now my sims can see my objects for the first time, and walk around them, like they should.

simnuts101
23rd Feb 2006, 07:11 AM
Hi Echo :wave:

I just wanted to say "THANK YOU" a million times over for this great tutorial! :bow: It worked GREAT on the first try. :nod: Appreciate you sharing this with us :gjob:

Thanks again
Simnuts

xanathon
8th Mar 2006, 01:08 PM
Thanks for this explanation, Echo, great work.

One question: What would I have to do if I want the Sims to be able to walk through an object? If I have a one-tile object it blocks the sims due to the abovementioned Maya model footprint. Can I set it to ignore the footprint via BHAV?

Any help would be appreciated. Thanks in advance.

Echo
8th Mar 2006, 01:18 PM
Yup, and the process is much simpler than all the stuff above. :)

If you want sims to share tiles with your object (like a rug, etc) then you have to set the "allow person intersection" flag. For a full explaination, read this thread: (not just the first post, read down a few posts as well)
http://forums.modthesims2.com/showthread.php?t=82685
:)

xanathon
8th Mar 2006, 02:04 PM
My, that's what I call a fast response... :o)

Thanks a lot!

darylmarkloc
13th Mar 2006, 09:30 AM
Echo - Thanks for a great tutorial :) I wanted to ask though if you have noticed a wall intersection problem specific to footprint resized objects? I had one object which I hadn't noticed had a problem until I drew a wall through it. Playing with it and several test objects I made, I have found that every placement flag works, except the 'allow wall intersection' flag, which seems to only work on a diagonal wall. It's non-fatal, as long as there is a floor next to the wall (on terrain enable objects) and would generally go unnoticed. Anyway, it's a curiosity that may or may not have an answer. (short of importing BCONs from something else?)

Echo
15th Mar 2006, 07:33 AM
Never noticed it myself, but then I've never tried putting walls through objects. Given that maxis objects use the Maya footprint by default, it may be that the wall checking code doesn't recognize objects resized by this technique. Still, it's a fairly minor problem (no one's noticed it before) so I don't think it's anything to worry about. :)

Grapholina
24th Mar 2006, 07:04 AM
Echo, great tutorial.

I made a new bookcase mesh (2 tiles) and used your tut to add the additional tile. Everything worked fine. Then, I did the fix footprint tut so the Sims wouldn't walk through the bookcase. Now the bookcase ligns up properly, and the Sims don't walk through it. BUT....

Now the Sims can't get to the bookcase to get books or put them away. They act like something is in their way. Although when they walk up to the object to "Come see me", they have no problems.

Any idea? This happened after I added the behavior function for the stop walking through in the Function - Init. I've gone over the object with a fine-toothed comb and can't find anything I've done wrong or omitted. Can you help?

Echo
24th Mar 2006, 07:50 AM
Have you tried it with testing cheats enabled, and if so, what error message did you get? My guess would be that somewhere in the interaction there's a "Go to Routing Slot" command that is checking against the footprint, but I'm not sure. I'll take a look at a bookshelf and see if I can find the problem. :)

Edit: Yup, it's a routing slot failure. Unfortunately, I don't know a way to fix it very easily, I fiddled around for a while and no luck. :(

Grapholina
24th Mar 2006, 02:23 PM
A routing slot problem? Yes, I was running game with cheats enabled, and there was no error message per se. Just the Sims' thought bubble over their head. The one they get when there is something blocking their path.

Shoot. Can you tell me where this command is taking place within the file so that I can take a look? I can't find it. There has to be a way around it. :nod: Or maybe if I fiddled with the animations and reworked everything. I don't know. I'm not that familiar with SimPe and these types of problems. I guess I should have been paying more attention to this side of meshing, huh? Any help or ideas you can give me will be greatly appreciated. Maybe I can go talk to Inge, too.

Thanks, Echo.

Echo
24th Mar 2006, 03:11 PM
The command shows up in several interactions, (pretty much any time a sim goes up to the bookshelf,) but if you're trying things out then try importing "Interaction - Read Book" from the BookCaseGlobals. Line 4 is the offending line. I tried setting it to ignore the destination footprint, but it didn't seem to fix the problem - sims were still whinging. :(

What I normally do when I have to deal with irritating routing slot commands is to replace the command with a "Go To Relative Position" command that approximates its behaviour. You could try it with the bookshelf, but you'd have to see if it looked any good that way - it may not line up right. :)

If you want me to try it out with the substituted commands, let me know (and preferably post the object so I can make the changes in it! ;)).

Grapholina
24th Mar 2006, 04:16 PM
You're an angel. I will keep trying different things myself, but in the interest of the community (ahem), I'll post the offending object for you to try as well. I've also posted in Inge's forum, but I'm not sure how often she checks her posts.

Here's the dadburn bookcase/intimidator :mad:

Echo
25th Mar 2006, 05:37 AM
New, routing-error free version is attached. The relative position change seems to have worked fine. I've fixed it for "Read book", the three "Study" options, "Read to [child]", "College Study" and "Put Away". I couldn't find any more routing commands, so that should be it. :)

Just a note though, this object would now (probably) be classified as a localized hack, because I had to import a few things that were global. It won't affect any of the other objects in game and the behaviour shouldn't look any different, but if Maxis changes the book case code significantly in a future EP it may not work perfectly. (That's that case with most bookcases though, so I wouldn't worry overly!)

By the way, the bookcase is gorgeous! I love the wood colour. :)

Echo

Grapholina
25th Mar 2006, 03:59 PM
Thank you SO much, Echo! I got mine working to where they could "read a book" and put away, but that was it. I basically did this for study purposes, so I'll have to dig into your fixed version to see what I was missing. I hope I don't run into anything like this any time soon, though. It was enough to give me a headache.

Thank you again. I'm deleting the zipped files to make room.

Edit: Either my Internet connection is really bad at the moment or MTS2 servers are too slow, but I cannot remove the attachments. I'll wait a while and then try it again.

MizzesSimmer
27th Mar 2006, 04:04 AM
Hi, I tried this and i couldn't get it to work. I always get a object out of bounds, and it won't let me place it. I made an L-shaped desk, with the L coming off to the left side of the chair. I was wondering if i coulnd't do this because sims are normally able to interact with the left side of the desk as well as the right. Also, since I need to extend the desk backwards, would I add a tile at -257? I added a pic to show you what I mean, and where there are tiles placed orgionally (I think)

Thanks :beer:

Echo
27th Mar 2006, 04:34 AM
Negative numbers in footprints are quite prone to difficulty, because in computer representation, -1 can mean both -1 and the largest possible number that can be stored, depending on whether it's reading the number using signed or unsigned notation. If it's reading it as the largest possible number, then you've actually created a footprint tile that is so far away from your table that it can't even be drawn on the map, thus the "out of bounds".

What I'd suggest is changing all the sub indices for all the tiles in your object, so instead of:
[256] [0]
[-257]
You'd have:
[257] [1]
[256]
Then just moving your mesh along in your mesh editor and reimporting it. :)

MizzesSimmer
27th Mar 2006, 01:44 PM
Alright, thanks for your time and help. I appreciate it!

***The green squares are showing properly now, and that part no longer intersects the wall, but the sims still walk through it. Could you take a look at it? I've went over it a million times and I know I followed the steps, I'm just lost. :cry:

Echo
29th Mar 2006, 08:43 AM
Sure. :) I can only take a look at it if you post it though! ;)

MizzesSimmer
29th Mar 2006, 01:13 PM
Thankyou! I started from scratch and tried again. The green squares are right, but they still walk through it. But I did notice that it looks like the arrow is pointing back into the object. I think, but I do need glasses, so I may be wrong, lol.
Thankyou so much for your help! And don't be afraid to kick my butt if I've just done something dumb, and wasted your time, lol! :beer:

Echo
29th Mar 2006, 02:21 PM
Fixed version is attached. :)

The problem was one that Targa discovered and explained in the previous page, although this is the first and only time I've actually seen it in an object. The footprint masks in each of the OBJDs have to be set to 0. It's all very odd really. But you can rest assured that you followed the instructions perfectly and did nothing wrong. You just got a weird object. :)

MizzesSimmer
29th Mar 2006, 10:03 PM
Alright, Sorry i didn't see that post! But now I understand what to do.
Thank you so so so much!

MissWendy
15th Apr 2006, 05:37 AM
Is it possible to have the sims sit on only a section of a couch? Like the 2 outer tiles of a 3 tile couch. Thanks:)

Echo
15th Apr 2006, 09:23 AM
I don't see why that would cause a problem - but this tutorial isn't really going to help you out much with it. Is there a descriptor in the OBJf file for objects that are sittable? If there is, you could just try changing the line in the OBJf for the middle tile? But having never tried (nor, really, had a reason to,) I can't say with any sort of authority. :)

IgnorantBliss
17th Apr 2006, 10:42 AM
It seems to me that the "don't walk through my object" part has stopped working at some point, possibly since OFB came out, but I'm not completely sure when. When I first created some 3-tile coffee tables a few months ago, they worked correctly. Recently I noticed that the maid seemed to be ignoring the new tile while walking around, and now that I made a 2x3-tile dining table, the sims just walk through it like there is no table at all. It seems to me they are even ignoring the original tiles of the table. With the help of another tutorial I've been able to make the new slots useable for placing objects on (although I have not made the slots useable for food), and the objects can be placed on them fine, but the sims still keep walking through them (but it's not the slot editing part that causes the walking through problem, because it happens even before I do any slot editing).

I'm attaching two versions of the table here, one after doing only steps included in your tutorial (Ver1), and another after making the new slots useable to other objects than food (Ver2) if that helps you figure out what's going on. Both the tables seem to have the same problem of being walked through in my game.

Echo
17th Apr 2006, 11:54 AM
This one's got the same footprint mask problem mentioned on the first page. I think you might be right about OFB, it seems to be more common now than in previous EPs, because I hadn't seen it myself until recently. The fix is fairly simple, just make sure that the footprint mask is set to 0x0 in all the OBJD files. :)

Fixed version is attached anyway. And the table looks very nice. Great for the bigger families! :D

(once you've got it, feel free to delete the file from the post)

IgnorantBliss
17th Apr 2006, 12:26 PM
Thank you so much! I'm very relieved to hear the problem was as simple as that to fix :). Now I can spend the rest of the day making the slots useable for food :lol:.

Inge Jones
17th Apr 2006, 12:35 PM
Is the table going to be on your site? I could do with some large ones.

IgnorantBliss
17th Apr 2006, 12:38 PM
It will be available for downloading when it's finished, yes :). Not sure yet if my own site or MTS2. Will let you know when it's up (if I manage to make the food slots work, otherwise it'll be fairly useless as a dining table :lol:)

IgnorantBliss
20th Apr 2006, 10:29 PM
OK, here I am asking for help again. I'm not completely sure if this thread is the right place, but my problem is similar to the one Grapholina had with her bookcase, so I'm hoping this might be the right place.

This is the same table that had the problem with sims walking through it previously. That problem was fixed, and then I successfully made all the new slots in the new tiles fully functional. My problem now is that sims started having problems accessing some of the old slots. This only seems to happen when they are trying to access the food slots, specifically the two spots without a plate in the picture (that Inge took when she was testing my table). Those are from the original table that I cloned, I did not change anything about the original tiles/slots. The rest of the old slots and all the new ones work just fine. I have compared the routing slot settings to other tables etc, and I can't for the life of me find anything wrong with them. The settings are pretty much identical to other tables that have food slots in similar orientation (like the 2x2-tile dining table from Nightlife) So, I'm starting to suspect it has something to do with the new footprint of the table instead, maybe? That there is some other settings I have to change to stop the sims from complaining the table being in the way.

I would be extremely grateful for having this fixed, or being told how to fix it myself. I've tried everything I could think of but with no luck.

Echo
21st Apr 2006, 11:49 AM
Hmm... Well, I know about this much -> (0.01E-10) about slots, so take everything I'm about to say with a grain of salt. It may be footprint related, but the fact that the rest of the slots works doesn't really fit with the normal "broken footprint" problem.

Just to confirm, the slots on the thin sides of the table are parallel? That is, they are both the same distance from the edge of the table? The footprint problem comes into effect when the object's original footprint was significantly smaller than its modified footprint. The difference has to be significant enough that sims can no longer reach their original routing slot without actually crossing over the new footprint. If the plate slots are the same distance from the edge of the table, and the routing slots are also the same distance from the table, yet one works and the other doesn't, then it's probably not the same problem.

Have you tried checking it by Fisheeyes in his tutorial thread? He might be able to spot something odd about those slots that we can't?

