So at this point I am unable to get the door to act in the way you want. I have tried sooooo many different options. It seems that since the door is a "special" object it must act in a certain way. However, there is a way to bypass the geostate by swapping the model instead (see THIS post). In this case you would need to make a clone of your object, import the "open" model, and link them in the tuning. Bear in mind that there will be no animation on the "open" and "close" commands. I have tried everything I could think of short of creating a new script, even then there would be no guarantees.
System.AggregateException: One or more errors occurred. ---> S4Studio.Blender.BlenderException:
File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.76\scripts\addons\io_scene_valvesource\utils.py", line 489, in scene_update <!--you have an add on that is incompatible with s4s-->
AttributeError: 'Context' object has no attribute 'active_object'
AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead<!--blender's audio settings do not match your system settings--> ... snipped (the rest is a result of the above enabled add on)
Short answer in re: multiple spec, no it is not possible. The only way is if it was on a completely different swatch and in that case it would still be on the entire object. I suggest taking a look at THIS tutorial.
This may appear as a high contrast in light between two adjoining parts of your mesh. See THIS POST to fix it. At first glance it might look like the texture isn’t lined up correctly but often times it’s because you have overlapping vertices. All you need to do is remove doubles See this picture for reference (Make sure you’re in edit mode and have your object selected) See this blender tutorial (I leave the “merged distance” alone)
tested in my game with no changes to see if it was PC related... still see through
cloned the exact plant you used using the updated S4S and tested with no changes... not see through
compared shader settings between the two... they are the same
exported a few resources from your .package (the high lod mesh and both diffuse textures as .dds and .png)
checked the UV mapping on the mesh and noticed it was outside of the texture area
adjusted the UV to be inside the texture area, re-imported, tested in game... still see through
opened all textures to verify transparency/opacity... all good there
added the light source on the new clone to match the one in your package and tested... not see through
imported the mesh and tested... not see through
imported each texture and tested separately... not see through
I can only suggest to make a new clone and import each of your resources, testing after each import. This way you can identify exactly where the issue is. If this .package was created pre-pets/patch then there could be an incompatibility somewhere and making the new clone could fix it.
I took a look at your updated garage door, but I'm still not getting mine to play the animation. I noticed that yours has a "_part_data" in the object tuning, I'm not sure what that is for but whenever I put that on the object tuning of my garage door the object becomes invisible immediately after I place it.
This is from the .tdesc for "_part_data"THIS FIELD IS DEPRECATED!
Use this to define parts for an object. Parts allow multiple Sims to use an object in different or same ways, at the same time. The model and the animations for this object will have to support parts. Ensure this is the case with animation and modeling.
There will be one entry in this list for every part the object has.
e.g. The bed has six parts (two sleep parts, and four sit parts). add two entries for the sleep parts add four entries for the sit parts Since it states that this field is deprecated I looked at the next entry and it looks like the new name for this is "_part_data_map".
I also added "_statemachine" in the object tuning (previously it was referenced only in the animation tunings) but it didn't seem to make any difference (with "_part_data" it becomes invisible, without it, it just doesn't play the animation).
This is from the .tdesc for "_statemachine"The animation state machine for this door to use. "_statemachine" is a change they have made to the code for doors and doors only. I'm assuming they did it so they could change which statemachine is used without using python script.
Also, I noticed that your garage door doesn't have animation tunings, where did you link "ToClose" and "ToOpen" from the ASM to the closing/opening interactions/object states, or does the game automatically does this for doors when you add "_statemachine" to the object tuning?
The game automatically does it.
Looking at the .packages you linked, they don't look like mine nor the base game door object tuning.
the ASM group CANNOT be 8000000 it MUST be 00000000 (learned that by trial and error)
the model/modelLOD resources have no geometry states, they are required to have a difference between open and closed states (at this point that is an involved process of hex editing so for now I recommend leaving out the open and close interactions)
the state value tuning resources have an empty set (in this case sets the value to default)
in your object tuning, you have the field "idle_component". Doors do not use nor need this field. This field is specifically for when the object is NOT being used... idle.
in your object tuning, you have removed all "_super_affordances" referring to locking and unlocking
in your object tuning, the field "discouragement_portal_flags" has not been included (near the bottom)
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