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View Full Version : Getting a new part of an object solid to sims-Pets


Paleoanth
31st Oct 2006, 04:21 PM
I did post this question in another thread (the stop walking through my object thread), but I am not sure it really belongs there as it doesn't really have to do with footprints. I am posting a link to my question in hopes that someone can help me.

http://www.modthesims2.com/showthread.php?p=1453803#post1453803

In essence what I want to do is make the circular part of my mesh solid to cat sims. I cloned the Los Gatos condos and added something to the second level. Since the original Maxis object does not have anything on the second level, the cats walk right through my circular thing. I have looked through the GMDC, the resource node, the slot file, everything I could look at and frankly, I have no idea how to make a walkable area unwalkable or partially unwalkable as the cat does need to jump to the edge of the second level to get to the third level. The circle is it's own subset with it's own element references. I am assuming that in the resource node, drop down box, under the Condo second level is where I could start messing with things. Maybe.

Any help would be appreciated. I would be happy to upload the file if need be.

Echo
1st Nov 2006, 11:19 AM
Ah, I see. I think I misunderstood your original question then! If the problem is the second level, then I'm not sure there's much you can easily do. Sims (and pets) actually have no concept of the shape of an object in game beyond the idea of where on the floor they can and can't walk. Beyond that, the actual physical interaction with an object is all faked using slots and animations. For example, an interaction which appears as though the sim is walking up to something, moving to a point within the object, doing something, then moving out of the object again would actually look a bit like this in code:
- Walk to this slot
- Play a moving animation, and at the end of the animation, snap into this other slot.
- Play this other animation, and at the end of that animation, snap into a different slot
- Play another animation, and at the end snap back into the first slot
- End the interaction.

If this is the case (which is my guess as far as the Los Gatos) then the only real ways to change the places where the cats can go would be to (a) rearrange the slots in such a way that the animations don't ever intersect with a part you don't want it to intersect with, or (b) create new animations for the cats.

Paleoanth
1st Nov 2006, 11:25 AM
Thank you! It sounds like b would be the easier option (ha!) for me as I am completely lost when it comes to slots. I am looking at atavera's tutorial on adding FX to see if I can figure out how to add a slot to just the circular structure. I would hate to scrap the project, but I refuse to submit something that has cats walking through parts.

Khaibit
1st Nov 2006, 11:42 AM
- Walk to this slot
- Play a moving animation, and at the end of the animation, snap into this other slot.
- Play this other animation, and at the end of that animation, snap into a different slot
- Play another animation, and at the end snap back into the first slot
- End the interaction
One of the things you don't really want to know or just think about, like e.g. the SFX of movies - without thinking or even knowing about the 'how to' it's so much easier to enjoy the story.

I supposed the sollution already but thanks for your explanation, Echo - seems like this is a good hint also for other non-programmers who just can suppose and try - or ask.
(Thanks Paleoanth for asking this :D)

Paleoanth
1st Nov 2006, 11:46 AM
do you think it would work if I just deleted all animation references to level 2?

Edit: It looks like that actually worked. I went into the Bhav files, found references to level 2 and deleted them.

Echo
3rd Nov 2006, 10:30 AM
Clever solution! And as long as it works, then it's all good. :)

Paleoanth
3rd Nov 2006, 02:31 PM
Uhhhh, we will see. Now I am getting the transition node doesn't exist.