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Post by fufu508 on Oct 9, 2015 7:57:44 GMT -5
Hi folks, I was looking at my packages folder and realized some packages I downloaded I can't trace back to who created them because the file name is generic, e.g. "Skirt-long-low.package" and was wondering if the design/structure of packages includes/allows inserting author info as part of the data?
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Post by MisterS on Oct 9, 2015 9:40:29 GMT -5
Yes fufu508, as soon as you type your creator name it is in S4S Mine name is normally Mr S I changed it to just to show you With objects its in the Object definition line If you want it as the name of the package you have to manually do that.
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Post by fufu508 on Oct 9, 2015 18:58:16 GMT -5
Got it! Thanks MisterS. I opened the example I gave, and the "CAS Part" has the name: "fashionroyaltysims_yfBottom_SkirtMaxi_StripeLimePink_201506122045430468" And the numeric part above looks like a date/time of last creation, YYYYMMDDHHMMSSmmmmm, if I'm not mistaken. And I see that content exported to package from the game via S4S shows the Maxis name in the resulting package, e.g. a_ageUp_adultToElder_part1_x I'm not sure however about what circumstances cause the name to have the format with the date stamp and the Studio user's name, i.e. I expected/expect at some point I would see something like fufu508_a_ageUp_adultToElder_part1_x_2015100919574412345
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Post by orangemittens on Oct 10, 2015 1:24:04 GMT -5
In your example the creator name is fashionroyaltysims. yfbottom_SkirtMaxi>StripeLimePink is the item they cloned. The long number after that is the date/time they cloned the item and it will not change after the item is cloned even if it is edited later. That is added to "hash salt"...that is, it makes the internal name unique so the item won't conflict with another item named in the same way by the same creator. These are features of Studio's naming for CAS and object clones. Other tools do things differently.
If you look at a default override of an EA clip you will, of course and by necessity, see that Studio's naming convention is not present. This is because that item must have the exact same internal naming as the original EA clip or else it cannot override it. If you create a non-default pose pack you will see the clips inside that pose pack are named like this: creator name:PosePack_date/time (down to the millisecond)_set_# where # is the position it holds within the pose pack. Again the date/time serves as the means by which Studio is insuring a unique name for every clip within a pose pack so that creators don't have to worry about generating a unique name themselves or risk conflicting with their own or someone else's item.
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