View Full Version : [Tutorial] Adding Slots
17th Jan 2010, 07:11 PM
This tutorial is aimed for adding simple decorative slots. In the example I have used I will be adding 14 slots to a bookcase. Adding slots requires adding lines in the Resource Node (CRES), so I recommend reading The Resource Node (CRES) (http://www.modthesims.info/showthread.php?t=84487) by Numenor for an explanation of the CRES structure. This is important if you want to add slots to a more complicated object or one with multiple nodes.
Also good reading prior to this is An Introduction to Slots (http://www.modthesims.info/showthread.php?t=146440) by Numenor. And for more advanced slot reading, Creating Working Extendable Slots (http://www.modthesims.info/showthread.php?t=143252) by fisheyes.
The file attached is a pdf so should be viewable by anyone. You can use Adobe Reader or Foxisoft PDF Viewer (http://www.foxitsoftware.com/pdf/rd_intro.php).
If you would like to view as a web page, that is available Here (http://sites.google.com/site/hugelunatic/adding-slots).
17th Jan 2010, 07:12 PM
LOL and I JUST finished this......however, your tutorial is rather better than mine, so its good that you upped this.
17th Jan 2010, 07:46 PM
:lol: Sorry Lee. I was supposed to do this months ago but was so busy that I figured I better get it done now.
If your differs than mine and you have better ways, then by all means post! :)
18th Jan 2010, 08:51 AM
Thankyou so much. Unfortunately fisheyes tutorial was the one thing that I could never get a grip on and gave up years ago. I'm sure this will be very useful!
5th Feb 2010, 07:28 AM
HL (or anyone else who can answer this) - In your tutorial, you use the Practical to add the Child Nodes to. In my case, the Practical (there is only one) has no existing Child Nodes. Would I still use that and just add lines (in my case- 6) and number them (16-1B)? Or is there another item I should/can use?
It took a lot of reading (after clicking links, lol) for me to understand your tutorial. Now that I do- THANK YOU! I can make OMSP's but I'd much rather add slots. :)
5th Feb 2010, 03:32 PM
Yes, just add the child nodes to the practical. The numbering as in the cres is done automatically when you add the objectGraphNodes lines. I am guessing that your object then has no routing slots? Although I don't think it matters, I've added slots to decorative items that didn't have any routes through the practical.
When I add slots to something like a coffee table, I make the new deco slots as childs of the joint that has the current child nodes for the routing slots and not the practical. I do it for neatness and practicality and the practical in these case...doesn't seem practical. :lol: I also expand on whatever EAxis has already started.
5th Feb 2010, 03:59 PM
Hmmm. Now I'm slightly confused. I'm working on a desk that I added some shelves to. Should I still add them to the practical?
5th Feb 2010, 09:17 PM
The line numbers...are slightly irrelevant. Not quite sure how to say that correctly, but don't get caught up in the line numbers that my object had. This is because as you add resources in the cres it increments the line numbers, and they are relevant when you are linking and attaching as child nodes. But not so much that your object has to have the same line numbers. (This is partly in response to a pm)
From what I've seen a desk will have one joint(with child nodes) and one practical, sometimes the first joint is a practical as well. I am unsure why some objects use a joint and others use practical. If someone has a good explanation of some of the resources in the cres I would love to hear them, I find minimal info in the Wiki about the cres.
Desks (and tables) have a slot_desk_std_0 (or similar naming). This then has the routing slots and the one deco slot as child nodes. When adding a deco slot I add them as sibling nodes to the slot_desk_std_0 (or similar table one).
Note in the pic my decoslots are sibling nodes to the slot_coffee_std_0. They would probably work as child nodes to something else, but keep in mind that positioning is relative to the parent node.
5th Feb 2010, 09:35 PM
Ok, I get it now. Since it's a desk, I'll add them to the slot_dsk_std_0. Which is what I thought because it's the one with the most entries in it, but I wanted to be sure. Thank you very, very much for being so patient with me. I'll name my first-born desk after you. :) Do you prefer HugeLunatic Desk, Lunie Desk, HL Desk, Lunatic Desk or Huge Desk? :lol:
5th Feb 2010, 11:01 PM
:lol: Your welcome.
7th Feb 2010, 07:14 PM
SimPE quit on me the other night, so I didn't get to finish this then. I got to finish it today and checked my desk in-game. The good news is that it didn't make my game crash. (Yay me!)
The bad-ish news is that the slots aren't in the right place. They're over one tile. In your tutorial, you have "x is left/right, y is front/back and z is top/bottom"
and then say that "x and y are transposed compared to your 3d editor". If I'm not mistaken, left/right is to the left and right of the center of a tile, front/back is to the front and back of a tile and z would be the height you want an object to be?
When I did OMSP's, y and z were switched. To get the height I had to put the y value in the z spot. So I'm a bit confused as where each value goes.
