Welcome to
Mod The Sims
Online: 1444
News:
Have an account? Sign in:
pass:
If you don't have an account, why not sign up now? It's free!
Other sites: SimsWiki
Reply  Replies: 13 (Who?), Viewed: 4319 times.
Search this Thread
Old 13th Sep 2017, 12:01 AM DefaultDifferent/random weed mesh, possible? #1
Rosebine
Original Poster

Mad Poster

Join Date: Aug 2007
Posts: 5,010
11 Achievements


Just wondering here. It's probably possible to default the weed mesh/texture, like any other mesh & texture, but would it be possible to add different versions and have the game picking which one to spawn randomly?

Je mange des girafes et je parle aussi français !...surtout :0)
Old 13th Sep 2017, 12:23 AM #2
mustluvcatz
Moderator



Join Date: Jul 2008
Posts: 3,527
Thanks: 72469 in 144 Posts
31 Achievements

View My Journal


Not sure how the weeds work but if they work like the waterlily, then it should be possible to do that. Numenor has a waterlily clone template somewhere here at MTS, I used it to make flowers once and it was really easy to do.
Old 13th Sep 2017, 7:09 AM #3
Rosebine
Original Poster

Mad Poster

Join Date: Aug 2007
Posts: 5,010
11 Achievements


Except, the waterlily can be placed by the player, while the weeds are generated after a dog pees outside, on the grass...and aren't placeable by the player.
Thank you.

Je mange des girafes et je parle aussi français !...surtout :0)
Old 13th Sep 2017, 8:30 AM #4
joandsarah77
Needs Coffee



Join Date: Oct 2007
Posts: 22,055
Thanks: 4458 in 49 Posts
21 Achievements

View My Journal


PBK has a whole range of flowers that you can default the weeds into. Perhaps download the set and look at it in SimPE to see how they made it. I think it's by fracturedmoonlight/Frac.

"I dream of a better tomorrow, where chickens can cross the road and not be questioned about their motives." - Unknown
~Call me Jo~
Old 13th Sep 2017, 1:17 PM #5
Nysha
Née whiterider



Join Date: Jul 2005
Posts: 19,719
Thanks: 42772 in 94 Posts
36 Achievements

View My Journal


That shouldn't be a problem - the weeds are still an object just like a flower, they're just an object which is created by a BHAV instead of bought by the player. So making the object is no different, but integrating the randomness will require some BHAVing. It might even be easier not to default replace the weeds, but to create a set of weed objects and then override the game's BHAVs to pick one of the objects at random instead of always going for the EA original.

What I lack in decorum, I make up for with an absence of tact.
Old 13th Sep 2017, 1:51 PM #6
Rosebine
Original Poster

Mad Poster

Join Date: Aug 2007
Posts: 5,010
11 Achievements


Adding options to the default weed is what i am after, not defaulting it, and thank you all.

Je mange des girafes et je parle aussi français !...surtout :0)
Old 13th Sep 2017, 6:17 PM #7
cedrigo
Lab Assistant

Join Date: Jul 2011
Posts: 76
Thanks: 876 in 5 Posts
7 Achievements


Yes it's possible to add multiple meshes to an object
First, you must add the mesh name in the string ressource STR# 0x85 (Model - names)
For example, let's say you add "plantBonsai" in the line number 2
Then if you trigger the following BHAV :

prim 0x0002 Expression (Stack Object's default graphic := Literal 0x0002)
prim 0x0002 Expression (Stack Object's graphic := Stack Object's default graphic)
prim 0x0007 Refresh (Stack Object's graphic)

your object should turn into bonzaï

First I would recommand to try this on a single tile object you're familiar with
Make it as a new interaction you can trigger with your sims
Once you made it work, I can help you to make it autonomous and random
But one step at a time is better
Last edited by cedrigo : 13th Sep 2017 at 6:40 PM.
Old 13th Sep 2017, 8:00 PM #8
Rosebine
Original Poster

Mad Poster

Join Date: Aug 2007
Posts: 5,010
11 Achievements


Thank you so much! That is very nice. I'll go make some dandelions and some buttercups...

Je mange des girafes et je parle aussi français !...surtout :0)
Old 13th Sep 2017, 11:58 PM #9
cedrigo
Lab Assistant

Join Date: Jul 2011
Posts: 76
Thanks: 876 in 5 Posts
7 Achievements


By the way, I forgot to say that the name you should enter in the string ressource is the CRES name.
And if it is some custom content made by you (I mean this is not another mesh already in the game) then you should add ##0x1C050000! before the name.

For example if your CRES name is "dandelions" and its custom group number is 0x1C050000 then you should enter :
##0x1C050000!dandelions
in the string ressource.
Last edited by cedrigo : 14th Sep 2017 at 12:09 AM.
Old 14th Sep 2017, 3:45 AM #10
Rosebine
Original Poster

Mad Poster

Join Date: Aug 2007
Posts: 5,010
11 Achievements


Perfect. thank you again.

Je mange des girafes et je parle aussi français !...surtout :0)
Old 15th Sep 2017, 6:09 PM #11
Chris Hatch
Field Researcher

Join Date: Dec 2005
Posts: 222


Just a thought, why not different weeds for different seasons and/or for different Bon Voyage destinations.
Old 15th Sep 2017, 6:53 PM #12
Rosebine
Original Poster

Mad Poster

Join Date: Aug 2007
Posts: 5,010
11 Achievements


For different seasons..hummm...I'd go with a different subset recolor, as these weeds in fall would look dead. But does it really make sense that weed grows already dead? It defy logic.
And in winter..weeds would simply not grow. Do they in the game though..?

Je mange des girafes et je parle aussi français !...surtout :0)
Old 15th Sep 2017, 7:23 PM #13
Chris Hatch
Field Researcher

Join Date: Dec 2005
Posts: 222


Yes, the weeds were never updated since basegame and don't recognise seasons. The default weeds mesh has five morphs but none are ever used, plant morphs for dormant would not be used in weeds so they wouldn't grow 'dead'.
Old 15th Sep 2017, 9:50 PM #14
Rosebine
Original Poster

Mad Poster

Join Date: Aug 2007
Posts: 5,010
11 Achievements


Ok thank you.

Je mange des girafes et je parle aussi français !...surtout :0)
Reply


Section jump:


Powered by MariaDB Some icons by http://dryicons.com.