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Post by nullspace on Aug 7, 2016 11:55:54 GMT -5
Hi there, fellow simmers.
I know this is a generic question, but I was just wondering if anyone's had any luck with creating multi-level windows; if so, how? How would you incorporate the wall mask?
Thanks!
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Post by nullspace on May 29, 2016 13:08:28 GMT -5
Oh wow. Thanks so much!
Guess I was just confused on where to import the files.
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Post by nullspace on May 28, 2016 16:43:29 GMT -5
I posted on the original Wall Cutout tutorial but I thought this might be a more fitting place to ask for help. I'm attempting to make a set of Maxis-match triangular windows for use on roofs. I cloned the original "Let There Be More Light" and imported my meshes/shadows/wall mask. Everything appears fine in game as far as the meshes go, but the wall mask isn't working as intended. I only specify for a triangular portion of the wall to be cut out by the wall mask, but the entire 2-tile wall is transparent. Any ideas on where I'm going wrong? I've posted the package and wall mask below (google drive). PackageWall Mask
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Post by nullspace on Sept 12, 2015 14:41:17 GMT -5
Does anyone know this?
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Post by nullspace on Sept 6, 2015 14:52:27 GMT -5
Then, from this image: what does transform, V1, V2, and V3 refer to?
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Post by nullspace on Sept 6, 2015 14:26:00 GMT -5
Um. I'm a derp. So I was just clicking recolor by habit, not actually doing the selective clone. Once I do that I can see the light resource. :x
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Post by nullspace on Sept 5, 2015 20:02:52 GMT -5
Every time I clone a light, the "light" resource is missing. Is there a specific light you're cloning?
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Post by nullspace on Sept 5, 2015 10:59:23 GMT -5
Hi there! Has anyone made a tutorial on how to add lighting to light source objects? I've heard that it requires vertex paint, I've seen threads with a "light" option in the warehouse (something I've never actually found), but I can't seem to figure out how to do it. Any help is appreciated!
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