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Moria
18th Jan 2011, 04:43 PM
Greetings.

I have been building some objects where it would be useful to have one overall bounding box but 2 footprints. An example would be where a structure allows a road to travel underneath it without blocking.

I know it's possible to have a single footprint for something like an overhead sign where the bounding box surrounds and the footprint is to one side of the road to not block road traffic, but in the case of a structure touching ground both sides of the road, the footprint means that sims can get stuck, or walkthrough the side with no footprint.

I realise it would be possible to make 2 objects which join in the centre to do this, but before I go about splitting this thing, thought I would ask.

It hadn't occured to me until the weekend, when I noticed that some objects, such as traffic signs, actually have 1 FTPT resource, but within that there are 2 seperate sections for the closedpolygon in the RCOL block with 2 seperate values which I think??? are height related.

This also raises the point with bridges, if there are different footprints and they ARE based on height, could you make a bridge that allows another road underneath by using different height related closedpolygon blocks in the FTPT/RCOL, the ground level one for supports and the upper one for the bridge deck?

I will try tonight and see if I can find anything out but wondered if anyone had been there, done that as the whole world of building sims3 objects is still a huge learning process for me :)

Regards

Graham

orangemittens
19th Jan 2011, 12:58 AM
What is it you're making? Can't you just clone the item that has the footprint you would like for your object to have? Alternatively, can't you just rip the footprint off altogether?

Greetings.

I have been building some objects where it would be useful to have one overall bounding box but 2 footprints. An example would be where a structure allows a road to travel underneath it without blocking.

I know it's possible to have a single footprint for something like an overhead sign where the bounding box surrounds and the footprint is to one side of the road to not block road traffic, but in the case of a structure touching ground both sides of the road, the footprint means that sims can get stuck, or walkthrough the side with no footprint.

I realise it would be possible to make 2 objects which join in the centre to do this, but before I go about splitting this thing, thought I would ask.

It hadn't occured to me until the weekend, when I noticed that some objects, such as traffic signs, actually have 1 FTPT resource, but within that there are 2 seperate sections for the closedpolygon in the RCOL block with 2 seperate values which I think??? are height related.

This also raises the point with bridges, if there are different footprints and they ARE based on height, could you make a bridge that allows another road underneath by using different height related closedpolygon blocks in the FTPT/RCOL, the ground level one for supports and the upper one for the bridge deck?

I will try tonight and see if I can find anything out but wondered if anyone had been there, done that as the whole world of building sims3 objects is still a huge learning process for me :)

Regards

Graham

Moria
19th Jan 2011, 03:52 AM
What is it you're making? Can't you just clone the item that has the footprint you would like for your object to have? Alternatively, can't you just rip the footprint off altogether?

Hi OM :) I am making a deco building for use in CAW that, if possible, spans a road with the road going underneath but the building is sitting on the ground either side.

I don't think there is anything similar to clone, and if the footprint is the whole building, the road becomes unusable, same as trying to go under a bridge.

If the footprint is only on one side (or no footprint), then sims can actually walk through the side without a footprint, or get stuck in there.

I did some experimenting tonight and I can split the building and make it 2 halves, with each half having a footprint set to the side of the road and the road under it is useable, but that means placing 2 halves in such a way as to not get the line between them showing.

I just wondered if anyone had experimented with a double footprint at all.

I'm still playing right now and experimenting.

It struck me as well, that multiple footprints on different levels just may be a solution for a bridge that allows another road underneath it which currently isn't possible as the bridge footpring goes down to ground level for calculating routing.

Regards

Moria

porkypine
19th Jan 2011, 04:23 AM
I would think that the building over a road failure is that the building is straddling two lots - each lot having it's own address and the game doesn't knpow how to assign the address for a straddling object. I don't know how that would work with the lot addressing. I also think that is confirmed by the fact that 2 halves overlapping in the middle DO work. each has it's own lot address.

You may be able to fake a road going through a 60 foot lot by using building cheats for the elevated building portions straddling the fake road. Of course, cars won't drive on it, but you'll have the visual effect.


I may be totally off the mark here but that may be the ultimate cause of your problem.