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- Idea to create stair landings without CFE - need help from experienced modders
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- Idea to create stair landings without CFE - need help from experienced modders
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I am hacking and slashing my way through the game resources, trying to find a way to make a copy of the platforms, only at different heights, but I am not exactly a good modder. Has anyone ever successfully modded the basic build commands like walls or foundations?
Why, WHY, EA has not thought of this baffles me, as it would allow really awesome new building possibilities, and all the coding is already there. Time to give them a swift kick to the noots.
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On a side note, that minor success mentioned earlier... I found out how to make deck walls re-texturable. In the CWST file, Unknown9 is the flag for Wall Style. A value of 4 is standard for deck, which gives it a thin wall and textures it from the top down. A value of 7 is standard for a pool wall, which is also thin, but can be re-textured, and is textured from the bottom up. The direction of texture denotes whether you will see base or crown molding on short walls. Personally, if/when I ever get a stair landing working, I would rather it get textured from the floor up, so the texture will match the walls seemlessly. Incidentally, platform walls texture the correct way, and to reiterate my frustration, platforms would make perfect landings, provided there height could be adjusted to something useful.
Finally, all of my testing has been done using default replacements for platforms, decks, and foundations. I am unsure how to (if even possible) to make new foundation tools. Of course there are CFND that can't be readily read by s3pe, and several files labeled "PlatformHelper" with tags such as _RIG, FTPT, OBJD, OBJK, RSLT which also bear exploring. Also, all of the wall definitions are located in Deltabuild0, but some of the more basic ones, like normal, foundation, and deck are also located in Fullbuild0. Some of the variable flags are slightly different, and it looks like Deltabuild0 is more up-to-date.
Now if you will excuse me for a few moments, I seem to have gotten skull and forehead fragments on my keyboard...
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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I didn't get that back when I searched "platform" in reflector (or else I missed it), so well done!
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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So, I get to delve fully into that which is Class construction and Quasi-Core Modding. How fun, I haven't had to reformat my computer in awhile anyway.
The last time I followed a tutorial that dealt with creating scripts, they failed miserably. I was told that all custom classes have to use a Sims 3 namespace, or something like that. I saw the code you listed on the IngeToilet; is that a good current format for the namespace/class definition?
I would suggest that you use a namespace like this:
namespace Sims3.simoro; { public class MyObject { ...
Where you change MyObject to the name of what ever you are working on. This will generally work quite well and because it uses your modding name in the namespace, it won't conflict with other peoples mods...
codename: granthes -- Developer of Sims3/4 utilities
Now working on modding tools for the Sims 4 CAS Demo
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
Posts: 39
Thanks: 597 in 20 Posts
Posts: 11,682
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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platform.CFND
platform.CWST
platformhelper.OBJK
platformhelper.OBJD
platformhelper.FTPT
platformhelper.RSLT
platformhelper._RIG
platformhelper_lightingdata.LITE
The following nameless files are the model files referenced by the platformhelper ones:
MODL 0x0000000000CAC283
VPXY 0x0000000000CAC283
MLOD 0x0000000000CAC283
The model file, when opened up in Milkshape is just a cube (not flat like the platform, but a perfect cube) with each dimension being 1.0001026, same as the dimensions of the bounding box in the VPXY. I may have imported it wrong, but using Wes Howes' Object Tools seemed pretty straight forward enough.
Using the reference tables in the advanced modding section, I have identified many of the unknown variables in the CWST file, and you can change some of the behaviors of the walls in a few interesting ways, but none of them affect their height or construction. I even copied all of the values from normal walls and decks into it, and it didn't really make a difference except how the textures apply, and a few lighting things.
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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N.M.
I updated to the 'bleeding edge' highly untested, could melt my computer version of s3ep. I can read the CFND now.
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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I truly hope you can find an answer, because I have lots of house plans I want to build, all of which need landings at either 4, 8 or 12, and I am so frustrated by EA's sheer incompetence that I could scream!
Good luck! and if you want a tester, I have an un-modded S3 with all EP's and SP's just waiting on your platforms!
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And don't worry about not understanding any of this, Anghara. I certainly don't. All I do is use the tools that Inge Jones, Wes Howe, Rothn, and a hand full of others created and poke around until something bites me. (^_^) You will find no (working) .package files that start with 'simoro' at this time. But I do want stair landings, as I am tired of having to make a six tile long room just to have a second floor. Especially since by the time EA gets around to making them, they will probably want 6000 simpoints for them or something.
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A couple of bugs appeared though. A staircase was unable to find an attachment to the custom platform, but still attached to the original just fine (also in picture). Also, the eyedropper tool could not grab the wall tile texture off of the custom platform. It was however retexturable. Finally, the name and description of the clone still reads like the original, instead of the quips I put in from s3oc. Most if not all of these bugs are likely simple things that I missed, and other than the stairs thing, pretty minor.
Still haven't cracked the height thing yet, but this development will hopefully help. The .package file is also attached for your amusement and chicanery.
Simoro_Platform.zip (5.5 KB, 28 downloads) - View custom content | ||||||||||
7893 01-03-11 11:33 Simoro_Platform.package -------- ------- 7893 1 file |
We might be able to create a custom script class that attaches to the file and re-enables those features.
codename: granthes -- Developer of Sims3/4 utilities
Now working on modding tools for the Sims 4 CAS Demo
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While playing around with the custom platforms, I also noticed some additional odd behavior not discovered earlier. If a platform is already built, it will not let walls be built around the parameter. Also, when deleting the custom platforms, they are leaving their walls behind. I am pretty sure that all of these problems are linked with the fact that the platform walls cannot be eyedropped and stairs won't attach to them. Something is wrong with how the walls for the custom platforms are being built. I have triple checked the custom files, and they are identical to the originals in everything but the appropriate references, so I almost wonder if there is still another file in Deltabuild0 that has data required to set these things up.
I did figure out the name/description thing. Never learned how STBL and language files worked until now.
As every goat knows, if you ram into the chicken coop long enough, corn will eventually fall out.
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Unfortunately, there is still no sign of the coding that actually dictates the height of platforms, foundations, or walls. The only file in the set that cannot be easily read is the _RIG file, so it is possible that is controlling it. The bounding box in the VPXY is -.5, -.5, -.5; .5, .5, .5 which makes the total bounding box a 1 unit cube (the width of a full build tile when editing a lot in sims3). The bounding box for all of the construction pieces are something like that.
I am going to keep looking, I am.
Simoro_Platform.zip (5.3 KB, 36 downloads) - View custom content | ||||||||||
7639 01-07-11 17:54 Simoro_Platform.package -------- ------- 7639 1 file |
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