IgnorantBliss
21st Apr 2006, 02:18 PM
Wow, I don't believe it. It's fixed now, and your suggestion lead me to the right track! The slot translations and rotations for the eat slots weren't completely identical, there were some minimal differences that apparently made a huge difference. The other slots weren't affected because there were only either old or new slots side by side, so they matched. Thank you so much for the suggestion, and don't tell me you know nothing about slots! You're my hero :salute:.

Inge Jones
21st Apr 2006, 02:59 PM
Well done Helena, I look forward to downloading this in the near future! :)

zookini
10th May 2006, 10:07 PM
I have all of my OBJDs done, but my OBJfs are lacking. I originally started with 4 OBJDs. One with no instance number, and then (0,0) (2,0) (1,0) thus creating four original OBJfs. The problem is, that they don't have instance numbers. Do they go in order the same way the OBJDs do? All the OBJfs say is "Object Functions:" and then a blank. Would it be in the Plugin View?

IgnorantBliss
11th May 2006, 04:38 AM
The instance number can be seen in the Resource tab.

zookini
12th May 2006, 01:02 AM
Okay, I've added all of the OBJfs, added all of the OBJD's and the instance numbers are done, I think. The higest numbered one was 0x000041D9 so on my next ones I just went up from 9. i.e. 10, 11, 12... Was that wrong? I tested it in game and it was still only took up 3 tiles.

So I figured out that the multi-tile sub index was not set to -1 so I changed it. When I tested it in the game, it wasn't placeable anywhere! I changed the OBJD: "Object Data: Sofa - Modern (0,0)" because that was the closest to the master GUID, the one with out the coordinates. Was I supposed to do it to the one with out the coordinates?

Echo
12th May 2006, 12:10 PM
Are you able to post the object? It's easiest to diagnose when I can see the object in question. :)

Only the master tile should have a sub-index of -1, that's the one with the Multi-tile master ID set to 1. It won't normally have coordinates.

The file's instance ID is in its own column in the file list. See the heading part where it says "Type", "Group", "Instance (High)" and "Instance"? It's that last column. :) The numbers you described are coordinates that are in the file name to make it easier to tell them apart. :)

zookini
12th May 2006, 01:40 PM
Yeah here's my object. It was cloned from a sofa so I believe it was already multi-tile friendly so I skipped part one of your tutorial.

EDIT: Forgot to say I was trying to get it to take up 3x3 tiles so a total of 9. Sorry it's rather early here in Michigan...

Numenor
12th May 2006, 04:31 PM
The higest numbered one was 0x000041D9 so on my next ones I just went up from 9. i.e. 10, 11, 12... Was that wrong?

In hexadecimal, after 0x00041D9 comes 0x00041DA, 41DB, ... , 41DF, 41E0, 41E1 etc...

Echo
13th May 2006, 08:22 AM
zookini: The main thing was what Numenor described above: When you're countin in hex, it actually goies 8, 9, A, B, C, D, E, F, 10. And just like any number system, when it reaches the 10, it increases the next highest placed digit, so it goes 41DE, 41DF, 41E0. Google "hexadecimal" if you're feeling lost. :)

The second thing was that you didn't actually need to change the multi-tile sub index to -1. The master object needs that value set, because it is the object that is used for cataloguing and keeping the rest of the tiles together. The lead tile needs to be set to 0, because that is its coordinates are supposed to be.

You'll want to move the mesh over slightly, the tiles don't quite line up the way I think you want them to. I also haven't altered the BHAVs. I can if you want me to, but I thought you might like to try to finish the tutorial yourself. :) Any more questions, feel free to ask!

zookini
14th May 2006, 04:19 PM
Oooh! Thanks a ton Echo! :D I guess I'll toy around with what's it called, a practical? Then I don't really have to re UV map the entire thing again. I think I can get the BHAVs done myself. :) Once again thanks for your help

phoenix_phaerie
7th Jun 2006, 09:21 PM
I'm trying to follow this tutorial, but I'm not sure how to give my cloned objd's new instance numbers using the current version of SimPE. Can anyone help me out?

xanathon
7th Jun 2006, 09:48 PM
Select all the resources (for example all the OBJD-files in the list). On the right of the simpe window you will find a popout called "actions". Klick on it. There will be an entry called "make all listed unique" (or something like that) klick on it and your resources will get unique instance-numbers.

phoenix_phaerie
7th Jun 2006, 10:50 PM
Select all the resources (for example all the OBJD-files in the list). On the right of the simpe window you will find a popout called "actions". Klick on it. There will be an entry called "make all listed unique" (or something like that) klick on it and your resources will get unique instance-numbers.

I was actually able to fix myself. I just renumbered the cloned objd's manually. But I'm glad I know for future reference. Thanks so much!

zookini
9th Jun 2006, 01:00 AM
Okay, Echo, remember how the new tiles didn't really line up with my trampoline? Well, I couldn't move the mesh over, because the animation from the couch won't allow for it. The sims would jump off of it.

Well, I was able to move the entire mesh over by adjusting the Resource Node. That worked to move it over, but the sims couldn't get on it.

My question for you is, is it possible to add tiles in the opposite direction of the ones you helped previously add?

Here's a picture to better explain:
http://img471.imageshack.us/img471/8568/untitled39pq.jpg

Numenor
9th Jun 2006, 01:17 AM
zookini, I finished battling with a similar problem right now :)

What I have found out is the following:

1) Rather than moving around the mesh editing the CRES, it's better to create the needed additional tiles, and then move the mesh in the 3D program, so to match the created tiles. This helps to avoind unwanted interferences in the routing slots that can prevent the sims to use the object.

2) It is possible (though in most cases useless) to use negative indices for the added tiles, but is not advisable (actually, I think it's not possible at all) to mix positive and vegative indices; the tiles marked in red in your screenshots should have a negative index, while the green ones have positive indices...

Looking at your mesh, I think that a 3x3 grid is enough. I suggest to restore the CRES to its original translation, and then exporting the mesh and moving it properly using your 3D program.
If you need a 3x4 grid, then append another row to the other end, opposed to the red ones shown in your screenshot, and then move the mesh as suggested.

Echo
9th Jun 2006, 11:04 AM
As Numenor said, moving the mesh really *is* the best way of managing this. Mixing negative and positive indices will normally result in an unplaceable object, and even if it didn't I doubt it would solve your problem.

The reason why your sims couldn't get on when you changed the translation was that their routing slot was now inside the footprint. The purpose of the footprint is to stop sims from being able to walk in a particular area. When you tell your sims to go to the center of the trampoline to hop on and jump, they're responding by saying "but I can't get there, the object's footprint is in the way!"

If simply moving the mesh (absolutely the easiest and most manageable solution) causes the sims to jump in the wrong spot, then you've got a problem. One option is to tweak your object's mesh so it doesn't look like they're jumping in the wrong spot any more. Another option which may or may not work would be to adjust the slot's coordinates so that the sims do their jumping further in. The downside of this would be that sims would suddenly disappear from their "getting on" position and reappear the point where you moved the jumping slot, because the animations wouldn't line up smoothly any more. Most people are pretty forgiving of this sort of "jump" in modded items, but it's up to you. The third option is one that pretty much defeats the purpose of fixing the footprint in the first place, and that is by allowing sims to walk through it.

solfal
16th Jun 2006, 09:13 PM
Thank you so much for another great tutorial. So easy to follow. I managed to add one tile and the sims don´t walk through it.

The strange thing is, when I remade the shadow to be placed under my object the shadow appears behind it. I changed the texture file to DDS instead of extraw8bit and there was a black square right under the object where it was supposed to be, but still the shadow appear in the wrong place when going back to extraw8bit.

trezero
16th Jun 2006, 11:30 PM
Just a random thought I'd share, having to do with tile placement relative to cursor/mesh and stuff:

The "0x003F: Multi-tile Lead Object" Field actually assigns where all the tiles go relative to the cursor (when moving/placing), and (somewhat) relative to the mesh.

i.e. The cursor and the mesh will be in the same relative position no matter which tile has the 1 value, but whichever tile has the 1 value will be placed under the cursor and under that section of the mesh. And, of course, all the other tiles will be the same relative to the lead object.

I didn't see anything like this in the tutorial, and I thought it might give a bit of insight into ways to move things around where you like them...

Echo
17th Jun 2006, 02:19 AM
solfal: 'Fraid I know virtually nothing about shadows. I believe they do have to stay in a raw format though, for reasons that are no doubt very technical. :) Maybe you could try posting it to the Object Creation and Repair thread? They know a great deal more about the relationships between meshes than I do, and they're stunningly helpful!

trezero: That's very interesting! I'd never really thought about it much, but it makes sense that the lead object would be related to the starting position of the tiles. Thanks for posting it!

Ben♣
7th Jul 2006, 03:22 PM
Hi,

I've tried to add tiles to a painting but after several attemps and 2 afternoons spent with no results I'm posting here for help ! Either the painting behaves as if I hadn't modified nothing, or the tiles has moved but they're still only 2 or the painting is unplaceable and a tile has dispearred (on right or on the left, please :D) !

It's pretty funny but I'd want to make it work now, I've already wasted enough time... and I'm still on the 2nd part of the tut !

I tried to clone the OBJD with 1,0 and also the one with 0,0 at the end of the filename without success. By the way, is it useful to change the BHAV of a painting ? I mean, the Sims can't actually walk through a painting...

You can download the file here (Note: link deleted by request). Please, could a moderator edit my post and delete the link after (s)he found the problem ? Thanks.

Thanks in advance. ;) (and thank you Echo for the great tutorial, of course !)

Echo
8th Jul 2006, 02:22 AM
The problem was the numbering of the files. The instance number is in hex, which means that 9+1 = A, not 10. :) I updated the numbers in the OBJDs and the OBJfs.

Fixed version attached

Mage
14th Jul 2006, 07:19 AM
Had a bit of a glitch there, but as soon as I posted a question about it I figured out the answer and it worked great! Now my 3 tile mirror has a 3 tile footprint.
Thank you so much. I am so happy to be able to do this! I'm going to make a 3 tile painting now.

chrissy6930
17th Jul 2006, 10:51 PM
Hi,

I am currently working on some stairs that match the romanesque wall from the game. the additional railing on the top causes a prob though: simmies are walking right through it which made me add some tiles and edit its footprint. only now they do not work any longer: there are no additional tiles showing ingame, its impossible to place them and the error reads: can't place top landing.
could u pls have a look?

find enclosed the edited package and the script block required.

thanx in advance!

Numenor
18th Jul 2006, 12:48 AM
Chrissy, more by chance than by knowledge :P I noticed that when you added the additional tiles, you have set as "Master tile" the original on (the one without 0,0 1,0 etc.); while the "master tile" must be one of the additional ones.
I also noticed that the additional tiles are numbered 0,0 / 1,0 / 2,0 - which means that you have 2 additional tiles on the left and no tiles on the right.
I've renumbered the additional tiles as "-1,0" "0,0" and "1,0" (changing the index in the OBJD accordingly), and I've set the 0,0 as master tile. Now the stairs can be placed with no problems, though again the sims walk through the balaustrade...

Just to prove how my knowledge is limited on this subject :P
We'd better wait for someone more experienced... :)

Echo
18th Jul 2006, 12:49 PM
We'd better wait for someone more experienced... There is such a person? *faints*

Stairs... Modular stairs no less...

Well, first thing is to do exactly what Numenor said. I'm glad he noticed it, cause I didn't. That will certainly make the steps placeable again.

Now, if this were a regular object, the second thing you'd do would be to make an additional init BHAV for the two tiles you don't want to allow intersections on, give it a new Instance ID, and make it disallow object and sim intersections. Then you'd go to the OBJf files for the tiles that should block sims, and point their "init" lines to the new BHAV.

Unfortunately, stairs confuse me, and I wasn't even able to get the new tiles to show up in my game... I'm not sure if Numenor was able to get that working (Numenor?) in his attempt, but I'm not sure the OBJDs in modular stairs are linked the same way normal objects are. I think they're managed through the modularstairs.txt file, so at a guess adding new OBJDs won't actually cause new tiles to show up... But that'd just be me guessing. I hate stairs. Never use them, never, ever mod them! ;)

Sorry... I'm also throwing it open to this mysterious "person more experienced than Numenor"

Numenor
18th Jul 2006, 02:58 PM
Neither in my attempt the additional tiles were visible...

