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Post by brujah on Dec 27, 2018 23:24:15 GMT -5
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Post by brujah on Dec 4, 2018 20:42:46 GMT -5
Most LE are generated when you first interact with the object, either placing it or having your sim do something with it, unless it's a script mod and those are hit or miss when they generate. In your LE I see this line:
Exception in Sim Timeline: Exception resuming Element (RuntimeError: [Zone: 0] is_location_outside(): GetLotManager returned NULL.) This makes me believe that there is an issue causing the game to not be able to identify as if the object is outside or not. Most of the other errors listed are caused by the first as seen in this line:
Exception raised during a dependent block: (RuntimeError: [Zone: 0] is_location_outside(): GetLotManager returned NULL.)
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Post by brujah on Dec 4, 2018 20:29:40 GMT -5
Can you share the .package and .blend you are working with?
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Post by brujah on Dec 2, 2018 0:34:04 GMT -5
Clone the window as 3D mesh (or Selective Clone to get all swatches) then change two things. Since you want the window to fit on three tiles you will need to edit the wall cutout and the Cutout Info Table entry. In the Cutout Info Table resource change the CutoutTileWidth from 2 to 3 then you will need to edit the cutout to fill the gaps using Wall Cutout Tutorial When it tells you to set the size of the plane, set it to 3 units.
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Post by brujah on Nov 30, 2018 1:23:54 GMT -5
The texture you have applied is non-standard size that the game does not recognize. It MUST have the dimensions in powers of 2 (2 n) ...64, 128, 256, 512, 1024... (these are the most common) anything other than these dimensions will not work. For example: your image is 547X343, I recommend 512X256 or 1024X512.
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Post by brujah on Nov 28, 2018 19:25:00 GMT -5
Just had a brainstorm... you could possibly use the tent animations for get in and get out. Try using that as a base clone.
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Post by brujah on Nov 27, 2018 23:56:07 GMT -5
Correct
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Post by brujah on Nov 27, 2018 23:48:20 GMT -5
The reason this question mark shows up is that one of your textures is the wrong dimension. They must be in powers of two (2n) on each side. ...128, 256, 512, 1024... If it is even one pixel off this will show.
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Post by brujah on Nov 27, 2018 21:13:15 GMT -5
minimonster No 'twas not I who posted the Sim rig info. That was orangemittens HERE I think the slot type list you're referring to is the combined tuning file. SimVault There is a myriad of different slot/bone names so I'm pretty sure that an extensive list has not been created for objects. I've even created a few new ones for specific projects (my garage door comes to mind). What I mean by this is that it depends on the project you're trying to make to determine what type to use. You can see all the available EA SlotTypeSet through the warehouse ( dependent on which packs you own) by doing the following: - select the Slot resource and click the Edit Items button next to ContainerSlots
- in the next pop-up select one of the slots in the list at the left
- on the right near the bottom you will see SlotTypeSetName dropdown field
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Post by brujah on Nov 24, 2018 23:27:44 GMT -5
Without looking, this sounds like you made a copy of the original .package, renamed it, and changed the category. If that is the case then the game will only recognize one since they have identical instances in them. I would recommend making a clone of the original instead by putting it in the Studio/Mods folder.
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Post by brujah on Nov 21, 2018 19:32:19 GMT -5
... The sim turns completely white looking... This means that your texture is lacking the alpha channel. Which program did you use to make your texture?
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Post by brujah on Nov 19, 2018 2:26:51 GMT -5
HIDDEN HALF-WALLS UPDATED AND EXPANDED EA somehow used the same instances that I used for my custom thumbs on the new walls. It has been fixed so that the new EA walls don't use my thumbs and I've expanded to include 6 NEW sizes. Please re-download IN MY STUDIOJPCopeSIMs, xiaorouqiu, jaldeer
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Post by brujah on Nov 16, 2018 20:56:22 GMT -5
Edit the first post and you can change the title to include [Solved].
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Post by brujah on Nov 13, 2018 22:24:19 GMT -5
AOM will update their mods as soon as they are able. I know that they are completely aware that this patch has broken their mod. The patch was released TODAY, please allow some time for them to handle it.
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Post by brujah on Nov 13, 2018 19:31:09 GMT -5
Did you rename the ASM? If that's the case then you will need to renumber the instance to match the new name. I also recommend changing the Group to "00000000".
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