Updating CC for FT
Ambular:
Quote from: Lord Darcy on 2008 May 12, 14:04:24
Attached updated telescope. All new FT functions are enabled, and enthusiasm can be gained correctly.
The original telescope seems to be b0rked in the first place, as it threw out Invalid Constant error even for Stargaze and Look Through interactions. I also fixed b0rked Catalog Description. Not sure why it was borked, but it was edited by Sims 2 Categorizer. Removed useless duplicate shadow texture.
I couldn't add the flashlight beam for Summon Aliens interaction, as it requires editing animated mesh and I'm a total n00b at 3D meshing.
I looked into your cheap Maxis telescope clone. Did you extract/replace STR#s from your clone? You have to uncheck "Pull Animations" at Object Workshop, otherwise STR#s will be linked to cloned custom animation files. I wasn't clear on this point in my directions, sorry for the confusion.
And thanks for reminding me Caravan stuff. I have some of their stuff, but apparently I missed this telescope. Looks very nice, though poly count is on the high side. Might be useful for medieval scientist Sims.
Thanks so much! I'm not very experienced at cloning and some of the options are still a mystery to me.
Now, though, I wonder if the telescope's failure to function in my game was really a FT problem or if it was just due to the original borkenness. XD I use Categorizer all the time and it never seems to have caused a problem with anything else, so I doubt it was that.
And yes, Caravan Sims has some lovely items. I'm a sucker for nice antique-looking objects. :)
Kazzandra:
Quote from: AmberDiceless on 2008 May 12, 20:51:16
Now, though, I wonder if the telescope's failure to function in my game was really a FT problem or if it was just due to the original borkenness.
Yes. It has always been borked, so I was joyful to see that Lord Darcy had fixed updated it.
Lord Darcy:
Updating Telescopes
Attached updated resources for telescopes. You must pick the correct type (cheap/expensive). Read RTFM for instruction on updating CRES.
I'm afraid flashlight beam for Summon Aliens interaction won't show up, as it requires editing of animated mesh. But it only affects appearance, and has nothing to do with telescope functions. Sims still can use updated telescope to summon aliens.
For custom telescopes cloned from Maxis cheap telescope, edit main OBJD (the one without top/bottom/left/right) like this:
Main Object Data > RAW Data > Select Decimal > 07. Resource cross-refs > Interaction Table ID 131 -> 129. Commit and Save.
Updating Mirrors
And as for this PM I just received:
Quote from: ********* link=action=profile;u=****** date=1210674522
Do you happen to have a "updated resources"-file to update mirrors for pets. Thanks!
I have no idea why people send PMs when an active discussion is going on the very topic. ::) Why not post on the existing topic, so that other people can benefit from shared information, instead of treating me as your personal tech support?
Download jfade's Pets Custom Content Updater here. Mirrors were not changed since Pets, so it will still work.
Don't forget to download additional resources for Mirrors here, otherwise pets will reset out of the mirrors.
Lord Darcy:
Quote from: Kazzandra on 2008 May 12, 23:47:43
Quote from: AmberDiceless on 2008 May 12, 20:51:16
Now, though, I wonder if the telescope's failure to function in my game was really a FT problem or if it was just due to the original borkenness.
Yes. It has always been borked, so I was joyful to see that Lord Darcy had fixed updated it.
Alchemy Telescope was updated again. Now clickable area is correctly assigned. Flashlight beam mesh was added for Summon Aliens interaction, though it's still a bit off.
Kazzandra:
Lord Darcy, you're beyond awesome ;D
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