And thanks for the compliments, Echo, but despite the many users that PM me to ask how to brew beer or what will be the weather in Alaska tomorrow, I do not know everything :)
Actually, my knowledge is quite deep but sectional: I'm very experienced in specific subjets, but I completely miss many others...
Chrissy and I were counting on you for this problem... :)

EDIT:
Just to give an example: I'm still confuse about the footprints. What is the "Maya Model Footprint" that can be ignored by setting the Flag 0x0008?
Is it the footprint optionally stored in the CRES, or a footprint calculated on the fly by the game?
If I "Do NOT use Maya Model Footprint", is the entire tile considered footprint?


EDIT AGAIN: Echo, you see? You were right :) I've applied the modifications you suggested (creating a separate Init for the two side tiles) and now it works! :D
The tiles are still invisible (which is good, since I'm able to place the stairs even at a corner of the upper floor), and the sims don't walk any more through the balaustrade! I also noticed that, though Chrissy has imported a private Init for the top landing, in the OBJF still all the top landings called the semiglobal init. I've fixed this, also.

I'm attaching my package, so that Chrissy doesn't have to make the same work.

As a bottom line, I still can't place the stairs on the ground (I can only place them starting from an above-the-ground floor): the error message says "Can't place the bottom landing". But anyway, the top landing works...

chrissy6930
18th Jul 2006, 06:50 PM
ohhh Numenor u cannot mean that (see first post)! u see u ARE my fave techie!!!! :lovestruc

I also edited the package using both your and Echos suggestions yet for me simmies are still walking though that railing. thus I better go have a look how u did it...

btw I noticed that the function init comes with maya footprint set already (function init common () - view BHAv - string #9). does that mean anything as other objects don't have it set by default?

EDIT to ADD: I had added a function init for each of the added tiles. fixing that also disables the walkthrough...

thanx bunches to both of u !!!! :D

chrissy6930
19th Jul 2006, 12:35 AM
I just came across a major prob:

when I make them more than 1 tile wide they are not working any more. due to person intersection being cleared simmies cannot access them any more... :(

Numenor
19th Jul 2006, 08:34 AM
Ehm... what are you making "more than 1 tile wide"? Are you further modifying the top railings mesh?
Also, please notice that the "no intersection" flag can be set only to the external tiles, on the right and on the left of the actual stair landing: the landing itself must allow intersection, obviously :)

PS: what package are you working on? Your own or mine? The OBJD are still numbered -1,0/0,0/1,0 or you have reverted to the first version 2,0/1,0/0,0?

chrissy6930
19th Jul 2006, 10:35 AM
Ehm... what are you making "more than 1 tile wide"? Are you further modifying the top railings mesh?
Also, please notice that the "no intersection" flag can be set only to the external tiles, on the right and on the left of the actual stair landing: the landing itself must allow intersection, obviously :)

PS: what package are you working on? Your own or mine? The OBJD are still numbered -1,0/0,0/1,0 or you have reverted to the first version 2,0/1,0/0,0?

no I'm not modifying the mesh. I mean if - in the game - I go place 2 stairs right next to each other, the left one with a left railing only and the right one with a right railing only. lot creators pretty often use them that way for outdoors. they might even place 3 stairs right next to each other (center stairs without any railing) depending on the lot...

and I'm using your package actually...

Echo
19th Jul 2006, 01:09 PM
What is the "Maya Model Footprint" that can be ignored by setting the Flag 0x0008? Is it the footprint optionally stored in the CRES, or a footprint calculated on the fly by the game? If I "Do NOT use Maya Model Footprint", is the entire tile considered footprint?

I believe it refers to the footprint stored in the CRES, which is actually generated by Maya when Maxis creates the mesh. On the fly footprints (ie - Generic Sims Call 0x21) don't actually change the shape of the footprint, just refresh path information from the intersection flags etc (ie - if you change a tile to allow sim intersection then run GSC 0x21, I believe that it will update the footprint so that sims can walk through it). And yup, if you set the "Do NOT use" flag, it treats the entire tile as occupied space and ignores the size/shape of the object.

no I'm not modifying the mesh. I mean if - in the game - I go place 2 stairs right next to each other, the left one with a left railing only and the right one with a right railing only.

Well yes, because you've made the tile to either side of the portal untraversable... Short of writing some really ugly code (I'm thinking something like the sectional sofa updates only with dynamic footprints instead of mesh changes) you're probably going to just have to choose whether you want double width stairs or non-intersecting balustrades...

trezero
19th Jul 2006, 04:49 PM
o_0 Just a quick n00b thought here: What makes fences un-walk-throughable? Obviously sims can walk along a fence on either side, but they can't walk through the fence. Would it be possible to apply that to the balustrade?

Cooldadx4
20th Jul 2006, 06:24 PM
I have a question ...I have made a 3 tile wide archway for a total of 6 tiles cloned from valuewoods justa arch which was 1 tile ...I have got all 6 tiles where they need to be and in game but now my arch is not placable anywhere unless i use the move objects cheat any idea what i did wrong ????? Any help would be greatly appreciated !

chrissy6930
20th Jul 2006, 07:04 PM
Short of writing some really ugly code (I'm thinking something like the sectional sofa updates only with dynamic footprints instead of mesh changes)...

Echo you know what you did by saying this? you "held a new toy in front of a lil kids face and now it goes 'ohhh could you pls show me how to play with it?' " :D

Echo
22nd Jul 2006, 02:05 PM
tigmomx4: I haven't tried this with portal objects, so it's a bit hard to say what is actually going wrong. However, at a guess, I'd say that the new tiles may not be using the correct OBJFs, and might be looking for an incorrect wall adjacency? I'm not going to be around for the next few weeks, but if you post the object someone might be able to take a look? :)

chrissy6930: Heh, I promise that wasn't my intention. Honestly, I do not think the effort involved would be worth the rewards, but by way of explaination...

The sectional sofas have code so that any time they are placed on a lot, they check all the adjacent tiles for other sofas. If they find some, they figure out what shape they need to be, then tell all the adjacent sofa pieces that they also need to check what shape they need to be (because the adjacent sofa pieces may have to change as well). Now, if you were feeling motivated or masochistic, you could try something like that, although instead of changing the shape of the meshes, you would have to change the intersection flags and refresh the footprints for the two added tiles. So really quite ugly code. ;)

Cooldadx4
22nd Jul 2006, 07:23 PM
ok thank you ! ...Well to anyone that knows about footprints and stuff like that please take a look at this and see if you can figure out why it isnt working ....

Echo
23rd Jul 2006, 02:01 AM
Well the placement issue is/wasabout OBJfs pointing to the wrong inits (I really should put something about that in this tutorial, I tend to assume that all tiles in most objects behave the same way). The problem was that both your new tiles were using the same init, which means they both required a wall in front of them. One should require it in front, the other should require it behind. :) I've fixed up the footprint problem, but you've got some other things you'll need to do:
- The mesh isn't lined up with the footprint you've created. The best way to fix this is to move the mesh in your 3D program. :)
- The wall cutouts are only working on one of the tiles.

Cooldadx4
23rd Jul 2006, 03:12 AM
yeah i know about the other issues with it i was just concerned about the placement issue ...Thank you so much for this ...an explanation on the steps involved would be a great addition to an already great Tut ....

chrissy6930
23rd Jul 2006, 03:16 PM
The sectional sofas have code so that any time they are placed on a lot, they check all the adjacent tiles for other sofas. If they find some, they figure out what shape they need to be, then tell all the adjacent sofa pieces that they also need to check what shape they need to be (because the adjacent sofa pieces may have to change as well). Now, if you were feeling motivated or masochistic, you could try something like that, although instead of changing the shape of the meshes, you would have to change the intersection flags and refresh the footprints for the two added tiles. So really quite ugly code. ;)

thanx Echo! I'm going to have a look into this although I DO see your point... :D

nectere
27th Jul 2006, 03:27 AM
can you make an object both "hide floor" and either "step over" or "intersectable"?

*can I rather - I mean is it possible

Numenor
27th Jul 2006, 08:08 AM
Probably yes, though without a floor sims can't obviously reach the object, to step over it or intersect it...

nectere
27th Jul 2006, 02:36 PM
So the hide floor bhav is nulling any suqsequent bhavs to step over or allow intersect - true?

I ask because iI have an object that is cutting through the floor, but I dont want it to block paths.

Numenor
27th Jul 2006, 09:34 PM
I'm not sure to get the idea of your object, but if it causes a floor tile to be removed, obviously that tile can't be walked over by the sims... So, yes, it will block the path, but not because the sims can't pass through the object; rather because the sims have no floor to walk on.

An example is the huge two-storey window from the base game: when you place it, two floor tiles are removed from the upper floor, and they can't be walked any more, of course...

nectere
27th Jul 2006, 11:46 PM
Hmmm well there are two bhavs you can use, one is hide floor and the other is remove floor, I thought that if I used "hide" floor instead of remove floor it would work but it hasnt so far. So I am stuck with it I guess. thanks.

Ben♣
8th Aug 2006, 09:34 PM
Echo,

I'd like to tell you the little problems I encountered the 1st time I followed your tutorial :)
- you say "Go to your Object Data list, and clone the last record." for me, the last record wasn't the one that was supposed to be cloned, and I hadn't thought to read the instance numbers. maybe you should say "click on Instance first so as to put the records in the good order" or something about instance numbers :)
- finally I didn't read the 1st part of the tut as my object had more than 1 OBJD record but I should have because my object had no master tile OBJD - fortunately you made a very helpful checklist :)

that's all, and I hope I'm not annoying you. :D

Echo
9th Aug 2006, 12:19 PM
The last record wasn't the one that was supposed to be cloned, and I hadn't thought to read the instance numbers. maybe you should say "click on Instance first so as to put the records in the good order" or something about instance numbers :)Good call, thanks. :) I'll put that in the next version (Hopefully I'll get on to that soon!)

finally I didn't read the 1st part of the tut as my object had more than 1 OBJD record but I should have because my object had no master tile OBJD Really? What object was that? I'm genuinely curious. :) If it has multiple OBJDs, it should have a master...

Ben♣
9th Aug 2006, 05:58 PM
Really? What object was that? I'm genuinely curious. :) If it has multiple OBJDs, it should have a master... It was a 2-tile painting :) and I cloned another multi-tile painting and none of the OBJDs had its multi tile lead object set to 1.

I hope I'm not mistaken :(

Before I forget :
- remember the 1st problem, about instance numbers ? well, it's the same for OBJf (perhaps it's not important as the OBJfs seem to be all identical)
- I still don't know if I should change the BHAV of a painting, because Sims can't walk through it.

Echo
10th Aug 2006, 10:47 AM
You don't need to change the BHAV of a painting, that step is only necessary if you want to stop sims from walking on the tile. :)

As for OBJfs, well that's a whole big mess that is going to take a long while for me to explain. :) But for deco objects, yes, the OBJfs should all be the same.

suceress
20th Aug 2006, 04:44 AM
Hi!
First of all thank you for the wonderful tutorial. It really came in handy. Some of my question applies to this tutorial but other parts of it apply to some other tutorials that I dont' believe I've found yet.

I am making a 6 tile dresser (3 tiles wide). It looks like this (http://i6.photobucket.com/albums/y229/suceress/Sims2/dressertall1.jpg) and is based off of my real dresser which is here (http://i6.photobucket.com/albums/y229/suceress/bedroom/dscn0721.jpg).

I cloned a 2 tile dresser and successfully added the two extra footprints. I followed the steps to make the tiles so they couldn't be walked through. The problem is, I want one of them to be able to be walked through. I just want to have the part with the dresser blocked out but the part in front of it that has a footprint to be accessible to Sims. I actually used Inge's InitLinker in one of the steps because I didn't know how to go and find the true thingies to trace them or whatever.

I know next to nothing about bhavs and so far haven't been able to figure out how to edit them. I'm just really slow I guess. I try to read the tutorials but much of it just boggles me.

In addition to having this as a dresser, I want to make it into a surface that objects can be placed on. (I found a tutorial on adding slots to an object but it seems to be about adding additional slots to an object that already has slots).

I also plan to make a mirror that will be placed on the middle section of it but will hopefully not stop other objects from being placed on that same tile.
I know i'm biting off more than I can chew, but I'm determined to get this thing done properly.

Any advice or suggestions?

Echo
20th Aug 2006, 07:42 AM
The first part (making some tiles traversable) is relatively easy. Here's how to do it:

- Clone your init function
- Give the init function an unused instance number and commit
- Find the line that sets the "Use Maya footprint" flag and change it to "Stack Object's 0x0008 (flags) Set Flag flag# Literal Value 0x0005". Commit.
- Go to the Object Data files and find the ones that represent the tiles you want to be able to walk through. Take a note of the instance numbers for those tiles.
- Go to the Object Functions files and find one with a instance number matching the OBJD. Open it and select the line that says "Init".
- In the "Action BHAV" box on the far right of the window, change the number to the instance of the cloned BHAV. Commit.
- Repeat the previous two steps for each of the tiles you want to allow person intersection.
- Save and test in game.

