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Post by jacklegend13 on Dec 29, 2020 13:42:32 GMT -5
I'm trying to delete all the props and objects in a world but can't seem to find some of them. I got rid of much of them in the World Data entry in S4S and see a listing of World Lot Objects with larger than 0 bytes but only a listing for the object key not a listing of objects.
{ "Key": { "Type": "0x91568FD8", "Group": "0x00000000", "Instance": "0xF942AF4C6E042990" } }
I exported this file, it does have listings of objects in there it seems, emptied it saved as binary using notepad and notepad++, tried both, and tried to import it back but got an error of sorts. It asked me to continue or exit. Pretty sure saving this would not work AND this is obviously not the right place to do that so I ask how do I go about completely stripping a world of all objects? Is there another file I have to edit somewhere?
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Post by MizoreYukii on Dec 29, 2020 14:49:20 GMT -5
The rest of the objects are in World Object Data, there are "Objects" and "ObjectNoScript". The Objects are interact-able objects, the ObjectNoScript are the ones you can't interact with (trees, etc.). Ignore Lot:0 because it doesn't have object data, the rest will if they do in-game.
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Post by jacklegend13 on Dec 29, 2020 15:05:10 GMT -5
OK wow I thought I looked there haha. Thank you!
What I wonder though is how safe is doing this on the career lots? If I strip out all the objects in say Civic 1 does it break the game in any way? Or Civic 2. What I wanted past this at some point was to maybe ADD lots to a world either the career lot or another lot. I know where to find and change lots in World Data and in World Object Data is the ID for the lots and the spawn point? Idk what the other position is in there though and what that is used for. Ive successfully altered these values, moving lots and making them bigger but have yet to do an add lot. I do notice when you move a lot it leaves a hole in the ground lol. I wonder if that second value in World Object Data controls that
Oh and I forgot to ask. The no routing data. I need to delete that completely so anywhere is selectable and routable. I might be able to figure it out eventually but for now it's totally elusive haha. What I did was delete the lot footprint entries but this seemed not to work. If I find anything I will post it. More ppl need to be aware of this stuff cause more ppl need to start making their own worlds like in Sims 3! Not much out there on how to do any of this...
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Post by MizoreYukii on Dec 29, 2020 17:24:31 GMT -5
Unsure about the career lots, I think it depends solely on if you are playing or not, because sims won't spawn there unless you are there. So if you aren't using it you could potentially nuke everything and call it a day. If you do go there, you could place all the objects in a basement? But I think the lot will work otherwise, the sims just won't have anything to do. Are we talking about completely new lots, or moving lots from one world to another? The way you add new lots has more files involved than what you are looking at. It's a long process and I will write a tutorial one day but not anytime soon as I have a full plate. You should be able to move some of the lots like Sixam and place them in a new world, and get away with copying over the lots to the files you mentioned without further work. Also, the hole is normal, this is how you properly make it compatible with terrain tools and avoid other terrain issues (you can see someone discussing it here). No way to properly fix it unless you have tools though. I remember when Pancake was attempting to edit the mesh with just S4S and it didn't work. You need to edit two lot footprint files for that, not delete them, but I don't know how to explain it properly, lol. So in any world the first lot is referenced in "Lot Footprint Reference" and the second is in World Object Data where it says "FootprintKey" on the main page (ignoring Lot:0 again). You add these via Game File Cruiser, then you need to edit the RoutingPolygons of each one. And this is where I'm not sure how to explain it, as it's different for each world so what I'm about to suggest is probably wrong, but for the lot referenced in the "FootprintKey" I believe you need to edit the one with most points (it will say "Something Points[#]). You need to edit the Bounds, then scroll to the PointList and edit/delete some, and then there's usually a second item in the first list that needs edited as well. So this will probably be a lot of trial and error, unless you know exactly how big the world is (one of the files might list it). I think TOOL has some coordinates feature? I've never used it so probably also wrong about that, lol. I will have to ask Pancake if there's an easy way to tell these different lists apart. And in the "Lot Footprint Reference" there is usually just one item in the list, you edit the Bounds again and then also edit/delete some stuff in the point list. Hope that helps! And yes, exactly! I always thought this stuff was impossible because there was zero info out there (except the lot and skybox tutorials), but then I started digging with my friend Pancake and all the stuff we needed was right there (not that it wasn't difficult and hair-pulling worthy some days, just that it's possible and not hardcoded). We figured out 90% of this stuff a few months ago, we just need to someday finish our research on routable objects (bridges, etc., they have their own system weirdly enough), and messing with GFX files (UI) to ensure our worlds are completely custom and won't override current EA worlds. We get closer every few weeks but there's so many UI and other files involved it's probably not worth it, and might stick with our current method where we override unused EA test worlds.
