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Post by lexus20 on Oct 22, 2017 12:35:31 GMT -5
I'm thinking about creating a functional garage door using the mesh of the mural-painting ones from City Living, but I haven't found out how to replace the regular swinging door animation by a custom up/down animation. Another thing is: is it possible to make the garage door behave like in The Sims 3, where you could leave them always open (the door won't close after sims pass through it, you close it using an interaction) or always closed (behaves like a locked door, you open/unlock it with an interaction too)?
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Post by brujah on Nov 1, 2017 1:16:24 GMT -5
I converted the Closure Garage Doors HERE!
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Post by lexus20 on Nov 9, 2017 13:46:37 GMT -5
I decided to try to make the City Living ones functional based on your garage door and also my table fan (which was my previous animated object that I made) but the problem is, even though the interactions are working as I expected (when open, sims can pass through it and when closed, it behaves just like a locked door), the animation is not playing neither for closing nor opening, and visually it appears as always closed (when I click "Open", sims are able to go through the door, but without visually opening it, it remains visually closed), even though I followed the same steps as the table fan I had done. Also, I noticed that your garage door has a script. What is the script for (animation, routing,...)? I tried to do mine without scripting as the fan I made didn't require one, but I'm not sure if doors work the same way as other objects or if they can be done without scripting. If I need scripting, what needs to be in it? Files here. Also, if you're wondering about the bone "_bind_rotatebase", I originally created it to be the base for the "_bind_rotate" bone but later I saw that I wouldn't need it for the animation, so I used it for the up/down animation instead, along with "_bind_updown", since I noticed that I would need two bones for it, as I didn't want the door to go higher than the medium wall height in-game, so after frame 8 only "_bind_updown" goes up and "_bind_rotatebase" doesn't. The bone "_bind_rotate" is for the cylinder/hexagonal thing on the back side to look like the door is folding around it when it's opening.
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Post by brujah on Nov 9, 2017 23:02:35 GMT -5
The 11/07/17 patch broke all my animated doors. I'm in the process of fixing them.
EDIT: I have updated them. Use the same link above.
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Post by lexus20 on Nov 12, 2017 9:14:05 GMT -5
I took a look at your updated garage door, but I'm still not getting mine to play the animation. I noticed that yours has a "_part_data" in the object tuning, I'm not sure what that is for but whenever I put that on the object tuning of my garage door the object becomes invisible immediately after I place it. I also added "_statemachine" in the object tuning (previously it was referenced only in the animation tunings) but it didn't seem to make any difference (with "_part_data" it becomes invisible, without it, it just doesn't play the animation). Also, I noticed that your garage door doesn't have animation tunings, where did you link "ToClose" and "ToOpen" from the ASM to the closing/opening interactions/object states, or does the game automatically does this for doors when you add "_statemachine" to the object tuning?
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Post by brujah on Nov 12, 2017 17:21:58 GMT -5
Share your updated package and I can take a look.
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Post by lexus20 on Nov 12, 2017 20:11:21 GMT -5
Here it is. I posted two versions, the one with "_part_data" added to the object tuning and the one without, and also the file containing the clips. The .blend animation files are the same as the previous link I posted, I haven't changed them.
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Post by brujah on Nov 13, 2017 2:09:56 GMT -5
I took a look at your updated garage door, but I'm still not getting mine to play the animation. I noticed that yours has a "_part_data" in the object tuning, I'm not sure what that is for but whenever I put that on the object tuning of my garage door the object becomes invisible immediately after I place it. This is from the .tdesc for "_part_data" THIS FIELD IS DEPRECATED!
Use this to define parts for an object. Parts allow multiple Sims to use an object in different or same ways, at the same time. The model and the animations for this object will have to support parts. Ensure this is the case with animation and modeling.
