HugeLunatic
18th Dec 2009, 10:15 PM
What this tutorial DOES do
This tutorial will show you how to adjust the footprints in The Sims3. There are multiple parts in TS3 to change to affect the footprint. At the very basic, to adjust the size of the green footprint, you will need to edit the FTPT and the VPXY. These two resources tell the game the outer boundaries of your object. If the object is usable and has routing slots you will also need to change the RLST and _RIG. Both of these are editable in a HEX editor, but the values and what to change are currently unknown or undocumented. We are simply replacing them with an appropriate one already supplied by the game.
What this tutorial DOES NOT do
This tutorial will not explain meshing, it will not explain Milkshape outside the scope of finding the needed values, and it will not explain how to use S3PE outside the scope of footprints and the values we are adjusting.
Tools Required
S3Pe (http://www.modthesims.info/showthread.php?t=362412)
VPXY Editor by Delphy (http://www.modthesims.info/download.php?t=372169)
TigerM's FootPrince (http://sumomo.modthesims.info/showthread.php?t=364294) - Not required buy useful
Getting your Bounding Box values
In Milkshape the X-axis is left/right, the Z-axis is front/back, and the Y-axis is top/bottom. When you go left or back from the center point you are going in a negative direction, when you go right or forward you are going in a positive direction.
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037624_xyCoordinates.jpg
Open your mesh in Milkshape, mine shows my already modified mesh. When you select a vertex you will see the coordinates of how far from center it is at the bottom of the screen. This is the number we want. In TS3 all points seem to flow outward from the center of the mesh. If you want to see the actual size of the footprint the object is using, TigerM's FootPrince (http://sumomo.modthesims.info/showthread.php?t=364294) app will show you. This app will allow you to see the size of footprints for all objects in the game. This is useful if you want to size it the same as something else in the game. Please note that this app rounds the decimal to just two digits.
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037625_verticeMilkshape.jpg
An oddity I have noticed is that the game does not simply divide the footprint in half. It appears to divide it at roughly 49.999999% on one side and 50.999999% on the other. Because both values are not equal. A single tile in game appears to be 1.0 x 1.0, the same as what TS2 is. Objects do not generally fill this entire space, since when you add in wall space it reduces it by about 10%. The wall on each side is roughly 5%. You can see the value for my table is .412, which gives an overall width of .824.
Alternate Method for finding Bounding Box
As a new user to Milkshape this is a new discovery for me, for those well versed in MS you probably already know how to do this. Please note the values in this image is not from this current project.
In Milkshape select Tools / Model Information
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1066279_vpxy.jpg
Editing the VPXY
So we have our values for our Bounding Box from Milkshape so we are going to edit the VPXY first, but the order doesn’t really matter. I do this one first so that I can leave it open while I edit the other values in S3PE and it allows me to copy/paste or at least to see them. To edit the VPXY we will need to use VPXY Editor by Delphy (http://www.modthesims.info/download.php?t=372169) since S3PE does not save the values if you try to edit there.
Open your cloned object in S3PE
Right click the VPXY and choose Export/To File
Open VPXY Editor
File/Open and browse to where you exported the VPXY in step 2
Look at the highlighted portion, this is our Bounding Box. Since I am making a 2-tile table into a 1-tile table, I am only going to change the X-axis values. Replace values with the ones you had found previously from Milkshape. You will notice the length of the values vary, it seems anything between 3 and 8 digits after the decimal are acceptable.
Original:
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037627_changingVPXY.jpg
Modified:
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037842_vpxy02.jpg
After changing the values select File/Save
Go back to S3PE with your object open
Right click the VPXY and choose Replace/File
Save your package
Editing the FTPT
Open your object in S3PE if it is not already
Select the FTPT resource
Select Grid near the bottom
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037628_ftptSelect.jpg
This will open up a new dialog box
Select the ChunkEntries and click the small button with three dots
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037646_ftpt01.jpg
Expand the RCOLBlock by clicking the + mark
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037647_ftpt02.jpg
Select the FootprintAreas and click the small box with three dots
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037648_ftpt03.jpg
In this box we are going to change the four reference points for our bounding box plus we will change the values in the ClosedPolygon. You made note of these back in the Getting your Bounding Box values. You will notice the length of the values vary, it seems anything between 3 and 8 digits after the decimal are acceptable.
