|
Post by BrazenLotus on Jul 29, 2016 8:15:44 GMT -5
I thought there was a tutorial here at one point...am I just missing it? I'd like to create some custom mattresses by separating the mattresses in game from the frames but I'm not sure how.
|
|
|
Post by BrazenLotus on Jun 25, 2016 8:41:49 GMT -5
Thank you!!!
|
|
|
Post by BrazenLotus on Jun 24, 2016 19:16:57 GMT -5
Does anyone know how to make an object able to be dragged into a sims inventory like food and books can?
|
|
|
Post by BrazenLotus on Jun 19, 2016 11:14:39 GMT -5
Just wanted to go over my findings. Some objects are shown in the catalog at certain angles like from directly above like rugs or slightly tilted backward like the new food dishes. The new Thumbnail Extra resources seem to allow you to change or add this. I don't have everything worked out, but here's how I've been able to add them to objects that don't have them and edit them: - Clone a test object that has the view angle you'd like to use, for example I cloned a food dish
- Open the warehouse tab and export both Thumbnail Extra resources (I exported them individually)
- Now open the object you want to change the view for and click on the warehouse tab
- Copy the modelID number from the Cutout Info Table resource
- Go back to warehouse, click Add button to add ThumbnailExtra1Resource then make group 00000000 and paste modelID into Instance#
- Repeat step 5 for ThumbnailExtra2Resource
- Now right click on ThumbnailExtra1Resource and select Import to replace the resource you just created with the resource you exported from your test object in step 2
- Repeat step 7 for ThumbnailExtra2Resource
- Now save, clear thumbnail cache and it should show up in game!
You can adjust the view slightly by changing the Max and Min in ThumbnailExtra1Resource. I haven't touched the ThumbnailExtra2Resource. I'm also not sure if this is 100% accurate but from playing around with it this is what I got: For Max 1st number (shifts view) - A + number shifted the view diagonally down and left
- A - number shifted the view diagonally up and right
For Max 2nd number - A + number shifted the view down
- A - number shifted the view up
For Max 3rd number - A + number shifted the view diagonally up and left
- A - number shifted the view diagonally down and right
For Min 1st number (rotates view, zooms in or out as well) - A + number rotated around the z-axis to -y
- A - number rotated around the z-axis to +y
For Min 2nd number - A + number rotated around the x-axis to -z
- A - number rotated around the x-axis to +z
For Min 3rd number - A + number rotated around the z-axis to -x
- A - number rotated around the z-axis to +x
Maybe someone more knowledgeable can better explain this or put this together into something we can use more easily!
|
|
|
Post by BrazenLotus on Jun 18, 2016 9:57:43 GMT -5
Also maybe could you add a drop-down in the CAS portion of the Category tab so you can see and change what type of makeup or skin detail it is. Right now I have to flip to the warehouse tab to see which makeup category it's in. Thanks
|
|
|
Post by BrazenLotus on Jun 17, 2016 16:40:52 GMT -5
So I figured out that if you: - Export the Thumbnail Extra resources from say a plate
- Add Thumbnail Extra 1 & 2 to the new package
- Import the Thumbnail Extra resources from the plate into the new package
- Copy the model ID from the Cutout Info Table
- Paste that number into the Instance field for both Thumbnail Extra resources.
- Make sure group number is 00000000
It will tilt the view. Unfortunately the thumbnail size does not automatically adjust so objects bigger than the original object will be cutoff.
|
|
|
Post by BrazenLotus on Jun 17, 2016 15:27:29 GMT -5
It would be nice to have a button or checkbox that could change the orientation of the thumbnail view like EA does for rugs and food objects.
|
|
|
Post by BrazenLotus on Jun 17, 2016 11:22:04 GMT -5
Has anyone has figured out how to make the thumbnail tilt at a slight angle like the food thumbs do now? I'd like to figure it out so I can update the thumbs on all my table clutter. I just cloned a nectar glass and it looks like there are 2 "Thumbnail Extra" resources but I'm not sure if that's what does it. I tried importing them into another package but it didn't work.
|
|
|
Post by BrazenLotus on Jun 9, 2016 8:54:02 GMT -5
Oh wait...it will connect if I rotate the whole thing horizontally...that's weird...does yours do that too?
Nvmd...I tried to do that again and it didn't work...
|
|
|
Post by BrazenLotus on Jun 9, 2016 8:52:18 GMT -5
Yes, the retro dinette and the mega table I'm having issues with it says it can't intersect other objects.
|
|
|
Post by BrazenLotus on Jun 9, 2016 8:46:03 GMT -5
Does anyone know why the dining chairs can snap to multiple points on a table but the booths won't? I've looked at the slotting for the tables and there are multiple points for the booths there but they will only snap to one side.
|
|
|
Post by BrazenLotus on Jun 8, 2016 11:58:50 GMT -5
Is there a tutorial on this somewhere? Some people have modded the game to have custom items like different style pizzas and I would love to learn how to do this. Also, this is probably totally jumping the gun, but has anyone figured out how to make custom food work with the new restaurants?
|
|
|
Post by BrazenLotus on May 25, 2016 20:05:00 GMT -5
I've had the same issue with some plant overrides. It's been like this for a while.
|
|
|
Post by BrazenLotus on May 13, 2016 10:00:38 GMT -5
inabadromance I tried that as well and didn't work. It looks like having the model resources is mandatory then. I was just trying to save on space
|
|
|
Post by BrazenLotus on May 12, 2016 9:35:26 GMT -5
I'm sorry. I meant that I want to override the original and add new swatches. I don't want to have a standalone recolor, I want it to be in addition to the base game swatches. So in this case I would just need to add swatches to the item and nothing else would change.
|
|