whiterider
30th Jun 2011, 11:02 AM
Posted under "Other" as I've been using both S3PE and TSRW for this project, and I can switch between them to try out any suggestions.
Ok, so I'm trying to make a "modular" desk set - half a desk, with various half-height cupboards, chests of drawers, safes, and bookshelves etc which can be placed on or under the desk, so users can create a custom desk setup. There may also end up being full-height counterparts... but not just yet. I've successfully made it possible for modules to be placed under the desk, and interacted with by sims, by changing the footprint of the desk to be 1x1, however now I'm having difficulties in getting the modules to sit on the desk correctly.
To start with, I cloned the central slot - it's an EffectEntry, however duplicating it caused TSRW to turn it into a normal ContainerEntry - from the computer side of the desk, as this slot would accommodate my module correctly. I moved it over to the other side of the desk, but found that when I tried to place the module in that slot, the module's footprint was correct but the actual object itself was shifted to the other side of the desk, where the original slot had been.
http://www.modyourpanties.com/hosting/28597_110630055201Slots%20problem%20-%20shifted%20right.jpg
I eventually figured that this was probably because I hadn't given the new slot a new name hash, and since I'd screwed up the slots on that one so badly, I decided to start again (using an EA desk, and I'll reimport my mesh and textures once the slots are working. The current testing desk has a normal 2x1 footprint).
Originally, I could only get the module to sit in that slot at a 45 degree angle. This happened with the object itself and the corresponding slot set to medium or large, decorative, and full rotation. I didn't take a pic of the module footprint, and have since deleted that version, but it was at an angle, matching the module as one would expect - but it wasn't possible to rotate the object to a normal cardinal position.
http://www.modyourpanties.com/hosting/28596_110630055157Slots%20problem%20-%20diagonal.jpg
So, I thought, hurr hurr, Cardinal Rotation will fix you, annoying angles. Nope. I've now set module and desk slot to cardinal rotation only, and the module's footprint points forward, back, left or right, while the mesh points SE, NE, SW or NW. I've also tried this one with the object and slot set to Small, with the same result.
http://www.modyourpanties.com/hosting/28595_110630055151Slot%20problem%20-%20diagonal%20with%20footprint.jpg
I'm going batty here, and have been largely trying to fix this by selecting combinations of slot flags at random based on what sounds like it might work, so I would greatly appreciate any help in understanding what the various flags mean and how they would affect a problem like this. If anyone just wants to fix it, that'd be great too. >.>
The objects, if anyone wants to take a look, are here (http://www.modyourpanties.com/hosting/28598_110630060004Modular%20office%20set.rar).
Ok, so I'm trying to make a "modular" desk set - half a desk, with various half-height cupboards, chests of drawers, safes, and bookshelves etc which can be placed on or under the desk, so users can create a custom desk setup. There may also end up being full-height counterparts... but not just yet. I've successfully made it possible for modules to be placed under the desk, and interacted with by sims, by changing the footprint of the desk to be 1x1, however now I'm having difficulties in getting the modules to sit on the desk correctly.
To start with, I cloned the central slot - it's an EffectEntry, however duplicating it caused TSRW to turn it into a normal ContainerEntry - from the computer side of the desk, as this slot would accommodate my module correctly. I moved it over to the other side of the desk, but found that when I tried to place the module in that slot, the module's footprint was correct but the actual object itself was shifted to the other side of the desk, where the original slot had been.
http://www.modyourpanties.com/hosting/28597_110630055201Slots%20problem%20-%20shifted%20right.jpg
I eventually figured that this was probably because I hadn't given the new slot a new name hash, and since I'd screwed up the slots on that one so badly, I decided to start again (using an EA desk, and I'll reimport my mesh and textures once the slots are working. The current testing desk has a normal 2x1 footprint).
Originally, I could only get the module to sit in that slot at a 45 degree angle. This happened with the object itself and the corresponding slot set to medium or large, decorative, and full rotation. I didn't take a pic of the module footprint, and have since deleted that version, but it was at an angle, matching the module as one would expect - but it wasn't possible to rotate the object to a normal cardinal position.
http://www.modyourpanties.com/hosting/28596_110630055157Slots%20problem%20-%20diagonal.jpg
So, I thought, hurr hurr, Cardinal Rotation will fix you, annoying angles. Nope. I've now set module and desk slot to cardinal rotation only, and the module's footprint points forward, back, left or right, while the mesh points SE, NE, SW or NW. I've also tried this one with the object and slot set to Small, with the same result.
http://www.modyourpanties.com/hosting/28595_110630055151Slot%20problem%20-%20diagonal%20with%20footprint.jpg
I'm going batty here, and have been largely trying to fix this by selecting combinations of slot flags at random based on what sounds like it might work, so I would greatly appreciate any help in understanding what the various flags mean and how they would affect a problem like this. If anyone just wants to fix it, that'd be great too. >.>
The objects, if anyone wants to take a look, are here (http://www.modyourpanties.com/hosting/28598_110630060004Modular%20office%20set.rar).