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037649_ftpt04.jpg
Select ClosedPolygon and click the button with three dots
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037650_ftpt05.jpg
The ClosedPolygon section starts at one point of your object and moves counter-clockwise around the object defining its outer boundaries. Make note of which point your object starts with, and refer to Getting Your Bouding Box Values to reference which each number represents. Don’t get confused by X and Y values, these are basic graphing points and Y does not appear to relate to height like in your 3D mesh program.
These are the same values we entered previously. You will notice the length of the values vary, it seems anything between 3 and 8 digits after the decimal are acceptable. There is a difference between the values found in the VPXY and the FTPT. Usually the FTPT values are a bit smaller than the outer boundaries of your mesh in Milkshape.
Click Ok for each dialog box and be sure to click COMMIT on the final one.
Save your package
At this point we have changed the VPXY values and the FTPT values. This is all we need to change if we are simply adjusting the footprint of an object without interactive routes and slots. Windows may fall into this category, however there are probably additional adjustments to make in regards to the window mask. I did adjust a window months ago and did not document my exact steps and the one issue was with the wall mask.
Replacing the RLST and _RIG
The game uses generic resources for _RIG and RLST for certain objects. Tables have one defined for each size, sculptures appear to have a generic for all sculptures, and windows also have one for window size.
I clone items to pull generic resources and keep these for later use, you can also open your fullBuilds to find these. I'm not going to cover that since if your following this tutorial you should already be familiar with how to find your resources.
Gather your original RLST and _RIG resources
Open your package in S3PE if not open
Right click the RLST resource
Choose Replace and browse to an original generic RLST
Right click the _RIG resource
Choose Replace and browse to an original generic _RIG
Save your package
Time to Test
Now it's time to test your object in game. You will want to make sure to test it near a wall or other object, sometimes if the values you enter are bit too large it won't sit directly next to a wall. I found with values over .42 I started to have issues with this. If I had to guess at this it might be because the game doesn't allow your object to be "in" the wall. So the true size of a tile may be less than 1.0x1.0.
Some Examples
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037652_sample01.jpg
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037653_sample02.jpg
This tutorial will show you how to adjust the footprints in The Sims3. There are multiple parts in TS3 to change to affect the footprint. At the very basic, to adjust the size of the green footprint, you will need to edit the FTPT and the VPXY. These two resources tell the game the outer boundaries of your object. If the object is usable and has routing slots you will also need to change the RLST and _RIG. Both of these are editable in a HEX editor, but the values and what to change are currently unknown or undocumented. We are simply replacing them with an appropriate one already supplied by the game.
What this tutorial DOES NOT do
This tutorial will not explain meshing, it will not explain Milkshape outside the scope of finding the needed values, and it will not explain how to use S3PE outside the scope of footprints and the values we are adjusting.
Tools Required
S3Pe (http://www.modthesims.info/showthread.php?t=362412)
VPXY Editor by Delphy (http://www.modthesims.info/download.php?t=372169)
TigerM's FootPrince (http://sumomo.modthesims.info/showthread.php?t=364294) - Not required buy useful
Getting your Bounding Box values
In Milkshape the X-axis is left/right, the Z-axis is front/back, and the Y-axis is top/bottom. When you go left or back from the center point you are going in a negative direction, when you go right or forward you are going in a positive direction.
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037624_xyCoordinates.jpg
Open your mesh in Milkshape, mine shows my already modified mesh. When you select a vertex you will see the coordinates of how far from center it is at the bottom of the screen. This is the number we want. In TS3 all points seem to flow outward from the center of the mesh. If you want to see the actual size of the footprint the object is using, TigerM's FootPrince (http://sumomo.modthesims.info/showthread.php?t=364294) app will show you. This app will allow you to see the size of footprints for all objects in the game. This is useful if you want to size it the same as something else in the game. Please note that this app rounds the decimal to just two digits.
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037625_verticeMilkshape.jpg
An oddity I have noticed is that the game does not simply divide the footprint in half. It appears to divide it at roughly 49.999999% on one side and 50.999999% on the other. Because both values are not equal. A single tile in game appears to be 1.0 x 1.0, the same as what TS2 is. Objects do not generally fill this entire space, since when you add in wall space it reduces it by about 10%. The wall on each side is roughly 5%. You can see the value for my table is .412, which gives an overall width of .824.
