Home | Download | Discussion | Help | Site Map | New Posts | Sign in

Latest Site News

Theme Catchup2018 - posted on 1st May 2018 at 1:50 PM
Replies: 1 (Who?), Viewed: 3564 times.
Field Researcher
Original Poster
#1 Old 13th Feb 2017 at 3:05 PM Last edited by sam&skye : 13th Feb 2017 at 3:44 PM.
Default Problems adding a wallmask
I slaved the targetable door from simlogical (the first one) to the value door.

The slaving worked fine, but it doesn't have a wallmask now.

The original one didn't contain a wallmask at all. It pointed to the original value door mesh and recolours, and must've also pointed to the according wallmask, although I can't find anything that would possibly have to do with that in the original (unedited) package. To slave it, I had to import a new mesh from a clone, and that's where I must have "broken" whatever linked the door to the right wall mask.

Now, how do I go about adding one? Getting the right wallmask from a clone would probably be the logical next step, but from there on I don't know how to get my slaved door to actually use it. I don't know which resource is responsible for pointing a door (window, ...) to the right wallmask. Where do I have to look?

Nvm me. Another one of these premature cries for help when the next best thing I try just magically makes it work for no apparent reason.
Née whiterider
staff: administrator
#2 Old 13th Feb 2017 at 5:34 PM
I do that all the time.

What I lack in decorum, I make up for with an absence of tact.
Back to top