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Post by jacklegend13 on Dec 29, 2020 18:19:23 GMT -5
Yeah the lots I moved had zfighting issues so I did the opposite of that article and raised them about 0.05. Most lots are on the z? axis around 150 so I used 150.05 and no more flickering plus I didn't need to bother with elevating objects they snapped to the terrain, looked great and no routing issues with sims. I also would cover the holes with lots. Say like I moved one lot next to another, I just stretched the neighbor lot big enough to cover the hole. I guess this was all easy to me because I did this a bunch in Sims 2 with LotAdjuster... And yes TOOL has a coordinate debug that outputs in the console. I used a street lamp or a column as a marker to pinpoint locations, thats how I moved lots. They use the same axis as CAW in Sims 3. I swear EA uses CAW, probably an updated one for Sims 4 lol. All lots have a center on the upper right edge unless they been rotated when placed so when you stretch them they stretch out from that point which helps when trying to figure out placement. Lots can even be overlapped and again using different coordinates on the z axis keeps them from fighting who gets to render triangles. So essentially you can make 128 x 128 lots with 4 64x64 lots if you place them right. Still have to load each lot though but does give the option to build a city completely in build mode if you can add enough lots... That's what I'm aiming for. I gather lag could be a problem though with too many lots and too many objects. I have lag issues with just one 64x64 lot with say 2000 objects placed. Something to do with the routing I think. Its calculated on the fly and the more objects the bigger the overhead. But I think lots that are not loaded should get a pass on that if the code for routing was written correctly.
That footprint method is really crazy but I think I get it. My thought was if the footprint was gone so should the damn restrictions lol. I'll have to look at this and see if I can figure it out... Thanks sooo much for your help! You are wonderful
Oh I forgot to answer about the adding lots. I want to make completely new empty lots in any world I edit. What I tried was cloning one of the lots and giving it a new hex ID which all looked good in S4S but refused to load in game. Eternal never ending loading screen lol. I duped it in World Data and World Object Data and gave it new coord. Only I never messed with the coord under the spawn point in World Object Data.
UPDATE: Ok I tried the Footprint data using the Magnolia P. world (EP01_Retails_01.world), heres what I did:
Under Lot Footprint Instance I grabbed the instance id under LotFootprint which was 2210898ECCD7471C and searched for that in file cruiser Got one hit and added it up Wiped out all the points in there and kept only 4 Changed those to respectively: 0,0 0,750 750,750 750,0 I got the map size from Terrain Data under Text "MapWidth": "0x00000300", "MapHeight": "0x00000300", 300 in Hex eq 768 in Dec so the map is 768x768 I decided to knock off 18 as a buffer. Maybe sims might wander that way and fall off lmao But that was only the camera when I tested so....
So you mentioned World Object Data I went in there, into a lot WITH an id not Lot:0 Under footprintKey I grabbed the instance ID: 0D147594E380D44A File Cruiser lookup, one hit a footprint yay Grabbed that sucka and looked for the one with the most points (106) Wiped out all but 4 of em and changed it to the same as the camera Saved and loaded the game Yay it works & I found a lighthouse I never knew existed! Imma keep that in there
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Post by jacklegend13 on Dec 31, 2020 23:42:46 GMT -5
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Post by f3lin3fri3nd on Nov 30, 2023 21:01:19 GMT -5
i'm sorry, but i'm desperately trying to empty my own world using the same method, but when i'm trying to load the neighborhood, i can't and it goes back to the world choosing screen so i have to go back to the backup file. what do you do to prevent this? : (
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