Body Hair Overlays

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SpaceDoll:
The blunt object method.  My favorite.

J. M. Pescado:
Quote from: Theo on 2008 June 03, 11:27:56

Now I don't want to give you false hope, because I haven't done extensive testing, but I think there was a way to fix that by giving a custom group (something random, beginning with 0x5f) to the resources in the packages, instead of 0xffffffff.
This is correct. 0xFFFFFFFF does not work. I just have bodyshop spit out an 0x5Fxxxxxx for me.

SpaceDoll:
So if I go back and edit my tattoo objects, they will REALLY stick?

I might have to do that.

It will give me a little practice before going back to the hair project.  I've only finished maybe seven of the twenty-five packages, and that was back in January, so I need a little brush up.


Edited to ask: Which resource in particular?  Property sets?  Oh wait, the object package, or the texture packages?  Oh wait, I forgot completely how I made these things.  It will be like starting over, goddamn.

Theo:
Here's an additional thought:

For each overlay you wish to add to the applicator (wooden pile), you must code the function to apply (something like Apply.../Set 1.../[Black|Brown|Red|etc]), as well as the function to remove it (Remove.../Set 1.../[etc]).

The same overlay id must be given to the "Plantsim On/Off" function on both cases, or it won't work.

Now imagine we wanted to create a body hair applicator. We'd pick a credible looking object, perhaps like a clothing booth, or the numenorean hibernator cell, and coded in the overlay functions.

The user (we) would choose a pattern/color combination, and command the sim to enter the booth to begin the furring process. Upon completion, that sim would only have one action available on the booth, namely "Epilate", which would shave off the sim.

To accomplish this, the overlay id that has been applied must be stored somewhere on the sim's data, and the applicator object must determine the available actions using that data.

Question: Is it feasible?

SpaceDoll:
Lord, I wouldn't know, but it sounds just lovely.  I thought my tattoo objects would be nice attached to a salon chair clone, for a tattoo parlor.  Of course, the removal part would be better attached to a sim surgery station thing.  :D
I would like very much to have only one "Remove" pie menu option that worked for all applied overlays of an object.
But I will have to get back into the mod mode before I can even begin to discuss these sorts of variables.  I am not a naturally gifted creator, I must force myself into it, like forcing a camel through the eye of a needle.

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