There will be one entry in this list for every part the object has.
e.g. The bed has six parts (two sleep parts, and four sit parts). add two entries for the sleep parts add four entries for the sit parts Since it states that this field is deprecated I looked at the next entry and it looks like the new name for this is "_part_data_map". I also added "_statemachine" in the object tuning (previously it was referenced only in the animation tunings) but it didn't seem to make any difference (with "_part_data" it becomes invisible, without it, it just doesn't play the animation). This is from the .tdesc for "_statemachine" The animation state machine for this door to use. "_statemachine" is a change they have made to the code for doors and doors only. I'm assuming they did it so they could change which statemachine is used without using python script. Also, I noticed that your garage door doesn't have animation tunings, where did you link "ToClose" and "ToOpen" from the ASM to the closing/opening interactions/object states, or does the game automatically does this for doors when you add "_statemachine" to the object tuning? The game automatically does it. Looking at the .packages you linked, they don't look like mine nor the base game door object tuning. - the ASM group CANNOT be 8000000 it MUST be 00000000 (learned that by trial and error)
- the model/modelLOD resources have no geometry states, they are required to have a difference between open and closed states (at this point that is an involved process of hex editing so for now I recommend leaving out the open and close interactions)
- the state value tuning resources have an empty set (in this case sets the value to default)
- in your object tuning, you have the field "idle_component". Doors do not use nor need this field. This field is specifically for when the object is NOT being used... idle.
- in your object tuning, you have removed all "_super_affordances" referring to locking and unlocking
- in your object tuning, the field "discouragement_portal_flags" has not been included (near the bottom)
I may see other things but for now that is all.
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Post by lexus20 on Nov 13, 2017 14:31:58 GMT -5
I removed "_part_data" and "idle_component", changed the ASM from 8000000 to 0000000, removed the animation tunings and added "discouragement_portal_flags" and the animation is now playing when a sim passes through the door, but it immediately closes afterwards like a regular door would. Video: But what I'm trying to do (not sure if it's possible) is to make the door open immediately when I click the "Open" interaction and remain open, and then close when I click the "Close" interaction, instead of opening when a sim passes through it and then close afterwards. That's also why I removed all the other "_super_affordances", because the sim is not supposed to open it by themselves, only through the "Open" interaction. I think that would require geometry states like you said, so I tried to manually add them in the Model/ModelLOD, but I'm not sure how can I add a mesh for the open geometry state. Also, I tried to test it without adding another mesh but the garage door then becomes invisible in-game, with just the wall cutout appearing when placed: The files for both versions (before and after I added geometry states) are here.
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Post by brujah on Nov 15, 2017 1:45:51 GMT -5
I haven't gotten a chance to look at your files yet but plan to in the next few days. I have several ideas but there are no guarantees that it will function as you want it to.
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FadedPlum
Member
“Peace cannot be kept by force; it can only be achieved by understanding.” ~ Albert Einstein
Posts: 34
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Post by FadedPlum on Nov 15, 2017 9:21:11 GMT -5
*boop* I just want to follow this and see how it comes out don't mind me *boop*
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Post by brujah on Nov 17, 2017 23:10:28 GMT -5
Still looking into this. I'll post again when I have some solid evidence.
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Post by lexus20 on Nov 18, 2017 9:43:56 GMT -5
Still looking into this. I'll post again when I have some solid evidence. Okay, thanks!
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Post by brujah on Nov 20, 2017 0:50:31 GMT -5
So at this point I am unable to get the door to act in the way you want. I have tried sooooo many different options. It seems that since the door is a "special" object it must act in a certain way. However, there is a way to bypass the geostate by swapping the model instead (see THIS post). In this case you would need to make a clone of your object, import the "open" model, and link them in the tuning. Bear in mind that there will be no animation on the "open" and "close" commands. I have tried everything I could think of short of creating a new script, even then there would be no guarantees.
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Post by lexus20 on Nov 20, 2017 18:08:36 GMT -5
Thank you! Even though it doesn't have animation, it now switches properly between the open and closed states! I didn't know you could link different objects in the tuning. What I'm thinking of doing next is have two operating modes: automatic and manual. Manual would be this one (without animation, just open/closed, and the player controls it not the sim) and automatic would be just like a regular door, just like it was before (along with all the lock options, such as Lock for Everyone, Everyone but Active Sim, Everyone But Butler, etc.), because I actually quite liked that way too and at least this one would have the animation. I'll try to do this or something similar in the next few days. By the way, is there any plan to add the possibility of adding/editing geostates in Sims 4 Studio in the future? That would be very handy.
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