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Thinking about branching out....
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Date Posted: 23rd Apr 2013 at 4:07 AM
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I have no time to create right now. Yeah I know, what else is new, right? This week is the last week of class. Then I will start summer session. That will be busy two months, but it will be the last course in my degree. The end is near! Hooray! But I first must get through this week and my final project....which isn't...exactly finished yet. >_>
I have mods to update and things to attempt to make. (A huge thanks to Sophie-David for doing those hood effects!) I have also thought about branching out to a realm of creating I have long-since left: Bodyshop.
I have never done any Bodyshop meshing. I don't have Milkshape, but I have a birthday coming up. Me with the power to create new Sim animations? God help us all!
Anyway, I LOVE the Huge Bodybuilder (HBB) mesh set. According to BeosBoxBoy, the meshes are Marvine's work. As per the Remixes of Abandoned Works rule and considering Marvine's Last Activity was Feb 24th, 2009.....maybe I will try to make some HBB meshes for MTS...?
That is to say, if I'm not going mad with power from the ability to create animations....
That is to say, if I can figure out what the heck I'm doing with all those skeletons, bones, and joints....
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Date Posted: 30th Jan 2013 at 1:43 AM
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Wow. Real life. It sure is a thing of some kind....
Between taking care of my family, working full-time, trying not to get sick, and (getting behind in) my schoolwork, I seem to be short on time.
My workload is picking up at my job. So I'm more drained when I'm home.
I'm kinda glad the Upload Queue is disabled for the time being. I can't feel guilty for not working on TS2 stuffs because it's not like I can upload it anyway.
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Date Posted: 21st Oct 2012 at 5:05 AM
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Today I was reminded why I love modding TS2. For one thing, it gives you the ability to make your Sims do hilarious things and have hilarious things happen to your Sims.
Also, for some reason, I thought the extent of the my GUID block was those that I had registered on the SimPE website. Here I was thinking I was running out of GUIDs when I apparently have like over 200-something unused/unregistered GUIDs remaining in my block.
This pleasant surprise certainly clears the path for me to create more stuff. :D
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Another Object Idea (from someone who can't mesh to save his life....)
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Date Posted: 10th Oct 2012 at 4:00 AM
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Dear Zecutime Cityside sofa/loveseat, Club Distress sofa/loveseat, Durable Value sofa, and all the rest of you wonderful sofas, loveseats, and holders of Sim-butts....
I love you and please don't take this the wrong way. But I wish you could be made modular using the in-game modular sofa-seats as a base. I wouldn't love your repo-linked clones any more than I love all you. They'd simply be more flexible and make nicer L-shaped variations or other arrangements of variable lengths. Okay, so maybe I would love them a little bit more than you. Sorry.
Sincerely,
MSD
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Date Posted: 26th Aug 2012 at 4:26 AM
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I wish I was a better object maker. I think I am about ready to give up trying to extract that nice potted palm from the BV tropical food stand. I can get the mesh apart and retain the mapping. But the mapping doesn't look right to me and I'm not comfortable with the idea of trying to remap it. (The food stand has some interesting mapping to begin with.) I think some nice fencing can be made from its sides too. There's also that little chalkboard. I don't know if the counters could be made into normal counters are not though.
Another idea would be to empty the souvenir racks to make a little shelf that can fit on surfaces. I think that would just be a matter of deleting the mesh group with the souvenirs, but then there's the daunting task of having to add slots. I'm already trying to balance a full-time job in addition to school. *sigh*
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Date Posted: 21st Aug 2012 at 4:55 AM
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Dear MSD who will be reading this after a good night's sleep having endured a crazy day at work,
[prim 0x0001] Generic Sims Call (set action icon to stack object (Sets the icon of my current action to the stack object's thumbnail.)) maybe the answer to your object thumbnail issue. The Sims may still do "What's this?" with the original object's thumbnail, but that's okay if it's something decorative.
Also, here's an idea for yet something else you won't have time to work on any time soon: a perhaps less controversial alternative to the OMGWTFBBQ! It's a rocket Escape Pod that launches the infant to the safety of another world...or perhaps the Family Bin. Hmmm...can infants exist on their own in the family bin? For those that do want to "further rid" themselves of the infant but without it necessarily being via death, is there a safe way to permanently delete a Sim using BHAVs? You should research this.
Also, why are you writing this entry like this? Seriously. You're weird and should go to bed.
Yourself,
MSD
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Possible Autonomy Flavors
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Date Posted: 14th Aug 2012 at 3:24 AM
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1) Normal - It's more or less the same as using the self-interaction directly. If other surfers are present, the dialog window pops up, asking who should be invited to go surfing.
2) Normal, without dialog - Active Sim always surfs alone.
3) Auto-Select - Dialog window is bypassed, additional surfers are automatically invited to surf. Factors may include relationship, current Sim's Social need (more lonely = more people?), or perhaps random chance.
4) Temperate Temperature #1 - Same #1 but surfing is only available if the outside/Sim's temperature is above a certain level.
5) Temperate Temperature #2 - Same #2 but surfing is only available if the outside/Sim's temperature is above a certain level.
6) Temperate Temperature #3 - Same #3 but surfing is only available if the outside/Sim's temperature is above a certain level.