Alternate Method for finding Bounding Box
As a new user to Milkshape this is a new discovery for me, for those well versed in MS you probably already know how to do this. Please note the values in this image is not from this current project.
In Milkshape select Tools / Model Information
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1066279_vpxy.jpg
Editing the VPXY
So we have our values for our Bounding Box from Milkshape so we are going to edit the VPXY first, but the order doesn’t really matter. I do this one first so that I can leave it open while I edit the other values in S3PE and it allows me to copy/paste or at least to see them. To edit the VPXY we will need to use VPXY Editor by Delphy (http://www.modthesims.info/download.php?t=372169) since S3PE does not save the values if you try to edit there.
Open your cloned object in S3PE
Right click the VPXY and choose Export/To File
Open VPXY Editor
File/Open and browse to where you exported the VPXY in step 2
Look at the highlighted portion, this is our Bounding Box. Since I am making a 2-tile table into a 1-tile table, I am only going to change the X-axis values. Replace values with the ones you had found previously from Milkshape. You will notice the length of the values vary, it seems anything between 3 and 8 digits after the decimal are acceptable.
Original:
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037627_changingVPXY.jpg
Modified:
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037842_vpxy02.jpg
After changing the values select File/Save
Go back to S3PE with your object open
Right click the VPXY and choose Replace/File
Save your package
Editing the FTPT
Open your object in S3PE if it is not already
Select the FTPT resource
Select Grid near the bottom
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037628_ftptSelect.jpg
This will open up a new dialog box
Select the ChunkEntries and click the small button with three dots
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037646_ftpt01.jpg
Expand the RCOLBlock by clicking the + mark
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037647_ftpt02.jpg
Select the FootprintAreas and click the small box with three dots
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037648_ftpt03.jpg
In this box we are going to change the four reference points for our bounding box plus we will change the values in the ClosedPolygon. You made note of these back in the Getting your Bounding Box values. You will notice the length of the values vary, it seems anything between 3 and 8 digits after the decimal are acceptable.
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037649_ftpt04.jpg
Select ClosedPolygon and click the button with three dots
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037650_ftpt05.jpg
The ClosedPolygon section starts at one point of your object and moves counter-clockwise around the object defining its outer boundaries. Make note of which point your object starts with, and refer to Getting Your Bouding Box Values to reference which each number represents. Don’t get confused by X and Y values, these are basic graphing points and Y does not appear to relate to height like in your 3D mesh program.
These are the same values we entered previously. You will notice the length of the values vary, it seems anything between 3 and 8 digits after the decimal are acceptable. There is a difference between the values found in the VPXY and the FTPT. Usually the FTPT values are a bit smaller than the outer boundaries of your mesh in Milkshape.
Click Ok for each dialog box and be sure to click COMMIT on the final one.
Save your package
At this point we have changed the VPXY values and the FTPT values. This is all we need to change if we are simply adjusting the footprint of an object without interactive routes and slots. Windows may fall into this category, however there are probably additional adjustments to make in regards to the window mask. I did adjust a window months ago and did not document my exact steps and the one issue was with the wall mask.
Replacing the RLST and _RIG
The game uses generic resources for _RIG and RLST for certain objects. Tables have one defined for each size, sculptures appear to have a generic for all sculptures, and windows also have one for window size.
I clone items to pull generic resources and keep these for later use, you can also open your fullBuilds to find these. I'm not going to cover that since if your following this tutorial you should already be familiar with how to find your resources.
Gather your original RLST and _RIG resources
Open your package in S3PE if not open
Right click the RLST resource
Choose Replace and browse to an original generic RLST
Right click the _RIG resource
Choose Replace and browse to an original generic _RIG
Save your package
Time to Test
Now it's time to test your object in game. You will want to make sure to test it near a wall or other object, sometimes if the values you enter are bit too large it won't sit directly next to a wall. I found with values over .42 I started to have issues with this. If I had to guess at this it might be because the game doesn't allow your object to be "in" the wall. So the true size of a tile may be less than 1.0x1.0.
Some Examples
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037652_sample01.jpg
http://thumbs2.modthesims2.com/img/3/6/8/1/7/9/MTS2_HugeLunatic_1037653_sample02.jpg