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Post by max20 on Sept 28, 2017 11:14:15 GMT -5
How can I make my sims to be able to walk under this arch?
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Post by inabadromance on Sept 28, 2017 16:06:24 GMT -5
Hi! What would be the issue? What item did you clone? In the Footprint tab of the Warehouse section > Object Polygons: Edit Items > Uncheck: Pathing. or you can try importing a decal footprint via the warehouse on your item's footprint settings? Here's another thread talking about the pathing and how to manually edit it but it's much more complex.
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Post by max20 on Sept 30, 2017 4:42:15 GMT -5
inabadromance I have understood that it is necessary to work with it that?
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Post by MisterS on Sept 30, 2017 7:09:06 GMT -5
If its just for your use I'd simply give it a footprint rug and put plants where the poles are to stop them walking through them
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Post by max20 on Sept 30, 2017 7:18:58 GMT -5
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Post by max20 on Oct 2, 2017 8:59:19 GMT -5
Nobody knows?
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Post by inabadromance on Oct 2, 2017 9:32:48 GMT -5
I linked you to that thread but i've personally never done it so i'm not very knowledgeable about it. Maybe brujah knows a particular tutorial for this that can help you out? Is there more information about this somewhere else?
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Post by brujah on Oct 2, 2017 18:03:13 GMT -5
Share the .package and I can take a look for you.
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Post by max20 on Oct 4, 2017 10:56:02 GMT -5
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Post by brujah on Oct 5, 2017 18:26:42 GMT -5
At first I thought that the arch was much bigger than it is. This can be done very easily. You only need to add two point list items to your footprint. The following is the easiest method I've found. - Create planes in Blender where you want to have the footprints, in this case around the poles for your arch, and leave Blender open
- Open the Hash Generator from the menu bar (it will be needed later and easier to start with it open)
- Select the footprint resource and click the "Edit Items" button next to Object Polygons
- At the bottom of the point list box click the "Copy" button twice, you should now have 3
- The first one is going to be the placement footprint so select it and un-check Pathing
- Select the second point list and switch to the Hash Generator
- Generate a FNV32 instance and copy it
- Switch back and un-check Placement
- Paste the FNV32 instance into the NameHash field (scroll down on the right side)
- Click the "Edit Items" button next to PointList
- The next pop up is the actual list of points, use the X and Y values of the vertex points of one of the planes created in blender
- Repeat steps 7-11 for the last footprint point list using the other plane created in Blender
- Save and test
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