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|29th May 2017, 10:51 PM||Problem with cloned door #1|
Can maybe someone help me?
I have tried to add an lght-file to a (clone of a) door (spotlight), so that it should let pass light.
In any case this was the plan.
I have used the following description: http://modthesims.info/t/103817.
It is for point lights, and so I had to improvise sometimes.
I tried it over and over, but the door still let not pass light.
I have no idea, what I could have done wrong.
Should I upload it somewhere, so that someone could look inside it?
|7th Jun 2017, 6:50 AM||#2|
Furhtermore I have no idea what I have done wrong, that no one answers me.
Is this perhaps not the right forum? Are informations missing?
So I will try to explain, what I have done.
First I cloned a door without LGHT-resource.
I extracted the LGHT-resources of another door and imported them into the door without LGHT.
Then I renamed in spotLight and cLightT the resources so that they are matching to the name in Name Reference (NREF).
I pushed "fix TGI" and then "commit".
After that I did something in CRES, namely the following:
Under "Reference" I added the 2 Spotlights I found in the list in the same order as in the LGHT resource.
Under "Edit Blocks" I added 2 cLightRefNodes.
Under "CRES Hierarchy" I choosed the two bottom nodes (doorframe_n, doorframe_s)
Under "cTransformNode" I added for each one Node with the Child Index from Edit Blocks (E and F)
Then I choose these "Child Nodes" and gave them the name in the LGHT-resource.
Under "CLightRefNode" I filled the String-Array with "Practical" and "Sims", the next Unknown1 with 1, the next Byte-Array with 1 in Field 4, 5, 6 and 12. In 7 I wrote the number of the matching entry under Reference (4 and 5). I began counting with zero.
That is all I did, and it doesn't work. The door is ok, but the light is not visible.
By the way, I did it now, how described in http://modthesims.info/t/103817 with another object and a point light, and this works. But this doesn't help against my problem with the door.
|7th Jun 2017, 10:04 PM||#3|
My reply won't be much help, but anyway.
If nothing helps, I'd start fresh, but the other way around - clone the door with lights and import mesh and textures from another door. When it comes to lights or slots (or anything difficult for me to add from scratch), I find it easier to clone an object that already has them and replace other parts.
|7th Jun 2017, 10:16 PM||#4|
Thank you for the answer. But until now I have never changed a mesh of an object. Is somewhere a description?
I have no idea, what I had to do in this case.
And another question comes into my head.
If I would clone a door which is not base game and then change the mesh with one from base game, would be the result base game compatible?
|7th Jun 2017, 10:44 PM||#5|
If you've never done it, it may not be much easier than lights then. But it's up to you to decide.
Tutorials on object creation usually cover the step of importing a mesh in SimPE. I've found this one on windows, which are said to be similar to doors: http://modthesims.info/t/98436 (might be slightly outdated though)
You would need to make some changes: http://modthesims.info/wiki.php?tit...tible_Checklist
Also, have you tried to press "Fix Integrity" under Tools?
|7th Jun 2017, 11:08 PM||#6|
Yes, yesterday I found this and tried it. Thank you for the links. I will try it soon.
|18th Jun 2017, 8:59 PM||#7|
Slowly I am despairing.
This is my result:
The door I have cloned ( The left one ) has 5 entries in GMDC. The door with the mesh I want to use has only 4. I let this additional one original. I think this is not ok, but deleting it let the game crash. It seems that the result (The second one) has parts of the original mesh. Furthermore the texture is not applied in right way on the mesh. How can I influence this?
The third door looks like this I want to have, but it let no light pass into the house.
And the right one has the mesh I want to use.
|19th Jun 2017, 4:45 PM||#8|
The quickest solution is to keep the 5th GMDC you don't need but delete the meshes grouped under it and leave it empty. Hope that helps. (ETA: For help importing new meshes and textures you'll want to refer to one of the object creation tutorials.)
|25th Jun 2017, 10:43 AM||#9|