When it comes to slots, I really just use trial and error. However, if you read the tutorials and the InfoCenter thread you might find something of interest there about adding slots to unslotted objects?

suceress
20th Aug 2006, 12:52 PM
The first part (making some tiles traversable) is relatively easy. Here's how to do it:

- Clone your init function
- Give the init function an unused instance number and commit
- Find the line that sets the "Use Maya footprint" flag and change it to "Stack Object's 0x0008 (flags) Set Flag flag# Literal Value 0x0005". Commit.
- Go to the Object Data files and find the ones that represent the tiles you want to be able to walk through. Take a note of the instance numbers for those tiles.
- Go to the Object Functions files and find one with a instance number matching the OBJD. Open it and select the line that says "Init".
- In the "Action BHAV" box on the far right of the window, change the number to the instance of the cloned BHAV. Commit.
- Repeat the previous two steps for each of the tiles you want to allow person intersection.
- Save and test in game.

When it comes to slots, I really just use trial and error. However, if you read the tutorials and the InfoCenter thread you might find something of interest there about adding slots to unslotted objects?

Thank you so much!
So I set it like this, right?
Operands: 08 00 05 00 FF 09 04 07
00 00 00 00 00 00 00 00

I forgot to mention that the original tiles that were set to be walking space for the Sims allow them to path through, its just the new tile that doesn't allow for it. Do I only need to set it for the new tile? Or should I go and set it for all of them?
Also, will any of this make the added portion that I don't want to be walked through clickable? I want the portion of the object on that tile to act just like the rest of the object.
Am I making sense?

Echo
20th Aug 2006, 01:30 PM
Thank you so much!
So I set it like this, right?
Operands: 08 00 05 00 FF 09 04 07
00 00 00 00 00 00 00 00
That looks right to me :)


I forgot to mention that the original tiles that were set to be walking space for the Sims allow them to path through, its just the new tile that doesn't allow for it. Do I only need to set it for the new tile? Or should I go and set it for all of them?
Actually, if you already have tiles in your object that allow this, then you can probably skip the first four steps above. Because some of your tiles already allow sim intersection, then that means that a second init function already exists with those flags set. You just have to make your new tile point to that init. :)

Instead of creating a new init you could open one of the OBJf files for a tile that already allows the sim to walk through it. Copy the value from its init line, then paste that value into the same place in the OBJf for the tile you want to make traversable. Does that make sense?

Alternatively, you can just follow the same steps I provided above - they should still work. And yes, you'd only need to do it to the tiles you want to change. It won't affect any of the other tiles that are already working correctly.

Also, will any of this make the added portion that I don't want to be walked through clickable? I want the portion of the object on that tile to act just like the rest of the object.
Am I making sense?Whichever tiles use the init which just has "Use Maya footprint" set will not allow sims to walk through them. Whichever tiles use the init which has the "Allow Sim intersection" set will allow sims to walk through them. The clickable area is completely unrelated to the footprint, and exists in the GMDC (mesh) part of the package. Hope that was a bit clearer! :D

suceress
20th Aug 2006, 05:03 PM
That looks right to me :)

Actually, if you already have tiles in your object that allow this, then you can probably skip the first four steps above. Because some of your tiles already allow sim intersection, then that means that a second init function already exists with those flags set. You just have to make your new tile point to that init. :)

Instead of creating a new init you could open one of the OBJf files for a tile that already allows the sim to walk through it. Copy the value from its init line, then paste that value into the same place in the OBJf for the tile you want to make traversable. Does that make sense?

Alternatively, you can just follow the same steps I provided above - they should still work. And yes, you'd only need to do it to the tiles you want to change. It won't affect any of the other tiles that are already working correctly.

Whichever tiles use the init which just has "Use Maya footprint" set will not allow sims to walk through them. Whichever tiles use the init which has the "Allow Sim intersection" set will allow sims to walk through them. The clickable area is completely unrelated to the footprint, and exists in the GMDC (mesh) part of the package. Hope that was a bit clearer! :D

Thank you again!
When I cloned them all from the same one the new tile with the object on it was not clickable and could be walked through. When I added the bhav about no maya footprint it was still not clickable but neither of the new tiles could be walked through.
I went back and recloned the object functions. I cloned the one for 1,0 to make the one for 2,0 and the one for 1,1 for 2,1. I just tested it in game. The new tiles cannot go through a wall BUT the Sims can walk through both of the new tiles. In addition to that, the tile that has part of the object on it is now clickable.
I went and looked at the object functions and all of them seem to be completely identical. I can't seem to find where the hiddley-hay it tells them to act differently.
On the bright side, the part is clickable like I wanted. I suppose it doesn't matter too much if Sims walk through it. But I want this to be a quality object. Its bad enough I left in the animation of the sim trying to open and close a drawer (but I sort of nerfed the meshes for the clothing and shadows so nothing pops out).

I had no idea what part of the GMDC thingy to edit. I didn't know the mesh had any impact whatsoever on whether or not things were clickable or not.
Should I just upload my file to be looked at? Because this is really confusing me. I might just be daft, because I am not seeing any differences in the init thingies.

Again, thank you so much!

Echo
21st Aug 2006, 12:40 PM
Well done! :) Probably one of the lines was pointing to a slightly different numbered function. But if it works it works!

For future reference, if your clickable area gets "nerfed" again you can generally fix it by going into the GMDC, flicking over to the "Model" tab and clicking the "clear" link next to the "Bounding Mesh Control - Vertices" box. Then, go to the groups tab, select the subset(s) you want to be clickable, and click "Add to bounding mesh".

Note that this trick doesn't work too well with objects that do not already have values in the "Bounding Mesh Control - Vertices" box when you first go into it. :)

suceress
22nd Aug 2006, 10:03 PM
Well done! :) Probably one of the lines was pointing to a slightly different numbered function. But if it works it works!

For future reference, if your clickable area gets "nerfed" again you can generally fix it by going into the GMDC, flicking over to the "Model" tab and clicking the "clear" link next to the "Bounding Mesh Control - Vertices" box. Then, go to the groups tab, select the subset(s) you want to be clickable, and click "Add to bounding mesh".

Note that this trick doesn't work too well with objects that do not already have values in the "Bounding Mesh Control - Vertices" box when you first go into it. :)

I must be doing something wrong still. It nerfed it again so I did what you said about the bounding mesh. I went to test it in game and it made the game crash. I had saved another copy of it in another spot before the changes so I restored to that one.
I'm going to upload the file to be looked at to see if it gives the same problems to other people (about being clickable and walked through).
I want to see if anyone else can spot any differences in the object function things. Because I couldn't find any.

Echo
26th Aug 2006, 02:28 PM
Is this the before or after version of the file?

I haven't been able to check it in game, but the things that I can tell from looking at it in simpe are that:
a) The "Maya Footprint" flag hasn't been set anywhere
b) All the OBJf files are actually the same (odd that) so you'd have to use the original instructions for adding a second, walk through init
c) The "Bounding Mesh Control - Vertices" box is empty. If this is the before, then the technique I listed above will probably not help. If this is after things went wonky, then you need to go through the "Add to bounding mesh" process. :)

suceress
29th Aug 2006, 12:54 AM
Is this the before or after version of the file?

I haven't been able to check it in game, but the things that I can tell from looking at it in simpe are that:
a) The "Maya Footprint" flag hasn't been set anywhere
b) All the OBJf files are actually the same (odd that) so you'd have to use the original instructions for adding a second, walk through init
c) The "Bounding Mesh Control - Vertices" box is empty. If this is the before, then the technique I listed above will probably not help. If this is after things went wonky, then you need to go through the "Add to bounding mesh" process. :)

This is the before one.
I must've forgotten to change some of the things. I just couldn't figure out how to change the new Init (which I was going to call Init-Sub) to have a different number to be called on. I know how to change the instance number but I noticed that the object functions had something like 0x1001 for the first Init and 0x1002 for the main bhav, but I couldn't find a place to name an additional Init one as 0x1003 (or something that hasn't already been taken). I tried the bounding mesh in the later one but it was total SNAFU.
I just don't know why things are behaving differently unless they are calling on some hidden global/semi-global bhav that I don't know about.
I was going to work on it this weekend but my father had a heart attack and I spent the weekend in the hospital with him. Just got home awhile ago and am trying to catch up on things.

Echo
29th Aug 2006, 11:24 AM
Any 4 digit instance number is fine so long as it starts with a 1. As for how they're acting differently, it's probably using the proper maya footprint, and that will only cover the actual part which is in contact with the ground. That'll mean that if you change the code so that it doesn't use the maya footprint, you'll have to create an alternative init.

I'm so sorry to hear about your father... I hope he's feeling better soon. Take care of yourself too. :)

suceress
30th Aug 2006, 03:34 AM
Any 4 digit instance number is fine so long as it starts with a 1. As for how they're acting differently, it's probably using the proper maya footprint, and that will only cover the actual part which is in contact with the ground. That'll mean that if you change the code so that it doesn't use the maya footprint, you'll have to create an alternative init.

I'm so sorry to hear about your father... I hope he's feeling better soon. Take care of yourself too. :)

Thanks. I think I'm not being clear about which number I'm talking about. In the obj functions they link to bhavs by number. As you see in the object I cloned they all link to the same init. But I can't seem to find where in the bhav that the init is calling itself by that number because its not the instance number (at least not as far as I can tell). So even when I created an init-sub and changed the instance, I didn't know how to give it a number to link it back to the obj function. Does that make sense?
I'm also wondering if the area of the object is somehow set in the resource node or slot file (or both) which is allowing certain parts to be clicked on and other parts to be walked over. But I know slots aren't your area of expertise.

My father is doing better. They said we got him to the ER just in time. I'm hoping he will be released from the hospital tomorrow.

Echo
31st Aug 2006, 11:42 AM
So you've given it a new instance number starting with a 0x1? Copy that instance number, then go to the OBJf for the tile you want to change. Open it up, then click on the line that says "init". When it's selected, look to the far right - you'll find a box labelled "Action BHAV". Paste the number in there then commit. :)

I doubt the slot file has anything to do with the clickable area. The resource node might, but I doubt it...

IgnorantBliss
31st Aug 2006, 01:58 PM
Clickable area is all defined in the GMDC when you import, if you don't have it, you need to import the mesh again.

This appears not to work with some objects that have joints. For example, I haven't managed to change the clickable area on beds.

suceress
3rd Sep 2006, 03:14 AM
Echo, my brain just wasn't working for some reason. I suddenly realized just how easy it was to tell which bhav it was choosing. I wasn't clicking on the dropdown menu thing. Anyways, I made the changes to ignore maya footprint for the no-walk tiles and then to make it so they could walk through the walkable ones. Unfortunately when I put it in my game it causes the Sims to no longer move. It pauses time and I can't get them to move or do anything. I don't know why. It only happens after I buy the dresser and place it. With the bounding mesh thing it still crashes the game. I think because it says there are too many faces when I put the mesh into SimPE. I tried reducing the poly count in Milkshape but it caused the texture to not show up on it. I don't know what I'm doing wrong.

IgnorantBliss, I think maybe because this one has joints is why it might not be working. The clickable area did not show up even after I maded the footprint changes.

Atavera, thank you very much, but that went over my head. I'm more of a visual person and tend to need pictures. I'm having trouble visualizing. I guess my biggest problem is figuring out which coordinates apply to which tile and spot. Basically I want all of the spots in this picture (http://i6.photobucket.com/albums/y229/suceress/Sims2/dresserfootprint.jpg) that are outlined in red to be intersectable by the Sims but I don't know how to map out just where everything is exactly.

I don't know what is wrong with my file or if it creates the error for everyone or just me. but I'm including it with this post to see if anyone is getting the same results as me. I think even the image of it disappears in the catalog and all that shows up is the shadow.

Edit: removed file

trezero
3rd Sep 2006, 03:52 AM
o_O Wait, so let me get the footprint thing straight:

Each tile of an object, basically, is divided into a 16x16 grid. Each of the small squares can have either a 0 (permit walking) or a 1 (no walking)?

So once those values are there, you do all that conversion to hex stuff, and add it in?


That's incredible. Very finely detailed, too. 1/256th of a tile isn't much.

