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Visible Ceiling Tiles Version 3.0

by jgwhiteus Posted 4th Feb 2005 at 1:15 PM - Updated 29th Oct 2006 at 3:36 AM by jgwhiteus
334 Comments / replies (Who?) - 25 Feedback Posts
This is a new mesh, and means that it's a brand new self contained object that usually does not require a specific Expansion pack (although this is possible depending on the type). It may have Recolours hosted on MTS - check below the description for more information.
Picked Upload! This is a picked upload! It showcases some of the best talent and creativity available on MTS and in the community.
NOTE 10/28/06
Tested with Pets. Appears compatible (no issues yet). Also, sorry I haven't responded to questions in this post or in private - I don't have much time to visit the site nowadays. But three things:
1. I don't know enough about modding to make the ceiling "draggable" across multiple tiles, as with floors or awnings (in OfB). This object is based on a single item (a hanging plant), and tiles must be placed individually. This can be tedious, but the object was only meant to be a temporary solution until Maxis/EA put ceilings in the game.
2. Since Maxis/EA apparently won't put ceilings in the game in the near future, I encourage anyone with modding experience to improve this object or create their own ceiling object that can be dragged across multiple tiles (the awnings in OfB seem like a good starting point).
3. Recolors - I've provided a small recolor set below, but obviously it won't satisfy everyone's needs. Recolors are extremely simple, since this is essentially a flat object, so I encourage you to try out the recolor process, and feel free to distribute any that you create.


DESCRIPTION
These are flat ceiling objects that can be placed in rooms to give the appearance of a "ceiling" in the game - useful for blocking out the sky in movies, etc. These new tiles work in two "modes":

1. "Flipped up" (the default state) - you select and place the tiles in this mode. The tiles are visible from both above and below, and their entire area is clickable for pickup and placement. However, this means that it will be difficult to select objects below the tiles during normal gameplay (since the tiles will be in the way).

2. "Flipped down" (using the Ceiling Controller) - use this mode for gameplay. The tiles become completely invisible from above but still visible from below, and their clickable area is reduced to a single pixel. This means that objects beneath the tiles in the room can be seen and interacted with, so there is no interference with gameplay. It is virtually impossible to accidentally select or pick up the tiles when they are flipped down.

You must have the "Ceiling Controller" developed by Inge Jones (which is included in the package) to manage the tiles. With the controller, you can flip the tiles, enable and disable fadeout, delete tiles individually or en masse, and show and hide the ceiling tiles or all ceiling objects.


KNOWN ISSUES
The biggest issue involves recolors. Although these tiles can successfully handle recolors (see screenshots below), there are two quirks:

1. RECOLORS WILL SEEM TO "DISAPPEAR" WHEN THE CEILING TILES ARE "FLIPPED DOWN." The tiles will revert to their default texture, and the recolor will still not appear when the tiles are flipped back up. Don't worry; they're still there. YOU MUST SAVE, EXIT TO THE NEIGHBORHOOD, AND RE-ENTER THE LOT TO VIEW THE RECOLOR TEXTURES CORRECTLY AFTER YOU HAVE "FLIPPED DOWN" THE TILES.

2. Recolors will appear TWICE in the object's selection menu (i.e. you will see two identical recolor options for each recolor package you've made - one for each mode). It doesn't matter which re-color option you select - the texture should display correctly with both.

3. You should probably turn "Object Hiding" OFF in your game display settings. Otherwise, for example, if you put your second floor walls up and bring the camera down to the first floor, you will find that the first-floor ceilings have disappeared (since they are considered first-floor objects).

4. Height and Ceiling Lamps - there will be a bit of a gap between the tops of ceiling lamps and the ceiling. This is because the tiles are set at a height so as not to cut off wallpaper - the tops of the walls in the game are slightly higher than the tops of ceiling lamps.


INSTRUCTIONS
Place all files (the full tile, half tiles 1 and 2, and the ceiling controller) in your EA Games/The Sims2/Downloads folder. All objects will appear in your "Decorative - Miscellaneous" category in Buy Mode (the controller appears to be a compact disc), costing $1 each.


Updates from Version 2.1
- New "modes" for managing clickable area and visibility
- Textures enlarged from 128 X 128 to 256 X 256
- Height adjusted to maximum height so wallpapers are not cut off. (Note: if you've downloaded my "glow in the dark" ceiling decals, also avaiable in this forum at http://www.modthesims2.com/showthread.php?t=45758, then they should now display correctly with these tiles).
- Textures and recolors now visible in object catalog
- Fixed lighting problem with half tiles (had to use "move_object on" to put them in certain corners and game sometimes thought they were "outside") by moving mesh and creating two half-tile versions.

