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- How to change wall sizes through lot-modding: HEX-editting on Grid Point Value in 3D array Instance 1
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- How to change wall sizes through lot-modding: HEX-editting on Grid Point Value in 3D array Instance 1
Replies: 3 (Who?), Viewed: 7929 times.
#1
10th Mar 2008 at 2:43 PM
Last edited by niol : 16th May 2008 at 5:58 PM.
Posts: 4,403
Thanks: 10657 in 115 Posts
How to change wall sizes through lot-modding: HEX-editting on Grid Point Value in 3D array Instance 1
A. Functions:Lot-modding to
1. Decide the Height Location, Size and Shape of Wall Segments;
2. Make Floor Grid Layers Crossed/Intertwined
(by HEX-editting on Grid Point Value in 3D array Instance 1)
B. Components:
1. The rtf file is where the text are.
2. All the graphics are for the tutorial.
C. Respondents:
1. For those who can notice mistakes or errors, please tell and post in this thread, thanks...
2. For those with questions, post here also. Thanks.
D. HEX-Editing:
1. May get an external HEX-editor to help edit the HEX codes by extracting and re-importing the file.
E. Update Notes:
1. if there's a swim-pool in your lot, the swim-pool walls's grid points will show up first, to reduce the workload to calculate where the origin is at, it's advised to build the pool afterwards.
2. If you want to ensure you're modding the right grid points, while in-lot in-game, give those grid points unique heights, it's gonna be a multiple of 0.1875.
2b. If you use an external HEX-editor, you can just simply make unique height and use the HEX-editor to convert them massively.
Attached files:
2-products.rar (976.7 KB, 156 downloads) - View custom content | ||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- hex000.rtf 25051 6460 25% 10-03-08 21:36 .....A. 896671D6 m5e 2.9 hex000-calculator.png 17198 16455 95% 22-01-08 00:08 .....A. 1B8B3585 m5e 2.9 hex000.png 34518 33188 96% 06-01-08 13:48 .....A. 402364BD m5e 2.9 hex001-lot.png 97412 97639 100% 06-01-08 13:38 .....A. CF2DC58C m5e 2.9 hex001-lotfile.png 136318 132644 97% 01-03-08 18:44 .....A. 29012661 m5e 2.9 hex001-neifile.png 133184 131840 98% 01-03-08 16:55 .....A. AF3C19FA m5e 2.9 hex002-lot.png 147741 148129 100% 06-01-08 00:29 .....A. A69AE68E m5e 2.9 hex002-lotfile-pt126.png 54229 50551 93% 05-01-08 23:28 .....A. A5D6C198 m5e 2.9 hex004-lot.png 129351 129692 100% 07-01-08 23:19 .....A. 5900BA42 m5e 2.9 hex004-lotfile.png 43353 33456 77% 07-01-08 23:18 .....A. 94CC1B08 m5e 2.9 hex001-ElevationTools.jpg 62424 62248 99% 09-03-08 20:01 .....A. 992FF82B m5e 2.9 hex001grid001.jpg 146783 146583 99% 08-03-08 19:41 .....A. E0ABB787 m5e 2.9 ------------------------------------------------------------------------------- 12 1027562 988885 96% |
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Alchemist
#2
11th Mar 2008 at 1:27 AM
Posts: 2,885
Thanks: 17918 in 65 Posts
Not sure I'll be much help, but I'll have a look at it still. Thanks Niol.
#3
29th Jul 2008 at 9:23 PM
Quote: Originally posted by niol
1. if there's a swim-pool in your lot, the swim-pool walls's grid points will show up first, to reduce the workload to calculate where the origin is at, it's advised to build the pool afterwards. |
The minimum level is contained in the WGRA record, so you might want to update your tutorial to reflect this. For more information, see Note 7 in the description of 3D Array instance 1:
http://www.sims2wiki.info/wiki.php?...nstance_ID_0x01
#4
31st Jul 2008 at 5:27 PM
Last edited by niol : 31st Jul 2008 at 5:41 PM.
Posts: 4,403
Thanks: 10657 in 115 Posts
That is why "it's advised to build the pool afterwards" coz once the grid layer is activated and saved in a lot package, it stays even if the pool is removed.
Anyway, that's a good point to elaborate... I didn't explain the reason .
Anyway, that's a good point to elaborate... I didn't explain the reason .
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