Just one clarification: would each tile-grid be orientated in the expected X/Y plane, with X being to the right and Y being the top?


This is good info to know....

EDIT: It also makes me wonder about overlapping footprints. The stairway I opened up to see what you meant had a tile footprints for a tile strip on each side of the staircase as well. Apparently these don't effect placement, so if you had two overlapping footprints from two different objects, are the footprints added?

Echo
3rd Sep 2006, 04:11 AM
Eep! Game freezing is a sign of a particularly unhappy object. I think maybe this dresser just doesn't want its footprint changed this way?

suceress
3rd Sep 2006, 04:24 AM
Eep! Game freezing is a sign of a particularly unhappy object. I think maybe this dresser just doesn't want its footprint changed this way?

I have no idea. I just know that when I placed the object it paused the action and the timer didn't go even though the pause icon was not there. But when I sold the object in buy mode and returned to play mode the time started moving again. I don't know how the minor changes I made could cause that to happen.. Unless I somehow accidentally changed something else.. I may just reclone the original object and start from scratch again. At least I got my mirror working. I think I might move on to my armoire next and save the dresser for last.
This current incarnation of the dresser seems to have no love for me. :cry:

Echo
3rd Sep 2006, 05:57 AM
atavera: If you add more array elements/tiles to the CRES footprint node, does it automatically provide the green placement tiles as well, or do they still require the additional OBJDs/OBJfs?

suceress
3rd Sep 2006, 06:24 AM
ok. I ran it with the testingcheats on and got "An error occurred in object "Ashley Cataline Dresser- 0,1" #225, Error: reference to tree tree parameter when no parameter exists."

Not exactly sure what that means.
Edit: Ok, I've figured out how to lay out the map of zeros and ones and such, and how to convert it to hexadecimal, but I'm lost on the part about how to input it. I found the footprint (cDataListExtension) but in Plugin mode it won't let me edit it.
so I clicked on Hex thinking that might help but I see nothing about assigning the tiles and it looks like a bunch of garbled gibberish to me. Nothing about x and y as far as I can tell.
Is there any way that I can specify the width of the clickable surface in the resource node? Or somehow with the joint thing? I keep seeing things about joint and root_trans_ with various numbers afterwards. If I can figure out the full width of the object should I alter the resource node joints to reflect that?
Is there a way to figure out how far over something is from the binary code?

Good question Echo. I'm such a newb at this but I'm hoping to learn much more.

trezero
3rd Sep 2006, 07:25 AM
atavera: If you add more array elements/tiles to the CRES footprint node, does it automatically provide the green placement tiles as well, or do they still require the additional OBJDs/OBJfs?

I think they're totally separate. You can definetly have entries in the CRES footprint that don't have a OBJD (and they don't show up in-game as a footprint), and you can probably have OBJDs without a footprint.

suceress
4th Sep 2006, 01:04 PM
Ok, I finally got it working! Thank you everyone!
Just a note for anyone who wants to try the binary code, here is a quick conversion chart:
Binary | HEX
--- ---
0000 = 0
0001 = 1
0010 = 2
0011 = 3
0100 = 4
0101 = 5
0110 = 6
0111 = 7
1000 = 8
1001 = 9
1010 = A
1011 = B
1100 = C
1101 = D

And since I was slow and had trouble finding it, I figured I would share what I was told to help anyone else who may get confused as I did.
In order to edit the array you must go to Resource Node (CRES)--> Select the Content tab -->next to blocklist click the dropdown menu to get footprint (cDataListExtension)--> select the tab that says cExtension--> under Items select (Array) and click on Edit on the righthand side.
You should see minx=(Value), maxx=(Value), miny=(Value), maxy=(Value). X values are for the number of tiles from side to side. Y values are for the number of tiles from front to back or vice versa. I'm guessing that the minimum (min) values will generally be 0. This means there is one tile (I think). max (maximum) is the highest number of tiles. You must subtract one from the actual number of tiles and input that integer next to the max values.
Just for example say I have an object that is 3 tiles wide and 2 tiles deep.
This is what it will look like:
minx = (Value) 0
maxx = (Value) 2
miny = (Value) 0
maxy - (Value) 1
Underneath these values are the Binary settings. Mine are labelled as 0,0 1,0 0,1 and 1,1. From the dropdown menu on the bottom righthand side I selected Binary and clicked add. I named the new tiles and put in the hexadecimal values in the Binary box. I had to do this for each new tile. I named them 2,0 and 2,1.

Note: when you input the hexadecimals make sure you have 32 pairs of characters (or a total of 64 characters). I found that it helps me to count them in pairs to make sure I didn't miss one or accidentally add too many.

Jasana_BugBreeder
5th Sep 2006, 01:11 PM
I'm about to give up :(

I cloned the old grandfather clock and made it multi-tile. All OBJDs have different instances, and each one has matching OBJf.
I changed footprint field in each OBJD to 0x0000, as was told in this post (http://modthesims2.com/showthread.php?p=1170531#post1170531).
I added the following lines to init:
My 0x0008 (flags) Set Flag flag# Literal Value 0x0008 (Do NOT Use Maya Model Footprint)
My 0x0008 (flags) Clear Flag flag# Literal Value 0x0001 (can be stepped over)
My 0x0008 (flags) Clear Flag flag# Literal Value 0x0005 (allow person intersection)

Sims walk through my object.

I tried to add Allow Intersection BHAV to all OBJfs, which returned false in any case.

Sims still walk through my object.

I tried to add the footprint to CRES, filling all binary elements with FFs. In case it matters, cres didn't had footprint block, so I added it as usually (added on Edit Blocks tab, added reference on it on root node's cObjectGraphNode tab).

Sims still walk through it...

What could I miss?

Jasana_BugBreeder
5th Sep 2006, 03:34 PM
atavera, thanks! I know I missed something simple, but I didn't thought I was that stupid :( It works now.

ParsimoniousKate
19th Sep 2006, 03:00 AM
Echo, thanks for posting this info. its nice to know this is do-able.

I've been putting off trying this until I had a design that really demanded it in mind, sadly for me that occasion is now - I will confess an intense dislike of having to poke around with object guts, I think I'd sooner poke around fish guts but needs must etc.

However, I seem to have come unstuck at very literally the very first hurdle, selecting the BHAV's in my object doesn't *do* anything, as in there is nothing to edit - I assume that this is because I am missing a required plugin or set-up option for SimPE? I have the newest version (0.58 something, something that supports Glamour).

Thanks in advance :(

Its a lot of fuss for a 2 tiled bookcase *sigh*

Echo
19th Sep 2006, 10:47 AM
SimPE should have a plugin already loaded for BHAVs... Could you post a screen shot?

As for making a two-tiled bookshelf, Grapholina made one a little earlier in the thread which had a few other issues involved. You might want to ask if you could clone hers?

ParsimoniousKate
19th Sep 2006, 01:14 PM
Echo, how wonderfully gorgeous of you to answer! I don't know if I can post a meaning full screen shot because there isn't anything to post lol! I click on the BHAV entries in the top right window and .... nothing. I shall reinstall SimPE again and see if it goes away, who knows 3rd time is the charm lol!

Edit: Oops, I am an idiot! I hadn't installed the right bits with SimPE haha!!
Thanks again Echo for scribbling this up, have saved the tut for later!

ParsimoniousKate
20th Sep 2006, 01:24 AM
I've tried this based on the instructions given for a book case. I've imported the "Read Book", "Read to", "Study", and "College Study" global behaviours from the University objects.package file, and changed the routing slots calls to relative position calls. However my sims can't return the books to the bookcase after use. I could not find any reference within these functions to another semi-global called "Put Away", or any other semi-global function calls except for "Read Book - Get Book from Case", which I also imported, but this had neither a call to the "Put Away" function, or a call to any other semi-globals.

What do I need to do to enable the put book away function. Is this a global function? How do I need to edit these functions to call it and not the original function?

Please find the broken package and thumbnail attached. (I know the mesh alignment needs fixing).

Thank you in advance to any kind cake deserving personage who can help fix this.

Echo
20th Sep 2006, 10:59 AM
The semiglobal you're looking for it "CT - Put Book Away". CT functions can be called from inside other objects, in this case, from books themselves. :)

Also, seriously, well done with this. You've done a really good job with very little assistance!

ParsimoniousKate
22nd Sep 2006, 12:07 AM
Thanks, but if this function is called by the books, then how am I going to get the books to call my version of the function, without creating my own books?

Echo
22nd Sep 2006, 12:52 PM
That's one of the nifty things about CT functions. They're called using a function called "Run Tree By Name" which looks at the stack object and trys to find a function that has that name at its local level. If it can't find one, it'll look at the semi-global level. So if you import the CT function, give it a new local instance number (but leave it with the same name) then it will get called instead of the semi-global version. :)

ParsimoniousKate
23rd Sep 2006, 03:16 PM
I think its working *whoohoo* - thanks Echo :gjob: I really appreciate your help! Now all I have to do is create a design that I actually like lol!

Mage
29th Sep 2006, 05:56 PM
Just thanks again for teaching me how to do this.

Khaibit
1st Oct 2006, 04:52 PM
Ok, actually this is not the right thread to ask my question... but it seems like it's as "wrong" as the others... :faceslap:

Does someone know how to add erm, "footprint height information" to objects (single- and multitile objects)?
I mean how to make sure that the mesh you created (e.g. a diningtable with a cupboard above) gets a kind of surface or matter that is recognized by Sims (and objects)?
As this cupboard has a different height to Maxis- supported heights (even the OFB suff is not useful) it wouldn't make sense to me to change the BHAVs and try to tell the "emulated" surface that it's a counter e.g. like objects wouldn't have a BHAV- value to add as this surface is not supported by the game.

To try to make it more understandable:
Counter --> higher than Maxis levels
(Maxis OFB Verkaufstheken (sale surfaces???) level)
Table --> Maxis table height

Did someone already figure out (I couldn't!) how to use the footprints or something similar to create meshes that do have matter? I have to think of the Maxis bugfix- screenshot with the Sim putting her head into the door of the closed fridge. This doesn't happen anymore so there is a way...




And adding surfaces that aren't supported by the game would be a too massive hack I guess (I'm not a hacker at all!) but it would be cool to have surfaces that allow to place most of the available objects like sculptures and plants etc. onto them instead of creating a few meshes for these additional surfaces. Can someone who knows about the "how to" of hacking comment this idea please? I'd like to know how stupid my idea about the surfaces actually is :blink: :D

Jasana_BugBreeder
1st Oct 2006, 06:07 PM
Does someone know how to add erm, "footprint height information" to objects (single- and multitile objects)?That's called 'slot', more precizely - container slot. Check slot-related threads and fisheeye's tutorial on adding container slots.
Animations for interactions with your added slots may be incorrect, but at least you can place objects there.

Khaibit
1st Oct 2006, 06:27 PM
Thank you! I'll check it out :)

Digital Paladin
16th Oct 2006, 06:25 PM
Okay so I've cloned the upright piano, and I'm creating a steinway grand concert piano. Lots more tiles needed (4 -> 10). I created the new tiles with OBJD files and OBJf files, and the placement works like I'd expect. The sims were walking through most of the object though.

I tried the whole BHAV flag "Do NOT Use Maya Model Footprint" thing, but it's not quite right. My object is too odly shaped for one and also it prevented the sims from playing the piano. So instead I decided to modify the footprint in the CRES. I've added the binarys for the new tiles and edited maxX = 1 and maxY = 4. Problem is only the original tiles show any effect. When I edit those I can shape the footprint - but the new binaries have no effect whatsoever.

Any help would be appreciated.

Digital Paladin
16th Oct 2006, 10:43 PM
Thanks for the reply Atavera, but no dice :( - I've uploaded the package if you would like to take a look.

EDIT: Removed attachment (problem solved)

Digital Paladin
17th Oct 2006, 11:29 AM
I think I figured it out... I had to change the multi-tile lead object. The thing that confused me was the way the original objects OBJD files were named. The multi-tile lead object was labeled 0,0! Mine should be 0,4.

Confusing:

OBJD labeling original

------------
|(0,1)|(0,0)|
------------
|(1,1)|(1,0)|
------------

my labeling (now - since I didn't change the original tiles)

------------
|(1,4)|(0,4)|
------------
|(1,3)|(0,3)|
------------
|(1,2)|(0,2)|
------------
|(0,1)|(0,0)|
------------
|(1,1)|(1,0)|
------------

footprint labeling (I think)

------------
|(1,0)|(0,0)|
------------
|(1,1)|(0,1)|
------------
|(1,2)|(0,2)|
------------
|(1,3)|(0,3)|
------------
|(1,4)|(0,4)|
------------

I now have a messed up footprint, but one I can repair (I failed to understand the way the footprint labels the tiles as compared to the way I'd labed them - reverse coordinate system there).

