Numenor
7th Jul 2006, 01:05 AM
CLONE TEMPLATES - TOILET STALL
Why use a template?
The Maxis toilet stall looks like a normal toilet, but is managed differently by the game. In particular, many of the toilet function need to "recognize" the stall, and rely on its GUID to do that. Therefore, when you clone a stall and register new GUIDs for it, the game won't recognize it any more as a stall, and your new stall will not work.
My ready-to-clone Toilet Stall template already contains all the BHAVs that must be edited in order to force the game to correctly identify the new stall: just follow carefully the instractions below, and your new stall will be operational in a matter of clicks :)
Special features included in this template
The clones based on this template will work in any game configuration, including the base game only.
Unlike the Maxis stall, now the external stall is recolourable, and the porcelain not (it's pointless to have a recolourable porcelain that is barely visible, hidden into the stall).
Your clone will not be clogged with useless textures and files, like it happens when cloning the Maxis stall using SimPE.
HOW TO USE THIS TEMPLATE
Start the Object Workshop, click the "Open..." button and load my template; be sure that all the cloning options are checked, except "Pull animations" and "Reference original mesh". Click the "Start" button.
Change the name, description and price of the object; click "Finish".
The Scenegraph Rename Wizard will pop up, suggesting a custom name for the object: you can optionally edit the "ModelName" field, or just accept the suggested name; hit "Update" and then "OK".
Save your package with any filename you like.
When the object is cloned, first off select in turn all the OBJD files and register a new GUID for each of them (4 in total, then).
When done, select again the main OBJD, that is the one without (0,0), (0,1) etc... Click "Update MMAT" and then click Commit.
Write down the GUID that you have registered for the main OBJD: this is the GUID that we'll have to write into the various BHAVs (only the GUID for the main OBJD is relevant)
Select in turn all the BHAVs labelled "[ToiletGlobals] ..." and look for the lines where you read "Test Object Type (Stack Object ID 0x0000, is instance of: GUID 0x12345678)": these is the lines that we have to put our new GUID in. Whenever you find a "Test Object Type" line, select it and edit the first four operands, as shown in this picture:
http://thumbs.modthesims2.com/getimage.php?file=328413
IMPORTANT: your GUID must be written in the four operands in reverse order, i.e. the first two digits of your GUID in operand 4; the next two digits of your GUID in operand 3, and so on.
For instance, if you GUID is 00EC781A, you must write in the four operands: 1A 78 EC 00.
Do this GUID replacement in all the "Test Object Type" lines of all the "[ToiletGlobals] ..." BHAVs. There are 13 occurrencies to edit in total: don't forget any of them!
OK, you are done. Save your package and edit the mesh/texture at will, like a normal cloned object.
TERMS OF USAGE OF THE TEMPLATES
Anyone can freely clone my Enhanced Templates to create his own objects, and can post his objects on any site.
It's only required to state that "the object is based on an Enhanced Template by Numenor", and post a link to this thread.
DO NOT REPOST OR REDISTRIBUITE THE TEMPLATES THEMSELVES!
Why use a template?
The Maxis toilet stall looks like a normal toilet, but is managed differently by the game. In particular, many of the toilet function need to "recognize" the stall, and rely on its GUID to do that. Therefore, when you clone a stall and register new GUIDs for it, the game won't recognize it any more as a stall, and your new stall will not work.
My ready-to-clone Toilet Stall template already contains all the BHAVs that must be edited in order to force the game to correctly identify the new stall: just follow carefully the instractions below, and your new stall will be operational in a matter of clicks :)
Special features included in this template
The clones based on this template will work in any game configuration, including the base game only.
Unlike the Maxis stall, now the external stall is recolourable, and the porcelain not (it's pointless to have a recolourable porcelain that is barely visible, hidden into the stall).
Your clone will not be clogged with useless textures and files, like it happens when cloning the Maxis stall using SimPE.
HOW TO USE THIS TEMPLATE
Start the Object Workshop, click the "Open..." button and load my template; be sure that all the cloning options are checked, except "Pull animations" and "Reference original mesh". Click the "Start" button.
Change the name, description and price of the object; click "Finish".
The Scenegraph Rename Wizard will pop up, suggesting a custom name for the object: you can optionally edit the "ModelName" field, or just accept the suggested name; hit "Update" and then "OK".
Save your package with any filename you like.
When the object is cloned, first off select in turn all the OBJD files and register a new GUID for each of them (4 in total, then).
When done, select again the main OBJD, that is the one without (0,0), (0,1) etc... Click "Update MMAT" and then click Commit.
Write down the GUID that you have registered for the main OBJD: this is the GUID that we'll have to write into the various BHAVs (only the GUID for the main OBJD is relevant)
Select in turn all the BHAVs labelled "[ToiletGlobals] ..." and look for the lines where you read "Test Object Type (Stack Object ID 0x0000, is instance of: GUID 0x12345678)": these is the lines that we have to put our new GUID in. Whenever you find a "Test Object Type" line, select it and edit the first four operands, as shown in this picture:
http://thumbs.modthesims2.com/getimage.php?file=328413
IMPORTANT: your GUID must be written in the four operands in reverse order, i.e. the first two digits of your GUID in operand 4; the next two digits of your GUID in operand 3, and so on.
For instance, if you GUID is 00EC781A, you must write in the four operands: 1A 78 EC 00.
Do this GUID replacement in all the "Test Object Type" lines of all the "[ToiletGlobals] ..." BHAVs. There are 13 occurrencies to edit in total: don't forget any of them!
OK, you are done. Save your package and edit the mesh/texture at will, like a normal cloned object.
TERMS OF USAGE OF THE TEMPLATES
Anyone can freely clone my Enhanced Templates to create his own objects, and can post his objects on any site.
It's only required to state that "the object is based on an Enhanced Template by Numenor", and post a link to this thread.
DO NOT REPOST OR REDISTRIBUITE THE TEMPLATES THEMSELVES!