Tutorials / View Tutorial

By Murano on Sep 2, 2008 • Adding tiles and fixing the footprint

Stop your Sims from walking through your custom objects.

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What you need

SimPE

Content

1. Adding the tiles (OBJD + OBJf)

1.1. The tiles needed

1.2. Cloning OJBD

1.3. Renaming

1.4. Instances (OBJD)

1.5. Getting the GUIDs

1.6. Tile settings

1.6.1. Master Tile settings

1.6.2. Coordinate Tiles settings

1.6.3. Defining new origin

1.7. Cloning OBJf

1.8. Instances (OBJf)

2. Fixing the footprint (CRES)

2.1. Setting up the dimensions of the footprint mask

2.2. Setting up the tiles of the footprint mask

2.3. Drawing the footprint

Disclaimer

I can’t guarantee for the completeness of this tutorial. However feedback is greatly appreciated.

1. Adding the tiles (OBJDs + OBJf)

For the stone arch I made I have to add obviously more tiles to stop Sims walking through it. 

  

 

1.1. The tiles needed

First make sure how many additional tiles you’ll need for your object. For the stone arch I need a square of 3x2 tiles. This makes in total 6 tiles.

 

 1.2. Cloning OBJD

I clone the existing OBJD 6 times. I do this by right clicking on the OBJD and choosing Clone

 

 

1.3. Renaming

I add the coordinate X,Y to the name of the new OBJDs to not get confused later with which tile is which.

 

1.4. Instances (OBJD)

Every OBJD must have its own Instance. I number them in the hex numerative system beginning from the original OBJD Instance. The Resourceforce commit

 

1.5. Getting the GUIDs

It’s absolutely important to get now an unique GUID

 

 

1.6. Tile Settings

The lines we need to edit are located in the single OBJDs under the RAW Data tab in 06. Mesh & GraphicsDecimal 

1.6.1. Master Tile settings

These settings need to be made to the Master Tile respectively to the OBJD without a coordinate number.

Stone Arch

1.6.2. Coordinate Tiles settings

These settings need to be made to the Coordinate Tiles – those with coordinates.

Stone Arch - 0,0

Stone Arch - 0,1

Stone Arch - 1,0

Stone Arch - 1,1

Stone Arch - 2,0

Stone Arch - 2,1

For the [value]

Multi-Tile sub indexes

For my arch I use the values 0, 1, 256, 257, 512, 513

1.6.3. Defining new origin

Since the tiles in the game go in wrong Y direction, we have to set a new origin for our object. The right stone column was at the origin in our 3D program and meant to be located at the upper right corner of the tile square.

 

In the graphic you see that 0,1Stone Arch - 0,10x003F: Multi-Tile lead object1

 

Having changed this, my object is now placed correctly in the tile square.

1.7. Cloning OBJf

As much OBJfs are needed as there are OBJDs. I clone the existing OJBf 6 times.

 

 

1.8. Instances (OBJf)

This is the simple rule: OBJD Instances = OBJf Instances

               OBJD Instances                                                OBJf Instances

2. Fixing the footprint (CRES)

The footprint mask is located in the Resource Node (CRES). You find

footprint (cDataListExtension) in the Blocklist dropdown menu.

 

 

2.1. Setting up the dimensions of the footprint mask

Click in the Items window on 0 = (Array) X items Edit

 

 

2.2. Setting up the tiles of the footprint mask

The last item is a binary and responsible for the footprint shape. I need to add 5 more Binary items – for each tile one.

 

 

After this I fill in the name field the coordinates of the tiles and add this binary number into the binary field:

00 00 00 00  00 00 00 00  00 00 00 00  00 00 00 00  00 00 00 00  00 00 00 00  00 00 00 00  00 00 00 00

 

 

Close the Sub Array Editor after making the changes.

2.3. Drawing the footprint

Still the array selected click this time on Draw

To find out which boxes I have to tick I open the mesh in my 3D program and switch to the top view.

 

 

This way I can’t see much of the footprint at all and so I cut down the mesh to the faces at the bottom.

 

 

Much better. The next step is to transfer the shape onto the footprint mask. I take a screenshot of the Sub array editor with the boxes and open it in Photoshop. Then I lay over the screenshot above by taking account of the sizes of the tiles. And most important: I have to mirror the screenshot layer of the mesh.

I’ve filled the mesh layer with grey and white and set it to multiply to get an even more broad look.

 

 

In the Sub Array Editor I can now start ticking the boxes I want to lock.

 

 

Done. Close the Sub Array Editor and hit Commit. Then go to Tools/Object Tools/Fix Integrity click Update and then OK. Save the package.

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On May 24, 2009 Turtelaxi wrote:

 

 
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