Thanks for having a look anyone that did :)

wiggins1982
22nd Oct 2006, 02:14 AM
Probably gonna sound a fool here, so sorry!

I just used the tutorial to add a tile to an object which worked great, except my object sits on the original tile, not centred between the two. I don't know anyhting about meshing and 3D packages, so is there a way to centre the object without a 3D package etc.

Thanks!

Echo
22nd Oct 2006, 02:48 AM
Well there is, but it's not an ideal - it's better to just move the mesh. However, if that's not practical because there are slots that need to line up with animations etc, then you can offset the location of the whole object relative to the tiles.

Open the cres file, and find the highest cShapeRefNode in the "Cres Hierarchy" tab. (This often has "Practical" in its name. Click on that node, then open up the "cTransformNode" tab. There should be a set of boxes called "Translation". If you change the values in there, the whole object (including the mesh, slots etc) except for the tiles will move. :)

wiggins1982
22nd Oct 2006, 08:59 AM
Echo, you are wonderful. Thanks!

wiggins1982
22nd Oct 2006, 10:00 AM
Well there is, but it's not an ideal - it's better to just move the mesh. However, if that's not practical because there are slots that need to line up with animations etc, then you can offset the location of the whole object relative to the tiles.

Open the cres file, and find the highest cShapeRefNode in the "Cres Hierarchy" tab. (This often has "Practical" in its name. Click on that node, then open up the "cTransformNode" tab. There should be a set of boxes called "Translation". If you change the values in there, the whole object (including the mesh, slots etc) except for the tiles will move. :)

This was actually the perfect option for me, as the objects itself and mesh were unaltered, I simply wanted a single tile object shifted between two tiles to line up better on my lot. By doing this all data moves with it, so my Sims dont walk through any part of the object, but still can walk over the unused parts of the tiles, without having to go through the last part of the tut. Hence it behaves EXACTLY as the original. :gjob:

For those interested, the values to insert are shifts of whole tiles; i.e. to translate an object a WHOLE tile to the left, the X value has to change by 1. In my case, to get it centralised BETWEEN THE 2 TILES I used 0.5. (Y value obviously moves it in the other direction)

Many many thanks to Echo for the easy to follow tutorial AND for the very speedy and accurate responses! :up:

PlyPencil
28th Oct 2006, 09:34 AM
Hi just to say your tutorial has really helped (well when it works for me) I have the new version of sim pe and cannot find make all instances different option I cant even find the Package File tab all i have is Package.
I have tried to get around this by changing the instances manualy and tested it in the game but it stillis only one green tile.

Please help I need this

Echo
28th Oct 2006, 10:23 AM
The "packed file" tab is now the "resource" tab. And yes, you do need to change the instances manually, there is no automatic button to do it anymore (it generally did more harm than good to just change them all at once anyway!)

If it's still not working, then you need to post the object so I can take a look. :)

PlyPencil
29th Oct 2006, 08:45 AM
I thought i found what was rong but when I tested it it was not in the catalog. When I click on the one I cloned (its a tabel) the image for it is blue?. Heres my model please could you tell me whats rong. Thanks

Echo
29th Oct 2006, 08:52 AM
Hi Ply,

Well the most obvious problem is that you've got three OBJD but only two OBJF.

Before I look much closer though, I notice that you've cloned a counter. This is a really bad idea as far as changing footprints goes, because there are a lt of complex behaviours in counters to make them join up with each other and change meshes when they need to. They are specifically designed to have only one tile, and to extend by using multiples of that single tile object. If you make them multi-tile, you're going to have a pretty huge clean-up task ahead of you.

Was there a specific reason for trying to make a counter have a larger footprint?

PlyPencil
29th Oct 2006, 11:16 AM
Im going to make a kitchine as one object. Just 5 minuets before i posted this reply i realised that there were 2 instead of 3 Object Functions. When I fixed this the object showed up in the catalog and the exact same next to it so 2 of the one square counters. Heres the newest version.

Echo
29th Oct 2006, 11:32 AM
Hi Ply,

You're trying to make a whole kitchen as a single object? Er... Why? The amount of work to get all that functionality into a single object is absolutely mind boggling! Fixing the footprint is the least of your worries with a project like that!

Even so, you definitely don't want to be basing this on a counter. If you want to use a base object to build complex behaviour onto, the counter definitely isn't it. I'd actually suggest a dead simple object like a statue, so you can add the functionality one piece at a time. It'd be easier to keep track of what you need to keep and what you can get rid of then. :)

PlyPencil
29th Oct 2006, 12:44 PM
Im atchally trying to save myself time when I get round to creating new animations for making foods. So the sims follow a set path instead of creating it them self. I dont want to fix the path I just want it to have more than one green square.

PlyPencil
30th Oct 2006, 06:21 AM
Ive thought of another way. Is it possible to put more that one counter in to the same object? because that would put the object in and automaticly put the squares in.

Echo
30th Oct 2006, 12:21 PM
Urr... I still really, honestly think making multiple different objects then just modifying the code to reference each other would be a lot easier (not easy, it'd be a pain in the arse to code, but nothing compared to trying to change counters into something else)...

However, since you asked the question... Yes, it would be possible to put more than one counter in the same object, in a manner of speaking. What you'd have to do is create one large, empty object, with slots in the appropriate places. Then, on entering live mode, you'd have code to spawn counters into these slots. I can't guarantee that the counters would work anything like you'd expect them to though...

Paleoanth
30th Oct 2006, 04:04 PM
I have made a new cat tree and added something on the second level. I have not made the tree any larger than the original one, but have added a circular structure (see image below). The cat, of course, walks right through it. Since I am not adding a footprint per se-do I add a container slot to my object or what? I just need a direction to which tutorial to go read. I have fisheyes tutorial.

PlyPencil
30th Oct 2006, 04:48 PM
Thanks. Any tips or help you can give me I will accept with great please. (Id better get my computer inshured)

-Maylin-
31st Oct 2006, 08:19 AM
My sims go through my bookcase!
Please, someone can help me? :cry:
I try to fix this footprint since 3 days...
I need an explanation with simple words because english is not my language and it's difficult for me to understand something in technical terms!
Thanks
-Maylin-

Echo
31st Oct 2006, 11:04 AM
Paleoanth: I'm not entirely sure I understand your problem... is it that part of the single tile which was previously traversable now shouldn't be? If that's the case, then check out the discussion about two pages back starting here:
http://www.modthesims2.com/showthread.php?p=1381346#post1381346
which describes how to specify which areas are traversable *within* the tile.

Maylin - I'm afraid I can't really make the tutorial all that much less technical, because changing footprints is quite a complicated thing to do. If you just want to make a wider bookcase, perhaps you could ask Grapholina for permission to clone hers? She created one some time ago (there is a discussion about it in this thread) and we found out that it was not a simple object to change. I'll look at your package as soon as I can anyway (I'm out of time tonight, but I might be able to look properly tomorrow) although if you just want it to work then cloning an existing multi-tile bookshelf might be easier. :)

Paleoanth
31st Oct 2006, 01:58 PM
Paleoanth: I'm not entirely sure I understand your problem... is it that part of the single tile which was previously traversable now shouldn't be? If that's the case, then check out the discussion about two pages back starting here:
http://www.modthesims2.com/showthread.php?p=1381346#post1381346
which describes how to specify which areas are traversable *within* the tile.



If I am understanding your understanding...yes. The cat goes right through the new circular section of my mesh. The original Maxis mesh has nothing there, just a flat surface so cats walk over it. I want them to recognize the circular part as solid. If I can get that far, I might try to add a scratching behavior to that particular part of the cat tree. Or I might just be happy that they are not going through that part of the tree.

I will read the area you suggested. Maybe a lightbulb will go off! Thank you.

-Maylin-
31st Oct 2006, 04:15 PM
Paleoanth: I'm not entirely sure I understand your problem... is it that part of the single tile which was previously traversable now shouldn't be? If that's the case, then check out the discussion about two pages back starting here:
http://www.modthesims2.com/showthread.php?p=1381346#post1381346
which describes how to specify which areas are traversable *within* the tile.

Maylin - I'm afraid I can't really make the tutorial all that much less technical, because changing footprints is quite a complicated thing to do. If you just want to make a wider bookcase, perhaps you could ask Grapholina for permission to clone hers? She created one some time ago (there is a discussion about it in this thread) and we found out that it was not a simple object to change. I'll look at your package as soon as I can anyway (I'm out of time tonight, but I might be able to look properly tomorrow) although if you just want it to work then cloning an existing multi-tile bookshelf might be easier. :)


Thanks Echo,
Don't worry, I can understand explanation, and I really want to learn how to fix the footprint. Maybe you can help me with screenshots when it becomes too technical...

-Maylin-
1st Nov 2006, 04:01 PM
I worked all the day on my bookcase and my sims can't walk through it!
But now they can't take a book :(
It is as if there were a wall in front of them!

Echo
3rd Nov 2006, 10:28 AM
Maylin - Well done on getting the sims to stop walking through it! I am sorry for the slow responses, I have been working late a bit recently and have not had time to look at anything for more than a few minutes.

Yes, that happens with bookcases, which is why I suggested asking to clone Grapholina's. We had a conversation about it here:
http://www.modthesims2.com/showthread.php?p=1127457#post1127457

The other option is to use atavera's more precise footprint technique, which is here:
http://www.modthesims2.com/showthread.php?p=1381346#post1381346

Echo

-Maylin-
5th Nov 2006, 11:06 AM
Thanks Echo, but after several attempts, I give up. Impossible for me to understand why it doesn't work...

Spaik
13th Dec 2006, 01:27 PM
First of all, thanks Echo for the wonderful tutorial. It was easy to understand even for a dummy like me.

Now, since I've tried to delete a tile (under a staircase), instead of adding more, and I had some trouble with it, I thought that maybe the information on how I solved the problem could be useful to someone else in future.

Staircases have reserved tiles on two different floors. To make the staircase usable like the HolySmoke Modular Stair, I left the upper floor tiles unchanged (the OBJD have usually a "Hi" in their names).

In the OBJD I deleted the file "Stairs - Straight - Value - Lo 0,1" (the word "Value" may change if another staircase is cloned).
I took note of the instance number and deleted the OBJf and the NREF files with the same instance number.
(after this, I tried the stairs and the game crashed :cry: )

Last step: I changed the other Object Data as follows.
OBJD name Multi-tile sub index
"Stairs - Straight - Value - Lo 0,2" 1
"Stairs - Straight - Value - Lo 0,3" 2
"Stairs - Straight - Value - Lo 0,4" 3
"Stairs - Straight - Value - Lo 0,5 Pad" 4
Finally I renamed the OBJD names accordingly, just to know which is which (ie. "Stairs - Straight - Value - Lo 0,2" became "Stairs - Straight - Value - Lo 0,1").

The result can be seen in the attached picture (please don't tell me the staircase is awful: it's not finished yet :D ).
And if what I wrote is so easy that only a dummy like me had to point it out, please have mercy and don't tell me. ;)

EDIT: You don't need to do the last part (the steps I put in Italic) to simply free a tile under the stairs, since renumbering the Multi-tile sub index changes the tiles on upper floor too. The first time I messed up the package trying to do lots of things together.
Simply make sure to delete the OBJf and NREF with the same instance number of the OBJD.

Silvia

Echo
13th Dec 2006, 02:23 PM
Cheers Silvia, thank you for that information! I have never really played with stairs, so this was certainly news to me, and not something I would have immediately thought to try. Thank you very much for sharing it here, so that future stair cloners can make the same changes. :)

nectere
22nd Dec 2006, 06:20 AM
I am trying to take away a tile/slot, but in each of these threads I look in either the links are dead or the posts are deleted that teach how to do this. I want to make a two tile desk a one tile desk, but I dont want to clone someone elses because they all seem to be really a 1x1 formica dining table, and the game wont recognize that as a valid desk for putting homework on. Can anyone point me in the right direction?

Echo
22nd Dec 2006, 07:48 AM
IndigoRage asked about this on a previous page:
http://www.modthesims2.com/showthread.php?p=884384#post884384

Not sure specifically about slots, it depends on whether the slot is linked to the OBJd that you delete or not. It should probably work though. :)

nectere
23rd Dec 2006, 03:27 AM
Thank you Echo!