Things to consider:
-Will the game belch if a visitor (or some other non-playable) get pushed the interaction and the dialogue window appears? Or will it wait for player input as usual?
-Loop cycles through every hour, should it be longer? How surf-obsessed should they be? Can/should this be tied to personality/hobbies?
-Does Trent Traveller always get selected in the Find Next? Why isn't Tina being chosen any? Check out if the Set to Next always picking Trent simply as the first Sim. If so, should there be a random "skip over a Sim found in the Set to Next" loop to repeat the Set to Next?
-Other variables?
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Sigh. Yet Another Surfing Journal Entry
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Date Posted: 15th Jul 2012 at 11:27 PM
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Tina Traveller surfing fail.

So, um, yeah...there are some minor adjustments to be made for child surfers but it IS indeed coming!!! 
I have managed to make the interaction and the racks allow for new kinds of surfboards. So that will be in the next update and people can make their own surfboard meshes that the mod can use. In fact, the surfboard that Tina is using is a new clone of the original with a new GUID. But it's just a test board, I only change the texture and the price so that I know it wasn't the original (so, there's no sense in uploading it).
For autonomy, I'm thinking about something different. Since iCad and others like to distinguish between temperate and tropical beaches, I'm thinking of making autonomy be object-based. Like the "No Surfing" sign to disable surfing per lot, a similar sign could be used to control the autonomy of surfing. There would be a sign (or some such object) for normal autonomy and another that considers the temperature for seasonal-only surfing. Naturally, both would have their own invisible recolors.
Hopefully once all of this is done, it will be the last update to the mod.
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Date Posted: 9th Jun 2012 at 10:55 PM
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I haven't been as active here as I would like to be. I'm not sure how active I will be in the near future. I have a new job, so I'm having to adjust to that. I have a strong suspicion that my supervisor is actually Cave Johnson (from Portal 2).
I can almost hear him saying something like "The bean counters said I couldn't fire a man just for being in a wheelchair....DID IT ANYWAY! Ramps are expensive!" As far as I know, we don't have any neuro-toxin or homicidal AI at the company, so at least there's that.
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Even more random ideas...
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Date Posted: 21st Apr 2012 at 6:04 AM
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Somewhat a continuation of my last entry of random project ideas, but I want to keep it separate for organization.
These are random ideas for projects that I know I most certainly could not do on my own or without significant help.
- "The Wallpaper-able (Hot)Tub" - Somewhat inspired by Inge's Sunken Roman Bath, it would basically be a sunken bathtub made for a 2x1 section of the OFB stage. Since the stage is raised, it should resemble a normal bathtub. Since the sides of the stage can be wallpapered, the tub would seem to be built-in. It could always be Maxis-Match! Unfortunately, I don't think the existing bathtub animations would look good. They would need to be tweaked, which is something I cannot do on my own. There is probably a slight difference in height too. (Does Inge's sunken tub have custom animations?) I would think there may need to be some code changes so that Sims could actually use it without stairs. If the same could be done with one of the hot tubs, the pair could be a matching set. I wonder if this same technique could be applied to beds?
- A set of functional "free weights." There would be a rack whose SLOTS would hold dumbbells of different weight amounts. It would be like the bookshelf: Sim goes to it, grabs a weight or a pair of weights, returns the weight(s) when done or drops the weight(s) somewhere. Unlike the bookshelf and its infinite capacity of books, there are not infinite weights. Sims should be able to lift weights while standing or while seated. Sims should not be able to lift the weight if it is too heavy for them. If the weight is too light for the Sim, he/she will hardly gain Body skill, if any at all. That sounds realistic, right? As always, the major hurdle is animations. But since bicep curls and whatnot are relatively speaking "simple" motions in Real Life, in theory these should be relatively easy for someone to make. Again, I can't really make animations though. Since the weights and the rack are separate objects, they can be recolored separately, each having up to the maximum of two subsets.
- Shaving / "growing" facial hair. I haven't looked at all into this; this is mostly speculation. I think there is one or more BHAVs to adjust facial overlays. I doubt they would work for anything in the facial hair category, at least directly. My thoughts are to perhaps use a face paint as a base, but somehow repo-link it to the facial hair textures. This way any default replacements for stubble would still work. As I envision all of this, I think only the stubble would likely work; I'm doubtful if beards would work at all. As time progresses, the texture used would update, giving the appearance that Sim is growing more stubble. That said, every male Sim (Teen and older) would be given a token. This token could determine: current growth level, growth rate (i.e. either no growth or some level of acceleration of growth), the time since the last shave, and the setting for "automation." "Automation" simply means whether or not the "makeover" dialogue appears for the player to manually adjust facial hair or if the mod will simply traverse down the scale of facial hair. Fuller facial hair may mean it takes longer to shave. Naturally Sims will go to a mirror to shave; custom animations would probably be needed. Since there are BHAVs to change hair and body overlays, in theory, this approach could perhaps be applied to hairstyles and/or body hair (for both genders
). This all may be pie-in-the-sky, but who knows?
By all means, if someone can make any of my suggested ideas, go ahead. I won't stop you. You probably could do a better job than me.
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