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moune999
Original Poster
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I’m making a privacy veil to be used over bathtubs, beds, recliners etc. (see pic below) and I’ve run into two problems that I don’t know how to solve. They may be connected, but I’m not sure. The first one is: It is a 3x3 tiles object, but cloned from a 1x1 plant. I wanted the footprint to match the size and was using Echo’s tutorial linked from here http://www.eternal-echo.net/sims/tutorials/footprint to do that. At one point it says to click the command ‘make all listed unique’ in the OBJD file, but I don’t have that command in my SimPE. Could somebody point me to where it is or what to do instead? The second one is: Since there will be objects requiring interactions inside the veil, I’d like people to be able to ‘click through’ the veil so to speak. Meaning that they click on the objects inside instead of on the veil itself. I know Mango has a shower screen that lets you do that, but I can’t figure out how it’s done. I thought it was the BHAV’s, (I’ve already changed them to allow object and sims interactions), but haven’t been able to find out exactly where. Thanks in advance for any help. ![]() ![]() |
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#2 |
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Echo
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The "Make All Listed Unique" button was removed, but it really just did what it said on the box. To "click through" there are q few options. The first, assuming that it is a non-animated mesh, is to remove that part of the mesh from the clickable area in the GEOM. That way the game will The down side of that is that you still can't click on that part of the mesh to pick it up even in buy mode. The solution to that, if it is a serious concern, is to create two versions of the mesh, one with the clickable area and one without, then use the onbuy/onlive transition functions in the master objf to switch between them, such that in buy mode the object is pointing to the clickable mesh and in live mode the object is pointing to the non-clickable mesh. That's a bit more involved though, unless you're confident hacking up whole package files. ![]() If it is an animated mesh, then you're in a bit of trouble either way. You can assign the vertices to a non-joint, which makes them unclickable, but it also makes them un-animatable. :/ |
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#3 | |
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buggybooz
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What about this? It looks like you have two subsets there (the columns and the curtain) so when you import the mesh in Group Setting untick the "use in bounding Mesh" box for the curtain subset. That way in buy mode you can still pick up the item via the columns. Quote:
That should work but I'm not sure what you mean when you say "where"? Did you add a line in the BHAV inits and linked everything correctly? |
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#4 |
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moune999
Original Poster
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Thank you very, very much both of you. This should solve everything. ![]() Echo, your tutorial on footprints is really well explained, and I was only confused by that little detail. I'm not much of a 'hacker', so I prefer to be absolutely sure what I do when it goes beyond importing a mesh and clicking commit. Buggybooz, that sounds like the perfect way of solving the click-through issue. As for the BHAV's I phrased that the wrong way. Object and sim interactions work fine, but I thought clicking through was also determined by BHAV's (instead of the bounding mesh) and couldn't work out what parameters to change. |
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Feeling like a bit of a chat about creation or just... whatever (not necessarily sims)?




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