Jeka
8th Jan 2007, 08:40 PM
The "packed file" tab is now the "resource" tab. And yes, you do need to change the instances manually, there is no automatic button to do it anymore (it generally did more harm than good to just change them all at once anyway!)

First of all, thank you so much, Echo, for your wonderful tutorial. It's really great and quite understandable even for such dummies like me.

I'm sorry if my note is a bit outdated and will be of any use only for inexperienced modders, but there is a button that changes instances automatically. After cloning a record you should select both the original record and the cloned one and click on Unique Instances button. The cloned record will get a new unique instance. You can perfectly add as many new records as you wish and change all their instances at once by just one click.

badbuck
20th Jan 2007, 07:21 PM
Further to my thread on TSR and your suggestion to post the file here.

Echo here is the file for my shower mesh and it is back to the initial state that has already been submitted to TSR. I did do what was in your tut for the footprint and tried placing the tile on just about each adjacent tile as well as just the tut suggestion with no resultant tile produced at all. In fact i never managed to get the "asthetic" other green box footprint nevermind preventing movement through it.

Hope you can help or perhaps explain why it wouldnt work for this mesh. If you want me to put the file into the state i had it after following the tut then let me know and ill change it. Thanks in advance.

Echo
20th Jan 2007, 10:37 PM
Mick - I would prefer if you posted your end product, so I can figure out which steps aren't working for you, rather than going in and enabling the whole thing from scratch. ;)

badbuck
20th Jan 2007, 10:53 PM
Mick - I would prefer if you posted your end product, so I can figure out which steps aren't working for you, rather than going in and enabling the whole thing from scratch. ;)

No problem ill do it pronto and post again soon.

Just didnt know if finding my mistake (or lack of) in a whole lot of info would be worse or better than doing the steps in the first place :D lol

Echo
20th Jan 2007, 11:19 PM
In terms of difficulty it's about the same, but finding your mistake means that you can learn from it next time, where as doing it myself doesn't help you in the future. ;)

badbuck
20th Jan 2007, 11:20 PM
Here it is back to how it was when i followed the tut.

My apologies in advance if i missed something really stupid :D

Echo
21st Jan 2007, 12:12 AM
Mick - You've done a very good job of following parts 1 and 3 of the tutorial, but I think you missed part 2. ;)

Part one just makes the object multi-tile friendly, it doesn't actually add any additional tiles. (There has to be a "master tile" and a "lead" tile in order to then add additional tiles to the object). If you go and follow the steps in part two now to add the second tile, the footprint should work. :)

badbuck
21st Jan 2007, 12:29 AM
Mick - You've done a very good job of following parts 1 and 3 of the tutorial, but I think you missed part 2. ;)

Part one just makes the object multi-tile friendly, it doesn't actually add any additional tiles. (There has to be a "master tile" and a "lead" tile in order to then add additional tiles to the object). If you go and follow the steps in part two now to add the second tile, the footprint should work. :)

So to add one tile you should actually have three Object data files etc?

Or am i just confusing myself? :)

badbuck
21st Jan 2007, 01:30 AM
Well i dunno if thats right but i did that and it worked lol :)

Thanks for all your help

Echo
21st Jan 2007, 03:45 AM
Yep, that's exactly right. Well done! :)

badbuck
25th Jan 2007, 07:06 PM
Couple pics of my shower :) all finished.

Uploaded to TSR already lol.

Thanks for all the help one pic shows my new footprint :D

Echo
25th Jan 2007, 11:41 PM
Congrats. :)

MizzesSimmer
26th Feb 2007, 04:07 AM
Greetings Indigo :)

Well if you're nervous about mutilating packages, do what I do and make a packup copy of the package first ;). As for removing tiles, it's really just a matter of working backwards. I'm assuming you still want the object to have multiple tiles, you just want to get rid of some of them (so, say, have two or three instead of four)?

First, figure out which OBJD is the master tile. Make sure you don't do anything to that one, it can stay as it is.

Now look at the other OBJDs, and take a note of the value in their "Multi-Tile Sub Index" field. Using the info in the tutorial (the diagram under "Part Two: Adding More Tiles"), see if you can figure out which OBJD is representing which tile in the footprint. Once you've found which one you want to remove, then take a note of its Instance number. Then you can just delete the OBJD.

To keep things neat, you should now go and delete the OBJf files which has the same Instance number as the OBJD you just deleted (Although strictly speaking it won't break your file to leave it in there).

If you want to reduce it to a single tile/OBJD, it's a little more complicated because you have to undo the multi-tile step as well. The simplest way is to still have a master and a single slave OBJD, but that does use up an extra GUID that isn't needed. If you want to reduce it to a single tile efficiently let me know and I'll explain the steps involved there too. :)

Hope that made sense. If it didn't, let me know and I'll try to do a more detailed version.

Echo

I would like to do this, but for a fireplace. I don't want objects to be placeable on the mantle. I'm going to try removing the two secondary OBJD and OBJF, which I am assuming are for the slots I don't want. Will this be sufficient, or will I have to fool around with the SLOT and CRES?
(I'm going to try this out now, but any input in case I can't figure it out would be appreciated!)

Thankyou for any help!

**Edit** Oh wait there is 3 slots, but only 3 OBJD, and one is the main that can't be deleted, right?. Now I'm confused lol.

Echo
26th Feb 2007, 09:16 AM
You just want to remove the slots? Or do you actually want the footprint to be smaller as well? If you just want to remove deco slots, then you just need to delete the "container slot" lines from the SLOT files where the i7 value is 11. That should stop things from being placeable on the mantle. :)

Numenor
26th Feb 2007, 12:02 PM
Personally, in order to deactivate slots, I open the CRES, select the slots from the Hierarchy, and just rename them in the cObjectGraphNode tab (for instance, by adding a [removedSlot] in front of its name, so I can easily restore them if needed).

MizzesSimmer
26th Feb 2007, 01:40 PM
Thank you both for the quick responses and options. I come here thinking it has to do with the footprint for some reason, and learn something new!

Echo, sorry about barging in on your thread with this, I really thought I had the right place!

Numenor, when I was experimenting, I actually deleted the slots from the CRES and ended up crashing my game. But, I'm glad to know I almost had it right! lol Thankyou!

Numenor
26th Feb 2007, 02:25 PM
No! Never delete blocks from the CRES! They are all inter-linked, and you will certainly mess up the entire object.

ebarth1967
10th Mar 2007, 06:09 AM
Sorry if this has been asked but I can't find the packed file tab - using the latest version of SimPE. :cry:

Can anyone help?

Echo
10th Mar 2007, 06:17 AM
The Packed File tab is now the resource tab. There's no "make all unique" any more, so you'll have to go and change the numbers one at a time unfortunately.

ebarth1967
10th Mar 2007, 06:41 AM
Thanks Echo

Is this what you mean? - screenshot attached.

Echo
10th Mar 2007, 08:20 AM
Yep, that's the one. :)

ebarth1967
10th Mar 2007, 08:23 AM
Another question...when changing the numbers, am I supposed to use a specific sequence?

Echo
10th Mar 2007, 08:41 AM
They should go up in hex numbers. 1, 2, 3, ... 7, 8, 9, A, B, C, D, E, F, 10, 11, 12 etc. :)

Jasana_BugBreeder
10th Mar 2007, 11:37 AM
There's no "make all unique" any more, so you'll have to go and change the numbers one at a time unfortunately. There is - this action is now among Resource Actions - it's present both on tab and toolbar with such name, and works from both.

Echo
10th Mar 2007, 11:51 AM
Oh, hey, cool! Thanks Jasana!

ebarth1967
11th Mar 2007, 03:35 AM
Thanks to both of you, let's see how it goes...;)

Hunter240x
13th May 2007, 03:45 PM
anyone know how to make a footprint at a 45 degree angle?

Phaenoh
17th Aug 2007, 05:11 AM
Um, Echo (or other wise ones listening) I added a footprint square onto a crib, and I can still place other things on top of that square. Its like its only there visually. I figured I had to go in and change the BHAV for it, but it doesn't seem to have a "Function - Init" Behaviour Function. I'm confused.

In the BHAV list there are 5 things listed "CT-Handle Bad Containment" "CT-Custom Come and See" "CT-Set Motive Change for Crib" "Be Tested Interaction Cancel" and "Test Interaction Cancel"

Something isn't right but I don't know what it is. Did I improperly clone the crib to begin with? Or is it something else?

Echo
17th Aug 2007, 01:06 PM
Phaenoh - the crib uses a semi-global "init" function:
0x2000: "Function - init - SG"
You'll need to import it from "GribGlobals" before you can edit it. :)

Phaenoh
17th Aug 2007, 02:12 PM
Snap, something else I don't know how to do. Ok, off to learn about importing semi-gobals.
Thank you.

EDIT: Hah! WIN! Thanks bunches. :: sing-song :: I just imported my first semiglobal....
Ok, back to task.

Re?-Edit: Ok, I did everything in the tutorial for telling sims not to walk there. Then it dawned on me, that, though useful and needed later, it prolly won't fix my original problem. How do I tell other objects that they can't inhabit my new square either?

Echo
18th Aug 2007, 06:37 AM
For most objects it should fix the problem. If it doesn't though, then you need to change some placement flags for that tile:
http://www.modthesims2.com/showthread.php?t=82685

Fresh-Prince
1st Apr 2008, 11:59 PM
Fantastic tutorial Echo! Really appreciate it!

I've encountered a problem though. The tile work in the game, meaning I was able to extend a 2 tile object to a 4 tile one, but I can't place the object anywhere. I don't know why I cant place it anywhere. Any suggestions? :)

Echo
2nd Apr 2008, 07:26 AM
That can happen with objects which have complicated objf files - if you duplicate the wrong one, then you can end up with unusable tiles. What object did you base your work on, and are you able to post it here?

Fresh-Prince
2nd Apr 2008, 11:51 AM
Yea, it was complicated. I cloned the 2 tile floor TV. I will post it when I get back home. Thanks for your quick reply! :)

Edit: I attached the file :D I think I might of cloned the wrong Object Data, I got really confused.

Echo
4th Apr 2008, 09:49 AM
Okay, some quick thoughts:
- You've got more OBJf files than OBJd files... Err? ;)
- The instance numbers aren't in order, and they don't match up. Each OBJd should have the same instance number as one OBJf, and vice verse. The numbers go up in hex, that is, 7, 8, 9, A, B, C, D...
- The OBJfs for 41A7, 41A8, 41AC and 41AD all point to BHAVs which don't exist. Did you at any point import BHAVs then delete them? Which tv was it that you cloned originally? It may have already been a bit broken and the extra tiles have just made it more so.

In this case, the best OBJfs to clone would be the one that matches up with "Television - Floor - Expensive - Right", since that tile does pretty much nothing but take up space (which is exactly what you want).

Fresh-Prince
4th Apr 2008, 11:13 PM
Okay, some quick thoughts:
- You've got more OBJf files than OBJd files... Err? ;)
- The instance numbers aren't in order, and they don't match up. Each OBJd should have the same instance number as one OBJf, and vice verse. The numbers go up in hex, that is, 7, 8, 9, A, B, C, D...
- The OBJfs for 41A7, 41A8, 41AC and 41AD all point to BHAVs which don't exist. Did you at any point import BHAVs then delete them? Which tv was it that you cloned originally? It may have already been a bit broken and the extra tiles have just made it more so.

In this case, the best OBJfs to clone would be the one that matches up with "Television - Floor - Expensive - Right", since that tile does pretty much nothing but take up space (which is exactly what you want).

Thanks Echo! I'll have to try and fix it. I was really confused,lol. The original object had 4 OBjF's, 2 of them linked to OBJd files that didn't exist. And it also didn't link to one of the OBJds. So basically half of the OBjF files were pointless to me. I didn't import any BHAVs and delete them. I did add "[prim 0x0002] Expression (My 0x0008 (flags) Set Flag flag# Literal 0x0008 (Do NOT Use Maya Model Footprint))" to the Function - Init. Also added to Function - Init was "[prim 0x0002] Expression (My 0x0004 (allowed height flags) Set Flag flag# Literal 0x0001 (ground))" , to try and fix the ground problem. I originally cloned the Soma 44" PancakeTek Television. Very confusing. I appreciate your help a lot! :D

Do I have to clone a BHAV to link it to the new OBJfs?

treeag
17th May 2008, 11:35 AM
I have a problem. I'm trying to make a new clothing rack with a mesh from H&M clothing display which has 2 tiles.

But my problem is this, I've followed the tutorial, and it doesn't work. The object have 3 objd files originally, and all of them has Multi-tile master ID set to 2. I added 2 more objd files along with the objf (all of them has multi-tile master ID 2).

