Posts: 3,651
Thanks: 40826 in 27 Posts
28 Achievements
View My Journal
There is an engine level limitation in the game that objects with multiple OBJDs cannot be snapped into any other objects. Since floors are not objects and do not actually have slots (which is why you can turn off snap-to-grid and have objects in all sorts of positions on the floor) you *can* put multi-OBJD objects there. The problem is that the actual "main" OBJD in multi-OBJD objects doesn't exist in world. It has its "out-of-world" flag set, which means that it has no physical presence in the game environment, it just exists to hold all the other OBJDs together. You can't have an object that doesn't exist in the world snap into a slot. It just can't work.
There are a few work arounds.
The first is to just adjust the mesh so that it is essentially hanging in mid air, but at the height of the table you want to put it on. Such an object will *only* look good if it is on that surface though, which I gather is not what you're after.
A slightly more complicated way is to make the multi-tile OBJD have only one tile, and to hell with the footprint.
You'd want to merge the existing OBJD and OBJf files into one of each. The footprint won't match the television any more though, and there won't be anything stopping the player from having the un-footprinted part intersecting something else or hanging over the edge of a table.
The
best way to solve this one is to use the same technique that the cars/car platforms did in OFB. You merge all the OBJDs and OBJfs into one of each, but then adjust the footprint in the CRES so that it's actually got multiple tiles (but still only the one OBJD). That will do what you want, but (a) I think it requires OFB or later to work, and (b) it's not something I've ever done myself so I can't really walk you through it. Take a look at the car objects and their CRES files though, that should point you in the right direction.