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Post by BrazenLotus on Feb 2, 2018 16:09:45 GMT -5
Functional Garden Sprinkler
REQUIRES: BASE GAME
This is a new object and is searchable by ‘BrazenLotus’ in the catalog.
OBJECTS INCLUDED:
- Functional Garden Sprinkler
You can put this in your garden and turn it on to keep your harvestables watered about 3 grid squares out from where you put it. It will water any potted plants in the vicinity and the sprinkler animation will run once about every 80 sim minutes while it’s switched on. Unfortunately, I was not able to get the animation to match exactly when the plants are watered. I don’t mind it much for now, if I can figure out a better way to do it I’ll update the file later.
This is my first big modded project so please let me know if you guys have any issues.
Enjoy!
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Post by BrazenLotus on Jan 4, 2018 13:22:10 GMT -5
I'm working on some counter combinations and noticed that when you make a new swatch it makes new textures even though what I really need is to just reference on of the textures already in the package just like EA does. So here's what I was thinking, and I don't know if it's plausible but I'm going to throw it out there anyway.
So say I make a new swatch, switch to warehouse view, then copy the instance number from the texture already in the package I want to reference and paste it over the instance number of the new texture that was just created with the add swatch button. If at this point there was a way to hit save or something and S4S could force that number I just pasted to replace the original instance number in all of the appropriate model resources, then it could properly reference the texture already in the package and then I could just delete the texture the new swatch button created.
I hope that makes sense. Again, I don't know if this is feasible but I think if we could do something similar it would make it much easier for anyone who wanted to re-use textures and effectively save space in game. Right now having to go in and change the references in the model resources is pretty much impossible with some meshes because of the numerous textures, especially in objects like counters.
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Post by BrazenLotus on Dec 22, 2017 10:00:48 GMT -5
What determines whether or not a cat can jump onto a surface? I'd like to make some shelves that cats can jump onto and sleep on.
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Post by BrazenLotus on Dec 15, 2017 14:59:14 GMT -5
When I hit the 'Add Swatch' button on an object that has a 32-bit instance it creates a new instance ID that is not 32-bit. Is there a way around this or do I have to just create a new file for each new swatch I want?
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Post by BrazenLotus on Nov 16, 2017 13:11:13 GMT -5
Can someone tell me how to fix this frame? PIC I deleted all the slots associated with the bed interactions and it moves the whole mesh although the mesh is normal in blender and S4S. Is it safe to just delete all the slots, transform and stuff included? If I delete them all the problem goes away. HERE is the file.
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Post by BrazenLotus on Nov 15, 2017 9:30:32 GMT -5
I cloned the Comfy Crafter bed to separate the mattress and when I use it in-game cats will jump onto it but float like a foot off the bed as well as any gifts or feathers that they leave. I batch fixed all my beds and a user is reporting the same issue. Here is the file: simfileshare.net/download/368012/EDIT: Someone referred me to a post by peacemaker on tumblr, it looks like this is determined by the footprint bounds for the object, which is detecting the highest point on the mesh which would be the pillows. I fixed it by changing the second 'max' value for both footprints to 0.56198 (the height of the mattress part) and it fixed the problem for me.
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Post by BrazenLotus on Nov 6, 2017 18:29:27 GMT -5
Has anyone gotten anymore information on this? I could really use this right now!
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Post by BrazenLotus on Oct 24, 2017 10:07:42 GMT -5
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Post by BrazenLotus on Oct 22, 2017 9:54:58 GMT -5
Here's a pic showing what I mean. It looks like it's erasing the EA texture to lay down it's own but I'd like it to overlay what's there so I can blend it. Any ideas on how to fix this? Thanks!
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Post by BrazenLotus on Oct 20, 2017 15:35:37 GMT -5
That worked perfect! Thanks brujah you're awesome
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Post by BrazenLotus on Oct 20, 2017 10:49:40 GMT -5
I was afraid that might be the case. Thanks a bunch Leniad
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Post by BrazenLotus on Oct 19, 2017 16:30:10 GMT -5
I'm trying to make different color tomatoes to harvest and use in recipes. I want to tag the new item appropriately so the game recognizes it as a tomato. I see that there is an ingredient tag in the catalog resource but it is strictly to designate an item under the most basic categories like fruit, veggie, or fish. I wanted to tag the new items specifically as tomatoes so they can be used in recipes that require a tomato. Does anyone know where to find this info? Is possible for me to do?
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Post by BrazenLotus on Oct 18, 2017 9:12:22 GMT -5
Okay I've updated the link HERE. Thanks
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Post by BrazenLotus on Oct 16, 2017 8:18:06 GMT -5
I just updated all the LOD's but I'm still having the same issue. I also checked the height of the meshes and they match some of the in-game doors so I'm not sure where I went wrong. What exactly determines the wall height besides the Cutout Resource?
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Post by BrazenLotus on Oct 15, 2017 12:47:43 GMT -5
I'm trying to make the Classy Glass doors for the shortes wall but I'm getting an error when I try to place. It says it's insufficient wall height but I changed all the related info in the Cutout Table resource and it's still not working. Any ideas what I may be missing? HERE is the file. Thanks!
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