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Post by menaceman44 on Jun 24, 2021 17:41:45 GMT -5
I'm working on making a base game compatible sectional seating set for other CC creators to use since all of the coding is already in the base game files anyway, but this large corner piece is behaving weirdly. It acts and performs exactly as you would expect except for if you move it to a location where it can't be placed. When the mesh turns red, it also rotates by 45 degrees.
It returns to the correct position as soon as you move it to a valid space but the original object doesn't do this and I'm not sure what I've messed up.
Thanks in advance for any help.
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Post by Fwecka (Lolabellesims) on Jun 24, 2021 18:53:49 GMT -5
I doubt this will help you much but, you cloned a counter, right? You want the seating to be placeable the way counters are but the seating will not be functional as seats. (Edit: looks like you do intend the seating to be functional since you have it rigged as such) Is that correct?
Could the bounding box input be the issue? I read a while ago on Mod the Sims where someone was having issues with placing a curtain--they couldn't place the curtain very high up on a wall--and it was because of the bounding box. The bounding box coordinates appear to be X, Z, Y.
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Post by qolygonal on Jun 25, 2021 5:39:28 GMT -5
Could it be a footprint issue? Because the item goes beyond it. I created my own set and didn't face this problem. I also imported your model and it's positioned correctly. Here is the package if you want to test or clone it. BGSectionalSofa.packageUPDI took a closer look and yes it's a footprint issue. You only have 7 footprint resources in your package, but there should be 8.
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Post by menaceman44 on Jun 25, 2021 8:59:29 GMT -5
Fwecka (Lolabellesims) I cloned a recolour of the sectional seating from DHD actually and just removed the DLC flag since all of the coding is basegame. It's just the meshes, textures, and a single footprint resource which are DHD exclusive. Which brings me onto... qolygonal I'm not sure why my mesh shows as outside the footprint bounds in your game as it doesn't in mine. You can see on my first screenshot it sits inside the footprint fine when it isn't red. I was aware that there was one less footprint than there should have been in my package as one of them appeared to be DLC exclusive. It was for the single tile flat section though since with that reference left in, the flat piece couldn't be placed. All I did was replace the reference to it with the reference for the regular tile piece with a back which seemed to solve the problem. I'll take a look at your package in the game now, thanks.
EDIT
I don't know what is causing it but your version also does the weird rotating thing in my game.
Do you have DHD installed in your game because that's the only difference I can think of between our setups? I don't own the pack yet and created my clone from a recolour.
(Also, if I may offer some advice/help, you should use Selective Clone to make new sectionals with the 32bit Instances checked so that the game can generate the correct thumbnals. Your end piece seen in the above screenshot is also currently inside-out)
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Post by qolygonal on Jun 25, 2021 9:51:05 GMT -5
Thanks, I fixed it.
Now I see. Yes, I have DHD. Is this the reason? Then why does your version turn around incorrectly in my game, if, according to this logic, it should be placed correctly?
UPD
I downloaded my package and tested it in the game. It rotates 😑
Before uploading it to GD, I changed something. If only I could remember exactly what.
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Post by menaceman44 on Jun 25, 2021 11:25:20 GMT -5
Do you have a backup version?
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Post by qolygonal on Jun 25, 2021 11:31:52 GMT -5
That would be a very smart decision. But no. I'll continue testing.
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Post by qolygonal on Jun 25, 2021 11:52:43 GMT -5
The problem is the Counters shader. I just downloaded this override, and Maxis' item also began to rotate.
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Post by menaceman44 on Jun 25, 2021 13:10:18 GMT -5
Ooooooh, interesting. So unless EA decide to update the sectionals with a new shader just for them to fix the lighting then it's stuck like that. Okay.
While I was continuing to mess with my own files I found that with my package having one less footprint resource than it techinically should, the large corner piece was located correctly on the footprint but when I added in an extra footprint (and connected the data up correctly) it placed off the footprint like in your initial screenshot when you tested it in your game.
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Post by qolygonal on Jun 25, 2021 13:21:52 GMT -5
Can you share the package? I'm wondering how it looks in my game.
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Post by menaceman44 on Jun 25, 2021 14:39:11 GMT -5
I'm not sure how fruitful that would be seeing as now, even putting my original working version back in my game with my cache files deleted, the large corner piece sits incorrectly on the footprint. I don't know what I've done but it's done something and going back to an older file version doesn't reverse the problem. I may try cloning your version to see what happens. BTW, were your intentions with yourpackage to release it to the community to use as a base as well?
EDIT
I think I may have found what is causing the mesh displacement from the footprint on my large corner piece. I've edited the height of the slots because with the EA values toddler's hands and knees sink into the surface. If I don't edit the slots it fits where it should. I'm just not sure why raising a slot would cause the whole mesh placement to shift. I'm only editing Z values. Nothing to do with X or Y.
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Post by qolygonal on Jun 25, 2021 16:57:14 GMT -5
Sure. I've updated the package, and now anyone can download it from the top link and use it for their project. But the items still use the Counters shader.
Ha! Why does changing the shader affect the rotation of an object? The questions to which I have no answers. Anyway, it's too late for me to keep working.
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Post by qolygonal on Jun 26, 2021 4:38:39 GMT -5
I haven't tested the slots yet, but I've checked the sim's position. Does it make sense to change the height of the slots? Instead, you can lower a seat. Sims always get stuck on a surface, though.
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Post by menaceman44 on Jun 27, 2021 8:41:56 GMT -5
I suppose I was trying to go down the easiest/laziest route as I have some old conversions I would just like to drop the textures and meshes into the new system but they are the same height as the EA pieces and I didn't want to have to edit all of the meshes to a lower height if I could just raise the slots slightly and only need to do it once.
It's just this large corner piece that is the issue. Editing the slots on any other piece is perfectly fine.
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Post by qolygonal on Jun 28, 2021 13:22:48 GMT -5
I think I've found a solution.
1. Correct the height as usual.
2. Go to the Warehouse tab > Rig > Text. Copy the Absolute Transform value.
3. Slot > TargetSlots. Paste the value into the Transform field (or just find the height among other numbers and replace it).
4. Repeat for all slots.
I've only tested it once. Hope it works.
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