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- Custom semiglobal groups
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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Posts: 11,682
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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Well they were probably treated a private BHAVs by the game. What sort of BHAV instance numbers did they have? |
See the pic:
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The RTBN route was one idea, but it seems more hassle as in some cases I would have to do some weird juggling with the stack object ID. Globals are far more the "right" solution for the purpose strictly thinking of how they'll be used.
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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Though I realised after starting this thread that I can't really use this custom semiglobal anyway, because for instance the cell door still needs to use doorglobals and so forth. |
Okay, so just "clone" doorglobals and make your own semi-global out of it (call it something like "ijdoorglobals" or whatever).
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Okay, so just "clone" doorglobals and make your own semi-global out of it (call it something like "ijdoorglobals" or whatever). |
I tested and made a couple of custom-grouped bhavs and gave them instance number of 0x2000, 0x2001 and so on, and made a private obejct and put a semi global file in this object. And I tried to type in 0x2000 in one line of my private object. The semi global file does recognize this custom group, but the "semi" bhav names don't show up in private bhavs. Could you explain how I can do it more?
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What is more important is, does the game run them appropriately? No point in asking the tool to make it look like something can be done when it can't
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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Not showing up will be a problem with the tool probably. The BHAV editor has not yet been developed to read in custom semi-global packages. Although they should show up if they are included in the current package. What is more important is, does the game run them appropriately? No point in asking the tool to make it look like something can be done when it can't |
I just tested it a few times, so it may be too ealry for me to be sure, but the game says 'bad gosub tree number' when I clicked my custom pie menu to run that custom semi bhav(which contained just one line of showing "hi" dialog). Am I doing something wrong, maybe?
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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I think there is probably more to the semiglobal group number than just some random number. You have to hash the name or something. But I don't really understand it. |
I am not sure if it is(if it's not please ignore me, Inge), but in my case, I used hash generator of SimPE, and used a custom semiglobal group name "ChristianlovGlobals" 0x7FCD7205. And the semiglobal file looks like recognizing this group name and the game's log also showed it but.. the game says bad gosub blah blah.
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
Posts: 363
Thanks: 6878 in 50 Posts
I just tested it a few times, so it may be too ealry for me to be sure, but the game says 'bad gosub tree number' when I clicked my custom pie menu to run that custom semi bhav(which contained just one line of showing "hi" dialog). Am I doing something wrong, maybe? |
Could you try making a menu option for the "hi" dialog that runs from a private function? Maybe there's some weird Pie Menu issue there.
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Dizzy2, thanks a lot, and I tried in several ways but failed. Probably I am doing something very wrong.
EDIT: Dizzy2, could you show us some sample packages? Ah, if you don't have enough time, please just ignore me. Don't mind and thanks a lot.
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I had a thought - will the game recognise a custom semiglobal group if it is in a file in the Overrides folder, rather than in Downloads?
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
Posts: 11,682
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
Posts: 3,129
Thanks: 4627 in 9 Posts
Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
Do you mean including in a cloned object BHAVs with instances 0x2XXX in the 0xFFFFFFFF group? Or are you talking about the 0x7F...... private groups assigned by Maxis to specific objects?
Either cases, how can these "semiglobals" be used by different objects at the same time? How should Inge set up her various "prison" object to be able to access the shared custom semiglobals?
Changing subject slightly, I realized that private BHAV instances can't be greater than 0x17FF; is this true also for semiglobals, perhaps? So that instances greater than 27FF can't be used?
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Excuse my dumbness, but I don't understand what you mean with "collide". |
Do you mean including in a cloned object BHAVs with instances 0x2XXX in the 0xFFFFFFFF group? Or are you talking about the 0x7F...... private groups assigned by Maxis to specific objects? |
Either cases, how can these "semiglobals" be used by different objects at the same time? How should Inge set up her various "prison" object to be able to access the shared custom semiglobals? |
Changing subject slightly, I realized that private BHAV instances can't be greater than 0x17FF; is this true also for semiglobals, perhaps? So that instances greater than 27FF can't be used? |
Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
Posts: 11,682
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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