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View Full Version : Modding - Swim pool & its directly related:


niol
2nd Nov 2007, 11:42 AM
The swim-pool and its "circular" swimpool corner, Well, that's just a curved object mesh to create the curved illusion as we simmers have been seeing in Numenor's curved wall-windows and others.

The circular corner swimpool tool will create a 2x2 square block of the typical rectangular pool products and the curved mesh object along with its "floor mask" to create the curved illusion. Well hopefully , the mesh-holder or object we call if any can be traced from the objT and xobj like the mailbox and portals from a lot package file... Now, if someone can turn that to a buyable movable object like the portals, the circular pool blocks can be easily moved at least by users for whatever cause..

I assume it may be hard to correlate the mesh to the swim-pool coz in my view point, the circular corner swimpool tool just create these products without linking them as one whole piece as in the the base game and UNI swim-pool.

Note, in the base game and UNI, the swim-pool tool can't delete all the components of the swimpool out of all the possible usages.

Added:
I've made simple lot with only a circular block there:
string maps instance D and E have scenegraphical references.
gmdc has 3 more groups, 2 slicepages, 1 wall page
slicepage0_0

walls_0
several txmt files: (the lot name - n002_lot20)
n002_lot20!greenhouse_preview_green_txmt
n002_lot20!greenhouse_preview_metal_txmt
n002_lot20!greenhouse_preview_white_txmt
n002_lot20!roofmaterial_txmt
n002_lot20!slicepage0material_txmt
n002_lot20!terrainmaterial_txmt
n002_lot20!wall0material_txmt

can't find any pool reference other than the pool controller in objT instance 0

cres will crash in hex editor view.

An another problem is the number of objT instances (1 - 127) while Xobj is up to 169, and that means they may not be parallel. But, I'm expecting the circular pool block is in them.



Related threads and posts:

Discussion: Lot Size, Orientation, Rotation, etc.
http://www.modthesims2.com/showpost.php?p=1933793&postcount=1687
http://www.modthesims2.com/showpost.php?p=1934079&postcount=1689

Editing Pools?
http://www.modthesims2.com/showthread.php?t=188012
Modding - Floor Tile: Settings for 2-sided/doubly-sided, animated, caustic pool-tile, and/or pool-surface-tile tiles (20070106 Update)
http://www.modthesims2.com/showthread.php?t=155779
post 34
http://www.modthesims2.com/showpost.php?p=1329723&postcount=34
post 39
http://www.modthesims2.com/showpost.php?p=1368631&postcount=39

Inge Jones
2nd Nov 2007, 12:25 PM
That's the problem really, these things tend not to have OBJDs and Inits, so it's hard to clone them and make them into seperate objects. If it weren't for this, we could probably make alternative roofs that were not recoloured on a lot-wids basis when you use the texture picker.

It would be nice to steal the curved pool walls for house building!

niol
2nd Nov 2007, 5:22 PM
That's what I think, too.

But the curved pool wall mesh is in the EP5 3D object packages.
find "pool" or "curved" for gmdc, you can find them.

But, what interests me more is that curved surface on the ground is cut out. for the curved pool interior while there is the complementary part remains the ground covering the squary corner to create the curved illusions.

If I get to know how they do it without editing the shader codes, I think this technique may help other things including the roof issues.

Let's dig deeper to see if any crystals or treasures... :D

Inge Jones
2nd Nov 2007, 7:13 PM
I guess the curved cutout is an alternative "model" - aren't the diagonal floors made that way - with an actual triangular mesh?

Later: The "mask" appears to refer only to the red or green placement indicator that is displayed when you are trying to make the pool.