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Post by evekat on Feb 8, 2019 22:05:38 GMT -5
I made a custom mesh for a microphone (the mic is an ice cream cone), and it works perfectly. However, when the sims actually pick up the mic, it reverts to the mic that it was before. Is there a way to make the mic be an ice cream cone when the sim holds it?
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Post by minimonster on Feb 10, 2019 20:31:41 GMT -5
This is a guess, but a semi-educated one: Try cloning a Default Override of the debug microphone and replacing it with your ice cream cone.
Just a guess, I Hope it works! Cheers.
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Post by menaceman44 on Feb 11, 2019 7:38:16 GMT -5
But wouldn't a default override mean that the normal mics would then all look like ice-cream cones? I would have assumed that the object tuning calls for the required accessory object so would have thought that a NONE default clone of the debug mic should be made and altered to the ice-cream cone and then make custom tuning for the mic stand which calls this new accessoty instead.
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Post by minimonster on Feb 11, 2019 17:01:31 GMT -5
menaceman44, You are correct about that, Sir. I was thinking along the lines that the ice cream cone was indeed meant to be a default replacement for all of the microphones. Because of the way that I visualized the process in my head, I wasn't even considering that the project wold be a 'one-off' single clone. Purely override, no tuning needed. At this point, I am not entirely sure that a single clone would be able to be called, even with custom tuning, although I have had limited successes of a slightly similar thing by adding to the tag filter listing that the tuning would call, to make a specific item be called...
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Post by evekat on Feb 13, 2019 14:42:36 GMT -5
Oh man, I know nothing about tuning...
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Post by menaceman44 on Feb 14, 2019 11:42:14 GMT -5
It sounds more daunting than it actually is. The first step you would need todo is to identify which tuning the microphones in the game already use.
To do that you can clone the exisiting base game mic stand and in Studio, go to the Warehouse tab and select the Object Definition resource on the left. Scroll down on the right until you find where it says Tuning. The name should be in the box next to it. Now right-click and copy that text.
It's best to do the next bit with your project open. It saves merging files later on.
To get a copy of the tuning that you can edit without changing all the other mics, go to the Tools menu and select Extract Tuning... When the window pops up, paste the tuning name into the search box at the top. Select the matching result from the window and then choose Add to Current Package at the bottom and then close the window.
Back in the warehouse window, click on your new Object Tuning entry. On the right window select the Data tab at the top. This is where you give it a unique name so that the changes only affect your CC. The naming format is usually [creator name]:[tuning name, date, time] You don't HAVE to include the date and time but it ensures that there is 99.9% no chance that anyone else will use the same name. You MUST include a colon between your creator name and the tuning name. Then click anywhere outside of the text box and the tuning ID will be updated for you automatically.
I'll leave it at that for now. See how you get on with finding and adding the needed tuning to your own package. As I said, it sounds more complicated than it is.
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Post by jurisprudence on Feb 14, 2019 12:49:13 GMT -5
EA has NO idea as to the OVERWHELMING amount of creativity within the Sims community - or they just choose to ignore it. An Ice Cream Cone Microphone sounds amazing.
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Post by evekat on Feb 14, 2019 20:36:19 GMT -5
It sounds more daunting than it actually is. The first step you would need todo is to identify which tuning the microphones in the game already use. To do that you can clone the exisiting base game mic stand and in Studio, go to the Warehouse tab and select the Object Definition resource on the left. Scroll down on the right until you find where it says Tuning. The name should be in the box next to it. Now right-click and copy that text. It's best to do the next bit with your project open. It saves merging files later on. To get a copy of the tuning that you can edit without changing all the other mics, go to the Tools menu and select Extract Tuning... When the window pops up, paste the tuning name into the search box at the top. Select the matching result from the window and then choose Add to Current Package at the bottom and then close the window. Back in the warehouse window, click on your new Object Tuning entry. On the right window select the Data tab at the top. This is where you give it a unique name so that the changes only affect your CC. The naming format is usually [creator name]:[tuning name, date, time] You don't HAVE to include the date and time but it ensures that there is 99.9% no chance that anyone else will use the same name. You MUST include a colon between your creator name and the tuning name. Then click anywhere outside of the text box and the tuning ID will be updated for you automatically. I'll leave it at that for now. See how you get on with finding and adding the needed tuning to your own package. As I said, it sounds more complicated than it is. Do I need to clone the mic itself next?
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Post by menaceman44 on Feb 15, 2019 12:55:50 GMT -5
Yeah, you will need to clone that to make your ice-cream mic from.
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Post by evekat on Feb 15, 2019 21:17:02 GMT -5
Yeah, you will need to clone that to make your ice-cream mic from. And I'm guessing that I have to copy the custom object tuning and put it in the mic?
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Post by menaceman44 on Feb 16, 2019 16:20:48 GMT -5
No. Your custom tuning goes with the custom mic stand. I really should check out the mic tuning myself to check if what I'm telling you will actually work. I am assuming there is a line of code in the tuning that basically says when a Sim uses this stand put this mic accessory in their hand. What you need to do is make your own version of the tuning that says when a Sim uses this custom mic stand put this custom mic accessory in their hand.
My workload in real life is a little hectic right now but I will ensure to take a look at the tuning myself as soon as I get chance if you don't figure it our before then.
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Post by menaceman44 on Feb 17, 2019 12:04:10 GMT -5
Sorry for the double post but I wanted to make sure people realise I have new info now.
So I managed to take a look at how the microphone stand and mic are set up. What I have told you so far seems correct in theory with a few alterations/ issues though.
In the tuning for the mic stand there is a list of every interaction that can be performed on it. The part of the code that tells the game which mic to use isn't in this tuning though, it is in each and every interaction tuning meaning you would have to edit them all for your ice-cream stand to use your ice-cream mic all of the time.
The issue part to all of this is that I have no idea how the game identifies the mics. The code refers to mic "definitions" which are four digit numbers and then also referes to "actual object" definitions which are also four digit numbers that are one number lower. I don't know where these numbers come from.
I tried making a custom recolour of the stand and mic with edited tuning and used the Instance number of the mic in these locations. The option that I edited still showed up but unfortunately it caused a jump reset on my Sim any time I got her to try and use it.
More investigation is needed but I think I've gone as far as I can. We need the input of someone who understands how the game identifies the mic in the code.
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Post by evekat on Feb 17, 2019 20:33:29 GMT -5
Maybe Bakie could give us some insight? His mods are marvelous.
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Post by Bakie on Feb 18, 2019 8:40:11 GMT -5
Unfortunately I don't have that much knowledge about those kind of custom tuning either. I think that someone as necrodog knows what has to be done to make this work.
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Post by evekat on Feb 20, 2019 0:30:03 GMT -5
Unfortunately I don't have that much knowledge about those kind of custom tuning either. I think that someone as necrodog knows what has to be done to make this work. Well, thank you for answering anyway.
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