View Full Version : Issue adding slots
27th Sep 2011, 03:24 PM
I'm trying to add some slots to the dressers I've recently turned into decorative objects. And while the tutorials seem a bit confusing, I'm sure I could figure them out by actually working in the object. The problem? Well the first step in HL's tutorial (and somewhere along the line in fisheeyes) tells me to add some stuff in the Text Lists resource, in the "Model - Bones" resource. And none of my decorative dressers have that. In fact a quick check of random deco sculptures from the game shows none of them have that. So what do I do? I really want these to have decorative slots, just like the original dressers, but without all the parts there, I'm lost. Can I extract the "Model - Bones" from the original dressers and add it into the deco ones? Or will that really bork things? Attached is a screenshot of me cloning the "Immobile Chimes" sculpture to have a look at the Text Lists, so that you can see what the Text Lists for most of the objects looks like (some are missing a few lines). It also is what my two tile deco dressers are made from. ~VP
27th Sep 2011, 03:31 PM
Can I extract the "Model - Bones" from the original dressers and add it into the deco ones?Absolutely, that's exactly what you should do. :)
27th Sep 2011, 03:39 PM
Thank You. I wanted to be sure before I spent hours on this only to find out it didn't work. I don't need to change anything in the "Model - Bones" once I add it to the deco file do I? Cause the first line of it, the string reads "route_dressersmall_0_n" That's not going to mess things up right? ~VP
27th Sep 2011, 03:44 PM
I know Honeywell already answered, but another way of doing this is to clone an item that already has decorative slots - coffee tables are good as they have one or two slots depending on the object size. Then you swap in the mesh from your dresser - if you are repositorying the materials then do that - then go to the cres and find the two slots - move the Z index to be in line with the top of the dresser. Voila - slots.
27th Sep 2011, 03:49 PM
Thanks Lee, I didn't think of doing it that way. It sounds a bit easier than trying to add them from scratch (even if should learn it that way if only to say that I learned something new from this project. But then, playing with moving the slots counts as something new right?) ~VP
6th Oct 2011, 02:57 AM
I'm double posting, I know, but since this is an add on to the issue, and not me thanking people for giving me ideas...
OK so, I tried adding the "Model - Bones" to the sculpture file that lacked it, and ended up with a file that put my game into perpetual loading when trying to load the object in catalog. So I tried the method Lee mentioned, cloning from a coffee table instead of a sculpture and moving the slot, and that worked on the first one I tried, the slot was in the perfect spot and everything. So i did a bunch more, not stopping to test each file in game afterwards but testing in one batch. And all the dressers experienced the same issue. The slot is not in the correct spot, even though I copied the position exactly from the original dresser. For all of them, its down on the level with the drawer and in the tile behind.
Can someone take a look at it and tell me what I'm doing wrong? I cloned from the "End to End" Table and the file attached is the Aquadresser from Family Fun Stuff. I haven't yet tried "slotting" something from the base game or I'd have attached that. As it is, it should still work in the base game (haven't tested that yet, but SimPE's file table only had Base Game stuff in it when I created it), it will just lack textures (and flash blue). Thanks! ~VP
6th Oct 2011, 05:21 AM
Hi Violet - I downloaded the file and yea, the slot works - its just in the wrong place. As it is BEHIND the object I opened the cres and changed your - value in the Y axis to 0.37 and as it is too low I set the height on the z-axis to 1.6. I think thats a tad high but it is hard to tell with no textures :)
6th Oct 2011, 05:45 AM
Aww, Honeywell - no reason to delete your post - it had good info in there - like the WHY rather than just the bald fix. What Honeywell said before her attack of shy was that you had cloned a dresser as the object and swapped it in, but the original was two tile, with a space in front which seems to have wonkified the slot placement.
6th Oct 2011, 04:10 PM
That makes a lot of sense as to why the slot was horizontally in the wrong place. Vertically I'm not sure how that got wonkified, but playing around with the height shouldn't be too hard. At least know I know what to look out for when I start playing with the two tile ones, especially since I think they'll require adding a slot to make them behave exactly as the originals. Thank you both for being so helpful. ~VP
6th Oct 2011, 08:42 PM
Violet - when you do the two tiles use a two tile coffee table that you know has a slot on each footprint square. Use that one as the base for all your two tile dressers. Your challenge - if you choose to accept it - is to add another slot to the existing ones. Lunie has a neat tutorial on it :)
7th Oct 2011, 01:32 AM
that's exactly what I was going to do Lee, but thank you for pointing me towards the tutorial. You wouldn't happen to have a link to it would you? ~VP
7th Oct 2011, 02:50 AM
18th Oct 2011, 11:11 AM
Thank you Lee for giving me an idea on what I needed to do to fix the slot placement (the actual values I needed were y=.65 and z=1.5 but your values gave me the head start I needed to figure those out) The Decorative Aquadresser is looking exactly like its original counterpart. I'm off to go finish the other one tile dressers then delve into the two tile ones. ~VP
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