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- Ongoing - Can't select custom Object after placing it
Replies: 12 (Who?), Viewed: 12389 times.
#1
2nd Jun 2012 at 1:15 PM
Posts: 71
Can't select custom Object after placing it
Hi again I made an invisible recolor of a ceiling light, but the only way I could make it completely transparent was to delete the shape file. Otherwise, whenever the light was on, it would turn white (you can see this in the object selection preview).Of course now after I place the light in a room it's impossible to pick it back up again. Is there any way to fix this while keeping the light completely invisible?
I've included the original lamp and my edited lamp in the .rar file
Attached files:
lamps.rar (159.0 KB, 16 downloads) - View custom content | ||||||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- ORIGINAL-toasty-garden-lamp.package 464907 141718 30% 02-06-12 05:06 .....A. 6FA38B55 m3d 2.9 EDITED-Test-Lamp.package 463177 20953 4% 02-06-12 04:18 .....A. 899CCBC8 m3d 2.9 ------------------------------------------------------------------------------- 2 928084 162671 17% |
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Description: Original and Test lamps |
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#2
2nd Jun 2012 at 3:01 PM
Posts: 7,898
Thanks: 204720 in 302 Posts
I think the SHPE resource is required. Maybe try edting the images and the TXMT for the lit resource?
In these two resources change the stdMatAlphaBlendMode to blend.
lightingceilinghangingfluorescent_glow_lit_txmt
glow_lit
In these two images change them to blank in your graphics program:
guob-alpha
lightingceilinghangingfluorescent-guob-alpha
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In these two resources change the stdMatAlphaBlendMode to blend.
lightingceilinghangingfluorescent_glow_lit_txmt
glow_lit
In these two images change them to blank in your graphics program:
guob-alpha
lightingceilinghangingfluorescent-guob-alpha
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#3
2nd Jun 2012 at 4:25 PM
Posts: 71
Thanks for your reply, I really appreciate it
In my first edit, I already did these things :
Made all transparent .png files
Changed to DXT3
Set Reflectivity to 0.0
Set stdMatAlphaTestEnabled to 1
stdMatEnvCubeMode to none
Set stdMatAlphaBlendMode to blend
Set stdMatUntexturedDiffAlpha to 0
After this, the lamp still showed up when the light was "on". It only went away after I deleted the SHPE file. I know I must have done something wrong
I tried it again right now, doing only the things you instructed, and this was the result (pics):
In my first edit, I already did these things :
Made all transparent .png files
Changed to DXT3
Set Reflectivity to 0.0
Set stdMatAlphaTestEnabled to 1
stdMatEnvCubeMode to none
Set stdMatAlphaBlendMode to blend
Set stdMatUntexturedDiffAlpha to 0
After this, the lamp still showed up when the light was "on". It only went away after I deleted the SHPE file. I know I must have done something wrong
I tried it again right now, doing only the things you instructed, and this was the result (pics):
#4
2nd Jun 2012 at 5:00 PM
nm..you made recolor?
#5
2nd Jun 2012 at 5:19 PM
Posts: 71
I cloned the object, and recolored that. I wanted a separate object
#6
2nd Jun 2012 at 9:26 PM
Sorry, I did figure that out after I changed my above post. Unfortunately, my ride showed up right as I was trying to edit it again. So..here's what that post originally said:
HL- maybe the SHPE isn't needed? Logically it sounds like it is..but maybe not.
Asiya - try doing what you did the first time. Only this time- go back to the GMDC and click on the Model tab. Click "clear" over to your right. Go to the Groups tab, click on every line there (except for the shadow if there is one) one at a time- then click "add to bounding mesh" for each one. Commit and save. I'm curious to see if this is a bounding mesh issue. If it is, doing that will solve that and you'd be able to pick the lamp back up after placing it.
At the moment, my game is running so I can't open SimPE to be 100% sure I got the tab names right. When you click on the Model tab you should see "clear" over to your right as long as I got the right tab.
HL- maybe the SHPE isn't needed? Logically it sounds like it is..but maybe not.
Asiya - try doing what you did the first time. Only this time- go back to the GMDC and click on the Model tab. Click "clear" over to your right. Go to the Groups tab, click on every line there (except for the shadow if there is one) one at a time- then click "add to bounding mesh" for each one. Commit and save. I'm curious to see if this is a bounding mesh issue. If it is, doing that will solve that and you'd be able to pick the lamp back up after placing it.
At the moment, my game is running so I can't open SimPE to be 100% sure I got the tab names right. When you click on the Model tab you should see "clear" over to your right as long as I got the right tab.
#7
3rd Jun 2012 at 6:29 PM
Posts: 7,898
Thanks: 204720 in 302 Posts
I still think the SHPE is required, it links to the GMND which links to the textures and such.
If you must have a separate object I suggest referencing the original mesh. In SimPE select Defaults, then add the ticky box for referencing original mesh. Edit the TXMT as above for the hood texture to be invisible. Then in the BHAVs, change the On state to reference the null texture just like the Off state is doing. This makes the glow for both states invisible.
Be sure to get a new GUID so that your object doesn't conflict with the games.
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If you must have a separate object I suggest referencing the original mesh. In SimPE select Defaults, then add the ticky box for referencing original mesh. Edit the TXMT as above for the hood texture to be invisible. Then in the BHAVs, change the On state to reference the null texture just like the Off state is doing. This makes the glow for both states invisible.
