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Post by peacemaker on Nov 3, 2016 20:34:05 GMT -5
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Post by peacemaker on Oct 31, 2016 1:03:51 GMT -5
Hopefully its in a form that tangible and not one of the unknown resources. I will keep digging, but maybe someone else has found it or knows where to look. It would be really helpful.
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Post by peacemaker on Oct 30, 2016 23:14:43 GMT -5
I thought perhaps it was a materials definition but it almost seems like priority sorting is occurring, Boolean stating that if the cursor is over a decor item is is selected first before the cabinet. But I just can't seem to find where that information is to replicate it. It is either very well hidden, or its staring me in the face. i have yet to find out which it is.
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Post by peacemaker on Oct 30, 2016 23:06:45 GMT -5
I just did what you suggested MisterS with both the tuning ID change, and the footprint (which was exactly the same as my own cabinet when i compared them), but just like before, I can place the item inside the display, but I cannot pick up the placed object to move it, the game instead makes me pick up the entire cabinet instead. So there must be something else about the display that gives it this behaviour.
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Post by peacemaker on Oct 30, 2016 22:46:27 GMT -5
MisterS, as i said above I want to apply this to more then just a display case. The tuningID is just a generic display pedestal entry so that wouldn't work in the case of a glass shower, or other glass objects that already have a tuning ID that needs to stay the same. Nonetheless, i will see if its the tuning that affects this attribute, and if it is I will if I sift through the tuning code to see what makes it do what it does.
Off to do some testing.
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Post by peacemaker on Oct 30, 2016 22:40:57 GMT -5
I haven't imported the footprint but i had a loot at it and seems to be exactly the same as the cabinet I have. I want to apply this attribute to a glass shower too (because i have placeable decor on the inside) so cloning an object for this is out of the question. I will try importing the footprint to see if there is something I missed just incase.
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Post by peacemaker on Oct 30, 2016 22:15:35 GMT -5
It sounds simple, but I can't seem to find how this is done so i am looking for someone to point me in the right direction. With GTW came the glass display cabinet called the "Modern Metallic Illuminated Display Case" where you can place and take out items without the glass part of the mesh obstructing you from doing so (aka when you pick up the decor item, you aren't picking up the cabinet instead). I want to find out what attribute in the resources makes this happen. I don't want to clone the object to get the effect as I have a few ideas where this would be handy to apply, and they are not all cabinets and i don't want the GTW requirement.
I don't have any object to share as this is more of a technical "how'to" question rather then something not working right.
clarification: The cabinet allows you to place an object within the glass surround, and you can pick up the decor object from within it. Generally, if you place and item behind glass, when you try to move the decor object the game thinking you are picking up the cabinet. I want to replicate the GTW display cabinet behaviour where you pick up the decor items within the object rather then the entire object.
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Post by peacemaker on Oct 27, 2016 22:36:10 GMT -5
Same here. I am glad it wasn't one of the core mods I use. I think I can live with the wrench icon for a little while until Orange Mittens updates her version.
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Post by peacemaker on Oct 22, 2016 0:50:02 GMT -5
Sounds like your plant doesn't have a compatible slot size to what the shelf has. Mos shelving are small and sometimes medium slots, so if your object has a larger slot size it will not place. Also, your object bounds may be affecting the placement as well.
To test if your objetc bounds are too large, turn on moveobjects cheat, and if the object places, your bounds are clipping inside the wall telling the game it can't fit. If it still doesn't place with moveobjects cheat turned on, you need to adjust your slot size. This is found in the warehouse section. Scroll to the object catalog entries, and scroll until you find the entry called "SlotDecoSize". 0 is for no slot size (like larger items you wouldn't put on shelving), 1 is for small size, 2 is for medium, and 3 is for large. Change the number to the desired slot size you want for all object catalog entries, save and retest.
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Post by peacemaker on Aug 10, 2016 10:50:09 GMT -5
Happy to help. It definitely adds a lot of possiblities in the future. Quarterions are a pain to calculate though. One of the ways I found to "quickly" calculate a rig's quarterions is to just move the rig to the position you want in Blender and then get the quarterions from there. Like Jools said, it will still need some tweaking but I found it works great as a starting point. I didn't know blender did that. I just use an online converter. I will have to check out the feature more thoroughly.
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Post by peacemaker on Aug 9, 2016 1:28:53 GMT -5
Happy to help. It definitely adds a lot of possiblities in the future. Quarterions are a pain to calculate though.
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Post by peacemaker on Jun 17, 2016 21:57:00 GMT -5
Yes, the blue texture is for the low lod, as for the purpose? it is actually to make the low lod windows emit light at night. You can see this in-game if you can manage to render the low lods in a neighbourhood (the distance they kick in is quite far) and you can see the change in light transmittance going from day to night. I actually render mine in Blender since the glass groups aren't displayed with transparency, but that is the way I worked out how to do the low lods too. A bit tedious, and if you aren't careful can lead to package bloat with all the additional textures, but easy to do once you know how.
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Post by peacemaker on Jun 13, 2016 10:29:08 GMT -5
Since the release of dine out, it would be nice to have the new dining chair functionality and restaurant venue tags added to the tag tab for easy application to swatches. It would also be nice if there was a batch fix to update older chairs and tables made prior to Dine out where these new object changes can be applied like the required slots to snap to the bench seating for dining tables without having to completely remake the object or tediously edit them. It would save a lot of time for the past 1-2 years of content that has been made.
Also, I would love to see a styles section added to the tag tab. I do have a list of the codes that correspond to each style if that is needed. I update it periodically when new styles are added with the new packs.
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Post by peacemaker on May 13, 2016 10:17:15 GMT -5
That is good news that the exact issue is known and a fix will be implemented. I thought i was going crazy when stuff wasn't adjusting properly. I will mark the thread as solved now
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Post by peacemaker on May 13, 2016 4:10:45 GMT -5
Ok, I have fixed the issue, or at least overridden the min and max heights so the items can be fully adjusted on the walls. I took the minimum height from the lowest point of the mesh and put that in and i have had no issues. I checked items I have made that are adjustable where the mesh is not centred at the origin (i.e. mirrors, some kitchen cabinets), and all items made with jackpot seem to be affected (which seems to be the only connection between why the items act differently). Ones made with the version of studio prior to this don't suffer this vertical adjustment issue so i am not sure what has changed when importing meshes between the 2 versions. At least min and max override in the footprint resource can be used to overcome the problem I am experiencing.
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