The green squares now appear correctly, but the sim still walks through it. I've tried everything suggested in this thread but none worked. I even tried editing the footprint in CRES, didn't work. I also have tried setting all the multi-tile master ID to 1 but still no dice :blink: . Any ideas?

Reyn
14th Jul 2008, 11:59 PM
Okay, I'm sorry if I'm a complete dunce and missed it in the thread.

I'm trying to -shrink- the footprint and I'm not really sure what to mess with - I'm afriad its beyond anything I've messed with to day, and I don't know where to begin. Right now I've got a multi-storied waterfall cloned from the tiki monkey lava fountain thing. And to place the waterfall on any part of the lot close to the edge is impossible right now, because of the three rows of footprint.

Echo
15th Jul 2008, 12:41 AM
Reyn - I think you probably want this tutorial:
http://www.modthesims2.com/showthread.php?t=242079
:)

Reyn
15th Jul 2008, 01:10 AM
Awesome, thanks! I was looking and looking and somehow missed that one.

pacotacoplayer
25th Jul 2008, 06:15 PM
Echo, is it possible to make tiles that are seperated? Like, one object having, say, 4 tiles but they are not beside eachother, they are sort of like this :
X|_|X
_|_|_
X|_|X
I hope that's easy enough to understand :P The X's, if it isn't obvious, stand for where I'm interested in putting the tiles, and the others are just open for walking overtop of by sims :D

Echo
26th Jul 2008, 07:09 AM
Yep. If you're using this technique, then you need to make the OBJfs for the 'X' tiles use one init BHAV which sets the tiles as unwalkable, and make the '_' tiles use a different init BHAV which sets the tiles as walkable. :)

treeag
26th Jul 2008, 01:18 PM
:blink: I've just realized nobody replied to my post (http://www.modthesims2.com/showthread.php?p=1947721#post1947721) :( I are butthurt. I even have forgotten about that project since I couldn't come up with a solution :lol:

Echo
27th Jul 2008, 03:06 AM
:blink: I've just realized nobody replied to my post (http://www.modthesims2.com/showthread.php?p=1947721#post1947721) :( I are butthurt. I even have forgotten about that project since I couldn't come up with a solution :lol:

Oops! I'm sorry! :( I don't have H&M, so I was hoping someone else might have been able to help. If you're still interested I can try to take a look at it now, but I don't think I'll be able to load it into my game to test it.

treeag
28th Jul 2008, 04:22 AM
:lol: No worries Echo, that's fine. I've lost interest in it anyway. Thanks for replying though, I thought you missed my post ;)

mininessie
17th Oct 2008, 08:03 PM
thanks you so much for the info!

Ben♣
21st Nov 2008, 09:39 PM
I'm nearly ashamed of asking that but I just can't find the ressource tab (I think it's its name) anymore in SimPE 0.72. What I'm trying to do is to change instance numbers.

Thanks in advance :)

KevinsHope
21st Nov 2008, 09:50 PM
I'm nearly ashamed of asking that but I just can't find the ressource tab (I think it's its name) anymore in SimPE 0.72. What I'm trying to do is to change instance numbers.

Thanks in advance :)

Ben,

That is still the name of that tab. It is normally located in the lower, left hand corner of the program screen. If it isn't there, go up to the "Window" pull down menu and find Resourse in that list. Make sure there is a check next to it. If there isn't, select it and your tab should appear in the lower left hand corner OR along the right hand side.

Ben♣
22nd Nov 2008, 08:56 PM
OK, problem solved. In fact there was no Resource tab anywhere (even in the Window menu) because I unchecked something during the installation. I've just reinstalled SimPE without unchecking too many lines and the Resource tab is back.

Thank you for your help Kevin :) this really was a silly question Lol

Ben♣
22nd Nov 2008, 10:18 PM
Now, I'm having a problem with a wall lamp I'm trying to add a new tile to. I can place it on a lot and play, but when I save and leave the lot, I can't enter in it again. In fact the lot loading never comes to an end : the hourglass keeps on turning and turning...

I know that the problem is due the add-a-tile procedure because I made some tests and it only occurs after adding the tile.

Any help would be greatly appreciated ! (package attached :) now removed)

Echo
23rd Nov 2008, 05:48 AM
Hmm. For the OBJf which goes with the lead tile, leave everything exactly as is. For the other two OBJf files, remove all the lines except for Main and Init. (Especially the "Load", which is probably the one causing problems). If that doesn't fix it, try starting your game up in testing mode - you'll probably get more information about what in particular is breaking. :)

Ben♣
23rd Nov 2008, 06:10 PM
It works !! I removed the lines in the OBJf files and it worked :) thanks a lot Echo !

leesester
7th Dec 2008, 04:52 PM
Hi all
I was trying the tutorial to change a 1 tile window into a 2 tile window; I have added new GUIDS, I have added the obj functions, I have checked the new functions and new squares match, adjusted the BHAV, but I get a red square instead of a green one and cannot place object without move objects on - can you help? Fixed that - i checked the OBJ functions and changed semi globals - now I am struggling to place my wallmask?

Now using MaryLou's fantastic templtes - but I would still like to know what I probably missed.

Thanks

Echo
7th Dec 2008, 10:15 PM
Is there any reason why you couldn't just clone a two tile window and import your mesh? It'd be a *lot* easier. ;)

leesester
7th Dec 2008, 10:24 PM
I know, but I wanted to try different techniques - I want to make more two tile doors and so I thought I would practice on a window as they are similar but I am better at windows. I did finally use a clone I had previously made, but I wondered what I was doing wrong.

On a related topic, do you know of anyway that I could swap an objects wallmask via a BHAV? (Milk bottle version2 plans)

Echo
8th Dec 2008, 08:44 AM
I've never looked into windows, so I don't really know... Are there any objects that do that in game?

leesester
8th Dec 2008, 08:58 AM
Well, my question was more if the wallmask could be applied using a sort of stack graphic technique via the BHAV, to be used in my apartment door changer to get more doors available - the wall mask of the original door is restricting my choices. I wanted to do a variant for dorm doors but that one has a reaaly awkward sized wall mask, so I wondered if I could somehow change the wall mask on the target door by door basis inside the changer. I was just testing on a window to see what could be done, but my interest is doors right now.

Jasana_BugBreeder
27th Jan 2009, 09:14 PM
My head hurts :(
For several reasons, I chose some object to have tiles other than (0,0) to be lead one (main reason - to have all tiles' X and Y >0). Ok, I knew that position in CRES corresponds to lead tile, not (0,0) tile. But, it was unpleasant surprise that footprint block in cres also roots from lead tile. I mean, say, I have (0,5) as lead tile, I draw something in CRES for (0,0) - and sims clearly follow my drawing when routing to (0,5) :cry:
The problem is, I don't know which number (0,0) would need to have :| putting its shape to (0,5) doesn't seem to help.

Anyone else messed with this? Any suggestions please?

Echo
28th Jan 2009, 08:07 AM
Have you tried changing the min and max values blocks in the footprint block of the cres?

jon119
31st Jan 2009, 03:02 PM
Hi Echo! Thanks for the awesome tutorial! Till now I didn't even know that it's possible to change the footprint :blink: :lol: ...

Probably because of that and my general lack of modding experience I experienced a problem trying to modify the footprint of one of my fountains. I don't know what's wrong and checked your frequent issues list but the object is just not displayed in the catalogue.
The only thing that seemed odd to me in SimPE was an error message I always got when I wanted to edit the Object function files. Translated into English it was something like:
Message:
The object reference was not assigned to an object instance.

[Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.]

If you don't know what's the problem I could also post the package.

Thanks in advance for all replies! I wouldn't know what to do without your ingenious modding skills and knowledge!

Echo
31st Jan 2009, 03:17 PM
That is certainly an unusual error for footprint mods. Could you post the object?

jon119
31st Jan 2009, 06:21 PM
Yes of course! I even tested it once more but it's not there...
At least it won't crash the game or something similar, it's just not there :wtf: .

By the way, I just tried to add one more square, I know that it's notenough for the mesh but it was just for testing.

Echo
1st Feb 2009, 01:12 AM
Well I'm not getting the error you were getting... But you are short by two OBJf files. Every OBJD needs an OBJf with the same instance ID. :) Try this version?

jon119
1st Feb 2009, 10:20 AM
Thanks!
What I don't understand is that I also checked the OBJfs but probably in a wrong way. With one OBJD selected I always chose OBJf from the dropdown menu and then the OBJf was displayed for every OBJD and all of them had correspondindg instance numbers.
Is that not what you mean?

I have to go now but I'll test your version when I'm back this evening or in the next days.

Echo
1st Feb 2009, 10:46 AM
If you select "OBJD" from the file types list, you had three there. If you select "OBJf" from that list, you only had one. :)

jon119
1st Feb 2009, 07:15 PM
Yes that was obviously the problem. I'll report here later how it works!

jon119
13th Feb 2009, 08:59 PM
It's strange but true: Even though everything should be alright now there's still not any sign of them in game. I tested it in my full-game as well as in the BGS and in none of the two object catalogues was the fountain displayed.

I rather think that it's not an issue of the footprint but of course I'm not really sure and probably you have an idea what else could cause the problem.

Echo
14th Feb 2009, 01:15 AM
Bad footprints won't normally keep stuff out of the catalogue, so it's probably something else. Did it show up before the footprint change?

jon119
14th Feb 2009, 10:24 AM
Yes, of course.
And the other fountains are still displayed properly. Perhaps it's best to go through th whole process once again.

jon119
15th Feb 2009, 02:42 PM
:D I tried it again and now my fountain is displayed correctly in game with the new footprint tile! Thanks alot for the great tutorial!

But I have another question now: What values do I have to enter for tiles not to the top or left of the 0,0 coordinates but to the right or below. I thought that you'd probably use negative values and so for -1,0 I entered -256 but the tile is not there in game (but at least the object still works :lol: ...)

Is it not possible to add tiles in those directions or do I have to do something else? For example placing the mesh in the middle of the new 3x3 grid?

Echo
16th Feb 2009, 03:45 AM
Some people have told me that it can work with -ve numbers, but I'm not so sure. Certainly, the easiest way to do it is to put a translation on the relevant node in the cres to move it into position, then make the footprint tiles all (0,0) or higher. :)

jon119
16th Feb 2009, 07:31 PM
Some people have told me that it can work with -ve numbers, but I'm not so sure. Certainly, the easiest way to do it is to put a translation on the relevant node in the cres to move it into position, then make the footprint tiles all (0,0) or higher. :)

Thanks for your reply but I'm not sure what you mean with the second sentence about the cres :llama: ...
Could you explain how to 'put a translation on the relevant node in the cres to move it into position' for a modding newbie please? Or are there some tutorials?

Thanks a lot for all your effort, Echo!

Echo
19th Feb 2009, 11:24 AM
Head over to this thread:
http://www.modthesims2.com/showthread.php?t=242079
and read the "a good solution - translating the cres" section. :)

jon119
24th Feb 2009, 06:43 PM
I'm sorry for annoying you again but the problem I have now seems not to have any logical explanation... :blink:
I successfully added one more footprint tile on the right (coordinate value 256) of the existing tile but now I wanted to add one more above it (value 1) and it doesn't work. It's just not there :wtf: .
I was wondering if it matters if you clone the last OBJD file for every new tile or if you always clone the one you cloned for the first new tile but I tried both of them and there was no difference.
I already made a version with 8 additional tiles and only the two I already had before are dsiplayed in game. I don't wan't to waste more GUIDs for nothing and so I thought I'd better ask.
Best Regards
jon119

Echo
24th Feb 2009, 10:42 PM
Just checking - one tile above tile 256 is tile 257...?

jon119
24th Feb 2009, 11:46 PM
You're right, I think I formulated it in the wrong way ;) . What I meant is tile 256 above tile 0.
I also attach the package if somebody wants to check it. It's the version with two additional tiles ('256' and '1') but only '256' being displayed.

Phaenoh
5th Aug 2009, 08:33 AM
Blarg, I can't get this to work. I have cloned the staircase OMSP because it has 16 slots already and I'm working on making a nicknack bookcase. I need it to be two tiles, but its just not working. What did I miss?

Echo
5th Aug 2009, 11:09 AM
Phae, two of your objds have the same GUID. :)
If that doesn't fix it, try making the instance IDs for the objds consecutive.

Phaenoh
5th Aug 2009, 06:10 PM
:facepalm: it's always the littlest things that seem to trip me up... That fixed it, thanks again Echo!