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Post by simadream on Mar 26, 2019 10:09:23 GMT -5
I'M SORRY i made another thread.
Look, I'm trying to get stuff out of my wips folder.
I've searched for information on this, but all I find are for the wall cutouts. This is for an existing object, so I can't just clone the GT dancefloor. Can't I just add the resources necessary to create the cut out to the new package? Is it something inside the cutout table resources? I don't find anything of note inside the entries there, though I don't know what I'm looking for. There's no cutout mask like with wall cutouts, so I assume it can only cut in squares? Or does it refer to the shape of the mesh?
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EDIT:
SO I figured it out! Thanks so much for the help! I took a look at the debug ponds and was able to see the cutout was part of the footpring the whole time, haha! I'm very excited about my new project. Thanks to all for helping again and again
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Post by minimonster on Mar 26, 2019 12:59:49 GMT -5
Hi simadream! myself, I 'learned' some things about floor cutouts even before EP02 came out, from playing around with the debug fishing ponds, and changing the shape of them to perfect round 'pools' using the diving well from S3 W.A. as a base. The cutout from the pond is a bizarre, weirdly-shaped rough polygon-circle thing that is defined within the cutout as a series of poly points. I had to dust off my Maths to try to make it as round as possible to match the round pool. I hope that this points you in a helpful direction to see how floors can be cutout other than from the EP02 dancefloors! Cheers!
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Post by simadream on Mar 26, 2019 16:05:14 GMT -5
So these points are what defined the shape of the cut out? Do I have to enable it somehow?
edit: i see they come from the point list instead... is there a way I can get those from blender? are they the same points per vertice as these:
because, hohoho, I'm doing something. Quite excited about it
edit no.2: I'm slow. I see now I was looking at the coordinates for the cursor and not the vertex. Okay! This is going good! I'll keep messing with what I'm doing
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Post by minimonster on Mar 27, 2019 23:23:37 GMT -5
Hi simadream! Your mind is thinking along the right track, but I was initially a bit confused at the point coordinates that I was being shown compared to what my rather hazy recollection told me from the one that I had done, but then I noticed that your pond looked off from what I was expecting to see, when I noticed that you cloned the new Denizen pond from EP06, which explains why the point data is different. What you are looking at is what I would consider 'easy' to manipulate, what I had in mind is for you to clone one of the debug park pongs from the base game, and you will discover a complex cutout with (IIRC) some 11-13 points to manipulate to a desired shape. Which are, you are correct, defined by that point grid, and since Sims4Studio constrains its plugin for Blender to the exact same coordinate measurement of the game itself (so Thankful for that!), you could get a point coordinate from selecting a single vertice somewhere within the inside of your mesh to get the X & Y coordinated for the new cutout. But as I said, you are already on the right path! Cheers!
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Post by simadream on Mar 28, 2019 9:45:10 GMT -5
I cloned a hot tub and slapped the GF mesh on it to make it into a pond hot tub, lol. I did look at the footprint for the debug pond, the denizen pond, and the dance floor to see what they had in common and differed to try to get something that worked. To get the pointlist, I imported the mesh I had to blender and made a random polygon that had the shape I wanted the cut out to have and then looked at those points and typed them into the point list, adding more points as I went.
The problem I'm having now is that I need 2 sets of footprints. One for the cutout and another for the actual object so that sims don't walk through it, since if I enable the pathing flag then they cannot get to the hot tub. It's easy enough to just add another set of polygons in the editing polygons window, but I don't know how to generate a 'NameHash' for it or how to get the game to recognize the second set of footprint polygons.
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Post by minimonster on Mar 28, 2019 13:16:08 GMT -5
I cloned a hot tub and slapped the GF mesh on it to make it into a pond hot tub, lol. I did look at the footprint for the debug pond, the denizen pond, and the dance floor to see what they had in common and differed to try to get something that worked. To get the pointlist, I imported the mesh I had to blender and made a random polygon that had the shape I wanted the cut out to have and then looked at those points and typed them into the point list, adding more points as I went. The problem I'm having now is that I need 2 sets of footprints. One for the cutout and another for the actual object so that sims don't walk through it, since if I enable the pathing flag then they cannot get to the hot tub. It's easy enough to just add another set of polygons in the editing polygons window, but I don't know how to generate a 'NameHash' for it or how to get the game to recognize the second set of footprint polygons. Hmmm. TBH, I have largely ignored having to learn too much about the various listings of footprints, and have seen items with as many as three different footprint listings. One thing that I have seen is that there is often some sort of commonality between certain resources, one can see by shared hash names. Sometimes is seems as if just by being the same shared resource, the 'extra' things about a shared hash are not needed to be re-numerated again within the object itself. Especially relevant to slotting behaviour (as well as shared rigging), but I am sure the same applies to a footprint of a certain named kind... I will peruse the tuning files today to see if I can find a 'smocking gun' file that might share more about shared footprints... Cheers, and check your PM!
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Post by minimonster on Mar 29, 2019 18:04:21 GMT -5
Hi simadream! I have fully tested your mods, and have some feedback that I will be writing you momentarily. I will cross-post some of the items here, for reference... Cheers!
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Post by simadream on Mar 29, 2019 22:41:14 GMT -5
Hi simadream! I have fully tested your mods, and have some feedback that I will be writing you momentarily. I will cross-post some of the items here, for reference... Cheers! 😱 I hope some of it is good!
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