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Post by phyre on Mar 15, 2016 5:27:48 GMT -5
Hey all, I am currently working on trying to create an irrigation system for TS4, based on the water emitters, that will automatically water your plants like a sprinkler would and has the subsequent animation. Because I am trying to include several types of system (ground irrigation, tap irrigation and drip irrigation) I am trying to look into rotating an object's effect slot (_FX_ bone) so that instead of water coming up from a floor-based emitter (like the current water emitters in-game), the water will be falling down from a hanging emitter. Now I found the rotation values of the effect slot under the slot xml file (see image 1). However, when I tried a different rotation for that slot, the in-game water effect did not change. Now I am not quite sure if it is also needed to change the rig for that slot and what the xml "code" requirements would be for rotating that slot. If necessary, I assume that this should be input under "orientation" (see image 2), but I am not quite sure with what to replace "identity" if I wanted to inverse its orientation. Is this even possible? Alternatively I could try to edit the effect itself but, so far, I have not been able to find its file or the reference to the file in the object definition. Any help you can give me would be greatly appreciated. Thanks in advance!
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Post by orangemittens on Mar 15, 2016 10:39:37 GMT -5
Hi phyre, to the best of my knowledge no one has tried working with rotating effects slots but Studio is able to successfully rotate deco slots. At least in theory there shouldn't be any difference whether it's an effects slot or a deco slot so you should be able to do this. Rotation values are in quaternions for the rig resource and require a matrix in the slot resource. These values need to be edited from the Data tab...the Text tab is a preview tab only.
As far as I'm aware there is no effects editor for Sims 4 as yet. Sims 4 effects are all in one gigantic resource not split into discrete entities as objects, CAS items, build items, and animations are and Studio has not yet even begun to approach the task of making this resource available for editing.
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Post by phyre on Mar 15, 2016 11:05:48 GMT -5
Thanks a lot for the reply orangemittens!
After I made my post I did track the vfx to their original file with a lot of help from Andrew's documentation on his effect player. I even found the effects tied to the water emitters and, as it turns out, there is even more than one. For now, I am leaving my thoughts of editing the effects alone.
The options left to me is testing if I can make the effect slot rotation work, or if I could somehow create a scripted object that is able to access and use the original EA effects. The first seems by far the easiest, if I can get it to work, and thus preferable.
Going over the rig data, however, it does not appear to have a rotational input value like the slot data has. Is this something I can simply edit in myself with a binary editor, or should the matrix values go into a different field like orientation?
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Post by orangemittens on Mar 15, 2016 16:53:25 GMT -5
This is where the quaternion data goes for the rig resource: and here is where the matrix data goes for slots: You don't need a hex editor for this.
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Post by phyre on Mar 16, 2016 1:11:43 GMT -5
Thank you very much Orangemittens! Next free moment I have I am going to try and see if transforming both the fx rig and slot changes the vfx ingame!
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