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Custom Shell Buildings
Hi guys,
I know, I have the Chocolate Maker project on hand. But I just couldn't focus. Recently I started to poke into making custom shell buildings again. The first thing to overcome is to find a way of making the new building actually show up in the catalog. As from my googling and my experiment, it seems that even if you clone a metropolitan building with unique numbering, and then making changes to the .dds of the appearance of the shells, the new object WON'T show up.
1. Could full clone in
S3OC help?
2. I did see a custom shell that was never released (gosh, I thought I could peek into it!). But I don't know if it is actually an override of the mesh.
3. I tried writing up a new script because that is what's happening in EA's buildings. All have an unique script.
Code:
using Sims3.Gameplay.Abstracts;
using Sims3.Gameplay.Interfaces;
using Sims3.SimIFace;
using System;
using Sims3.Gameplay.Objects.Shells;
namespace Sims3.Gameplay.Objects.Simsmatthew_CustomShellsNew
{
public class ShellWhiteLeoCentre : BuildableShell, IGenerateCarTraffic
{
[Tunable]
public static BuildableShell.BuildableShellTuning kBuildableShellTuning = new BuildableShell.BuildableShellTuning();
public override BuildableShell.BuildableShellTuning Tuning
{
get
{
return ShellBldngFinCntr32x34x74Var1.kBuildableShellTuning;
}
}
}
}
But that didn't work.
What was the culprit????