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 2
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
JGCeilingTile-Version3-RECOLOR-SET.rar

Size: 471.6 KB · Downloads: 65,793 · 23rd Aug 2005
471.6 KB 65,793 23rd Aug 2005
JGCeilingTile-Version3-Complete Package.rar

Size: 17.1 KB · Downloads: 85,284 · 23rd Aug 2005
17.1 KB 85,284 23rd Aug 2005
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

1. Download: Click the download link to save the .rar or .zip file(s) to your computer.

2. Extract the zip, rar, or 7z file.

3. Place in Downloads Folder: Cut and paste the .package file(s) into your Downloads folder:
  • Origin (Ultimate Collection): Users\(Current User Account)\Documents\EA Games\The Sims™ 2 Ultimate Collection\Downloads\
  • Non-Origin, Windows Vista/7/8/10: Users\(Current User Account)\Documents\EA Games\The Sims 2\Downloads\
  • Non-Origin, Windows XP: Documents and Settings\(Current User Account)\My Documents\EA Games\The Sims 2\Downloads\
  • Mac: Users\(Current User Account)\Documents\EA Games\The Sims 2\Downloads
  • Mac x64: /Library/Containers/com.aspyr.sims2.appstore/Data/Library/Application Support/Aspyr/The Sims 2/Downloads
Need more information?
 
334 Comments / Replies (Who?) - 319 Feedback Posts, 4 Thanks Posts
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One horse disagreer of the Apocalypse
#2 Old 4th Feb 2005 at 1:28 PM
Looks lovely! I suppose it's taking a bit of unnecessary processing power if they're all acting as lights though. I'd be happy to help you make them non-lighting if you like, and I *think* I might be able to get it so lights can go on the same square.
Lab Assistant
Original Poster
#3 Old 4th Feb 2005 at 1:33 PM
Feel free - I have almost no modding experience, so I'm more than willing to let anyone who wants to improve upon this do whatever they want with the idea, mesh, etc. And after all, I mainly got the idea from your controller, so who better?
Field Researcher
#4 Old 4th Feb 2005 at 1:33 PM
That would be great Inge, if you could help out on this, as I am interested of having it in my game.

....great job jgwhiteus and thanks.
One horse disagreer of the Apocalypse
#5 Old 4th Feb 2005 at 1:36 PM
Thing is, I am no good at all with graphics, so I love the opportunity to get involved in a project where someone else has the ability to do that side of things and just needs a coder to tweak the BHAVs and settings.

Ok I will download it and see what I can do.
One horse disagreer of the Apocalypse
#6 Old 4th Feb 2005 at 1:58 PM
Do I have to do anything with the .obj file?
Test Subject
#7 Old 4th Feb 2005 at 1:59 PM
Great job, with or without modding skills. Would these show with the walls down? I would presume they need walls up. I hardly ever have my walls up....they interfere with my view a ceiling will be nice though! Quite like the full ceiling lighting too
Lab Assistant
Original Poster
#8 Old 4th Feb 2005 at 2:04 PM
Hi Inge,

You don't need to do anything with the .obj file - I just included that in case anybody wanted to re-create the object with SimPE and the Mesh Tool. In fact, if you wanted to work on the object from scratch, you could do just that - start off with a lamp base in SimPE's Object Workshop, import the mesh with the Mesh Tool into SimPE format (without having to do any 3D modeling), and go from there - it takes less than a minute.

These will show up with walls down just like ceiling lamps will, and fade out if you get close - however, if you play with walls down you'll definitely have to have the camera at ground level, as these will cover the area and conceal anything going on underneath.
Test Subject
#9 Old 4th Feb 2005 at 2:09 PM
Recessed ceiling lights for bath and kitchen! I think they are great as is. Thanks!
One horse disagreer of the Apocalypse
#10 Old 4th Feb 2005 at 2:12 PM
I will put a new GUID on the hacked version, to leave people with the option of using the lit up version.

