View Full Version : OLD: s3pe_1004-22-2119
pljones
24th Apr 2010, 1:55 PM
This thread is for people wanting to test at the bleeding edge of development. If you're looking for the stable release, please switch to this thread (http://www.modthesims.info/showthread.php?t=362412).
Any questions regarding the behaviour of this release should be posted as replies below.
Bug reports for this version in this thread please!
Equally as important, post if it's all working perfectly...
-----------------------
Windows Easy Installer version (http://sourceforge.net/projects/sims3tools/files/s3pe/1004-22-2119/s3pe_1004-22-2119.exe/download)
Unpack-It-Yourself version (http://sourceforge.net/projects/sims3tools/files/s3pe/1004-22-2119/s3pe_1004-22-2119.7z/download)
-----------------------
Change Summary
(s3pi) New SlotAdjust/"BOND" RCOL Chunk handler.
(s3pi) New labelling on the RSLT RCOL Chunk.
(s3pi library binary now includes help .CHM file.)
VPXY Editor fixed!
pljones
24th Apr 2010, 1:56 PM
s3pi 1004-18-1630 -- latest rev: 406
XML comment fixes.
Minor change to the way WrapperDealer instantiates wrappers it's dealing with.
Oops: Multiple spaces need to be collapsed when parsing RCOLResource.txt.
New SlotAdjust/"BOND" RCOL Chunk handler.
VPXY RCOL Chunk: TGIBlockList indexes are Int32 not UInt32, so change all the UInt32 indexes to Int32s.
TGIBlockListEditor: Oops, missed removing constraint on top byte of Group.
CopyableMessageBox: Oops: remember to use inex rather than ex to get to the bottom of the inner exceptions.
AHandlerList<T>: Implement all List<T> methods that perform updates; add doc comments; fix Remove() method.
Add Help project to SVN.
Add Help to library distribution.
RSLT RCOL Chunk: Amend handling of transform matrix.
-----
s3pe 1004-22-2119 -- latest rev: 492
VPXY Editor: TGIBlockList indexes are Int32 not UInt32, so change all the UInt32 indexes to Int32s.
(respin includes latest s3pi)
pljones
24th Apr 2010, 2:00 PM
RavenShadow (and anyone else), could you please hammer the VPXY editor :). A lot of those library changes were to fix the problems in it.
cmomoney
24th Apr 2010, 4:45 PM
In the container slot part of the RSLT, x rot1, y rot2, and z rot3 affect the scale of an object placed in the slot.
http://www.modyourpanties.com/hosting/19001_100424104543rot3.jpg
Didn't know if you knew that already...
Inge Jones
24th Apr 2010, 5:15 PM
No we thought they were rotation
Digitalchaos
25th Apr 2010, 12:06 AM
An object could--change size--depending on how the target-surface's RSLT slot is setup? :wtf:
Maybe someone could use that to make a slot for a surface object that will act as either an 'enlarger' or 'shrinker' for objects placed on it. :rofl:
--namely the current usage of: x rot1, y rot2, and z rot3
Raven Shadow
25th Apr 2010, 2:34 AM
ok, let's be very careful not make assumptions, like I did :)
If EA is following the rules on transform matrices, even if only to a degree,
Then the matrices maybe multi-purpose, meaning that the combination of values used tells the game what to do with it.
Right off the top of my mind , cribs use x3 = 1, y2 = 1, z3 = -1, to rotate an infant 90 degrees counter-clockwise in the crib.
All sofas, couches, livving room chairs, dinning room chairs and to a leeser degree lounge chairs have 3 routing slots for each
sim slot, 2 of these are at a 45 degree angle to the slot and thus use number similar to :
X1= -0.707107
X3= 0.707107
Y2= 1
Z1= -0.707107
Z3= -0.707107
all to get a sim to turn +/-45 degrees before interacting with that slot or its occupant.
If they are following the rules, then the following would be used to indicate what kind of matrix it is on a slot by slot bases:
1 0 0
0 1 0
0 0 1
Identity Matrix.make no changes
1 0 0
0 ? ?
0 ? ?
Rotation Matrix. X-Axis Rotation
? 0 ?
0 1 0
? 0 ?
Rotation Matrix. Y-Axis Rotation
? ? 0
? ? 0
0 0 1
Rotation Matrix. Z-Axis Rotation
? 0 0
0 ? 0
0 0 ?
Is a Scale Matrix only if it 1 or more ? are not equal to 1 or -1.
a Value of -1 should usually mean the same as a value of 1 except that Axis is mirrored.
In all cases ? should be a value between 0.00 & 1.00
only continued experimentation will help us figure out
what craziness they actually are.
Raven Shadow
27th Apr 2010, 2:10 AM
I'm continuing this in the modding forum (http://www.modthesims.info/showthread.php?p=3147925&posted=1#post3147925) so we don't get yelled at for being off topic
for this forum :)
vBulletin v3.0.14, Copyright ©2000-2013, Jelsoft Enterprises Ltd.