Be sure to get a new GUID so that your object doesn't conflict with the games.
Life Stories || EA Sims 2 Store Items || EA Pre-Order Incentives || Pet Stories || Dog Agility Items || Castaway Stories || Holy Simoly Add-ons || Overrides and Defaults
4esf Archive || Holy Simoly Archive || Sims2Artists || tumblr || CEP-Extras List || Buyable Game Ojbects
If you enjoy the content on s2a or GoS, consider donating to support hosting costs.
#8
4th Jun 2012 at 10:35 AM
Posts: 71
Hi again
I tried what catz suggested, and got blue flashy!
I tried what catz suggested, and got blue flashy!
#9
4th Jun 2012 at 3:12 PM
The blue flashing is related to the texture. Fixing the bounding mesh shouldn't affect that at all.
What you can do to see what's wrong: Open up the package, click on Tools>Object Tools>Scenegrapher. Is anything there listed as "false"?
What you can do to see what's wrong: Open up the package, click on Tools>Object Tools>Scenegrapher. Is anything there listed as "false"?
#10
9th Jun 2012 at 3:56 PM
Posts: 71
Sorry for the late reply, I haven't been online.
Yes, Catz, These are listed as "false":
lightingceilinghangingsunlamp-[ORIGINAL-LAMP-86c1-42e6-9053-6aab867c6347]_hood_txmt
lightingceilinghangingsunlamp-[ORIGINAL-LAMP-86c1-42e6-9053-6aab867c6347]_glow_lit_txmt
Yes, Catz, These are listed as "false":
lightingceilinghangingsunlamp-[ORIGINAL-LAMP-86c1-42e6-9053-6aab867c6347]_hood_txmt
lightingceilinghangingsunlamp-[ORIGINAL-LAMP-86c1-42e6-9053-6aab867c6347]_glow_lit_txmt
#11
9th Jun 2012 at 4:36 PM
Yep, that's texture related. Somehow the link between the SHPE and TXMT got broke. It could be something isn't spelled right or named right. Without being able to see your .package it's harder to tell.
Did you do EXACTLY what you did for the mesh you posted in your first post? That one worked the way you wanted it to- you just couldn't grab it after it was placed.The bounding mesh doesn't have anything to do with the texture.
Did you do EXACTLY what you did for the mesh you posted in your first post? That one worked the way you wanted it to- you just couldn't grab it after it was placed.The bounding mesh doesn't have anything to do with the texture.
#12
21st Aug 2012 at 9:05 AM
Posts: 53
Thanks: 488 in 1 Posts
If i understand it rite, you want to make object invisible while maintaining ability to edit it at design mode ?
You could add 2 BHAV's to OBJF's 'start live mode' and 'stop live mode'.
One BHAV will make your object invisible when you enter live mode,
and other one will make it appear when you enter design mode so you can move or delete it.
Set this function to 'start live mode' Action BHAV in OBJF
Function - Hide me ()
[prim 0x0002] Expression (My 0x0048 (Render Alpha) := Literal 0x0000) T-T / F-E
48000000000503070A0000FFFF000000
Set this function to 'stop live mode' Action BHAV in OBJF
Function - make me visible ()
[prim 0x0002] Expression (My 0x0048 (Render Alpha) := Literal 0x0064) T-T / F-E
48006400000503070A0000FFFF000000
Proof of concept : invisible lamp demo object attached to this post.
(object may require EP-OFB to work since it was cloned from OFB i think)
Although im not english native, it does not exempt me from caring about my grammar, which is usually main reason for editing my posts after submitting.
You could add 2 BHAV's to OBJF's 'start live mode' and 'stop live mode'.
One BHAV will make your object invisible when you enter live mode,
and other one will make it appear when you enter design mode so you can move or delete it.
Set this function to 'start live mode' Action BHAV in OBJF
Function - Hide me ()
[prim 0x0002] Expression (My 0x0048 (Render Alpha) := Literal 0x0000) T-T / F-E
48000000000503070A0000FFFF000000
Set this function to 'stop live mode' Action BHAV in OBJF
Function - make me visible ()
[prim 0x0002] Expression (My 0x0048 (Render Alpha) := Literal 0x0064) T-T / F-E
48006400000503070A0000FFFF000000
Proof of concept : invisible lamp demo object attached to this post.
(object may require EP-OFB to work since it was cloned from OFB i think)
Attached files:
invisiblelampdemo_object.zip (218.4 KB, 23 downloads) - View custom content | ||||||||||
487576 08-21-12 09:32 invisiblelampdemo_object.package -------- ------- 487576 1 file |
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Description: This is demo of invisible lamp object which is visible at design mode so it can be moved or deleted, but invisible at live mode. Object may require (but not must) EP-OFB to work. |
Although im not english native, it does not exempt me from caring about my grammar, which is usually main reason for editing my posts after submitting.
Test Subject
#13
13th May 2016 at 9:41 PM
Posts: 4
Quote: Originally posted by mustluvcatz
"... go back to the GMDC and click on the Model tab. Click "clear" over to your right. Go to the Groups tab, click on every line there (except for the shadow if there is one) one at a time- then click "add to bounding mesh" for each one. Commit and save." |
I love you. This totally saved the problem I was experiencing with some CCs. I put them in my downloads folder and once placing them on a lot, I couldn't move them again. The sims could interact with the objects, but I couldn't no matter what cheats I used. Thanks to you I was able to fix that. :)
Who Posted
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