Hmm, I was wondering if it would be possible to play with the alpha channel in such a way as to make them actually transparent when viewed from the top? I didn't have much luck with transparency last time I tried it, but I feel sure it would be possible for someone who knows what they are doing. Something like mapping out which bit of the texture represents the top half and transparenting that bit.
Lab Assistant
#11 Old 4th Feb 2005 at 2:14 PM
Oh I have been dreaming, yes literally, of coffered ceilings. Can you imagine? *hmmmmmm*
One horse disagreer of the Apocalypse
#12 Old 4th Feb 2005 at 2:16 PM
This ceiling object makes all the difference in the world to how the rooms look. It was a brilliant idea! And if we use some lighting and some non-lighting in one room it can look like an office.
Lab Assistant
#13 Old 4th Feb 2005 at 2:31 PM
This is sooooo interesting! Great idea!
..maybe now my wish for phosphorescent stars will be possible too... now that we have a ceilling to place them! Ahh...I love you guys!
Lab Assistant
#14 Old 4th Feb 2005 at 2:35 PM
didn't rgiles created transparent floor tiles, maybe the he or if i'm mistaken can help you in the transperant part.
Lab Assistant
#15 Old 4th Feb 2005 at 2:39 PM
Is it a camera thing? I mean, they are no longer visable when the camera drops below it, sooo?
Lab Assistant
#16 Old 4th Feb 2005 at 2:53 PM
I don't think it's a camera thing. I think we should pursue the transparency idea.
Forum Resident
#17 Old 4th Feb 2005 at 2:56 PM
Nice I will test it
Thank you
Lab Assistant
#18 Old 4th Feb 2005 at 3:19 PM
Innovative idea. Who knows, maybe Maxis will add a "Create New Ceilings" option to HomeCrafter in the future!
One horse disagreer of the Apocalypse
#19 Old 4th Feb 2005 at 3:20 PM
I've sorted it for allowing a normal light on the same tile, whilst I'm still battling to stop them lighting up... I feel sure I will get there eventually.

One thing I am a bit puzzled about though, is in the screenshots they look like a smooth white ceiling, but in my game it looks like stainless steel tiles, with that metallic banded effect?
Lab Assistant
Original Poster
#20 Old 4th Feb 2005 at 3:31 PM
Wow, it's great that you've made progress so quickly

No, the ceiling has that stainless steel effect in my game as well - the screenshots just aren't very large. I used a solid color as the texture, hoping to get a flat look like with walls, but got the metallic effect instead. I wasn't sure if I was getting lighting effects because of the way ceiling lamps textures are made, or the way they deal with shadows? I guess it works if you want them to be ceiling lamps, but not if you want them to be regular ceilings. Maybe someone who's done a lot of re-colors would know?
Lab Assistant
#21 Old 4th Feb 2005 at 7:20 PM
Quote:
Originally Posted by Inge Jones
Thing is, I am no good at all with graphics


I could do the graphics! You can see a whole set I made Below.


Wanna see more of my creations?
Visit My Site: www.UniversalSims.com
One horse disagreer of the Apocalypse
#22 Old 4th Feb 2005 at 7:45 PM Last edited by Inge Jones : 4th Feb 2005 at 7:47 PM.
Well I am afraid I have to report failure! I ended up pulling so much of the code out that the object wouldn't even allow itself to be placed, and *still* it lit up the room as it passed overhead!!

I think the light is actually coming from the model itself, the bit of the model called "bulb lit" is probably emitting light. That can obviously be turned off programmatically for those in the know, but I think it still leaves us with some of the problem of the object being more complex and processor-hungry than it need be for its purpose.

I tried just deleting the bulb resources but then the game crashed.

Would it be possible to import this as a mesh for, say, an ornament clone, and I'll try setting the flags on that to make it stick to the ceiling?

PS but not the bulb bits!

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
Field Researcher
#23 Old 4th Feb 2005 at 8:11 PM
This is a really great idea! As a suggestion, maybe you could try using one of the hanging plants as a base instead a lamp in order to get around the lighting problems? Couldn't use the invisible light controller with it then, though, I'm guessing. Wish I knew more about modding so I could help, but as it is, I'll just have to wish you good luck.
One horse disagreer of the Apocalypse
#24 Old 4th Feb 2005 at 8:16 PM
The good news is the lighting controller should work on anything that hangs from the ceiling. I didn't know there were hanging plants! Perhaps you could let us know if it does work. The only test it does is asks if the thing is on the ceiling.
Test Subject
#25 Old 4th Feb 2005 at 8:35 PM
you could use the hanging airplane as well.

David's World - if you can handle it
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