I use MilkShape and, if it matters, in the GMDC in SimPE it's not XYZ, it's out of order. I've seen mention of making sure it's XYZ or your mesh won't be in the right position in-game but mine always are so I never changed it. (Would that be why I had to switch y and z for the OMSP's?)
So, say the 3 values in MilkShape are: x- -1.024, y- 0.477 and z- -0.009. Can you tell me how those would be entered in the CRES in SimPE?
I actually have to check those numbers again because the height was off slightly, besides being in the wrong spot. But if I know where they go and how to enter them after I do that...it'd help. :)
I attached a pic of the desk but there's no objects on "my" slots.
7th Feb 2010, 07:36 PM
urg....LoL I typo'd. Y and Z are transposed. And now that I'm looking at the neg/pos values I am thinking I typo'd those too...
In your 3d editor x is left/right, y is up/down and z is front/back
In simpe x is left/right, y is front/back and z is up/down
7th Feb 2010, 07:42 PM
Typos happen and it's a really good tutorial. :)
10th Feb 2010, 05:49 AM
The tutorial is excellent as are all the tutorials on this site. I was confused about the xyz coordinates as well until realizing that those days of banging my head against the wall in Physics Class paid off. Numenor points out in The Resource Node (CRES,) Xyz in the modeling software are for static objects while xyz in the game are for movement. If you push an object, it is forced in the opposite direction...creates motion (reactions in game.) Sometimes things don't sink in until I see it from all directions... :turtle:
Thank you! All of you!!!
12th Feb 2010, 04:53 AM
HL, I had to come back to this to tell you that I added another slot to my desk with NO problems at all. It did take 2 tries to get it in the right spot height-wise. But I didn't even need to look at your tutorial to do it. :)
12th Feb 2010, 05:24 AM
Good job! The positioning can be a giant pain, but do a few more and it wil be easy. :)
cksim - glad you found the tutorial useful. Can't say I understand anything about physics though.
20th Feb 2010, 10:40 PM
In the STR, if the needed instance # isn't there (80 I think) what do you do?
The shelf I did is begging for slots- and it was cloned from a painting because I wanted it to be able to go down with walls. (Of course, now I'm rethinking that because it looks kind of silly..no shelf but there's objects hanging in mid air..lol)
20th Feb 2010, 11:15 PM
Add it. :) You may also need to add the SLOT as well, can't remember if the painting already has one for the view interaction.
21st Feb 2010, 12:07 AM
Add it? :blink: (Where's the nail-biting smilie?!?) Heehee..I kind of thought you'd say that but I wanted to be sure. About the SLOT- there is a routing slot that I know of, does that have to do with sims viewing it? I didn't really look at it after I saw the STR wasn't the way it's "supposed" to be.
21st Feb 2010, 04:56 PM
Yes. Clone an existing STR, change the name (Model - Bones or whatever and commit). Go to Resource tab plugin and change the Instance for 90. Click commit. Now you have a Instance that do you have. (I presume that's the instance #90 that you want, because it's link the CRES line with the SLOT line - necessary for doing a "usable slot"). I've made pictures.
And for the routing, yes. That's used for "going close" of the painting (I think used for an "like or not" animation too). I can add a alot as well. Just keep these routing there and add one that you want.
26th Feb 2010, 09:13 PM
This is an excellent tutorial, HugeLunatic! Well explained and easy to follow :up: Thanks very much for this effort.
I need a little advice about how to add slots to a chest of drawers - or if it's possible at all. I've been trying all evening with the inevitable result that the game crashes when the chest of drawers is placed. I've used HugeLunatic's method and I've also tried Fisheeyes' more complicated method. Can't get any of them to work.
I suppose the problem is in the CRES file, possibly in what node I'm attaching the child nodes to. The dresser obviously doesn't have any slots to begin with, so I have so far tried attaching to the [joint1] node, the slot_dresser_0 node and one of the two Practical nodes. With no luck.
Any suggestions to how to solve this? Thanks in advance for any help.
26th Feb 2010, 10:10 PM
It can be done on dressers, I've attached mine to the Practical node of a two tile dresser which was originally cloned from the designer dresser. This is typically a child node of the Joint1.
If it is crashing then something probably isn't linked correctly. Was it working prior to adding slots? Because the GMND will also cause crashes if something is missing. If you remove your slot resources in the CRES will the game load?
I have a two tile dresser at BPS (Exotic Elements match) that I added slots to if you wanted to look at it. If you want more help you can post the problem package and I will take a look at it.
26th Feb 2010, 11:38 PM
That makes me hopeful. I'm cloning from the designer dresser, so I'll study your BPS dresser and see if I can make the connections. It worked fine before I began adding slots. With the slots the game loads, but crashes the moment I place the dresser. Which is why I think the problem must be in the CRES.
I'm a little too tired to give it all another try tonight, but will work on it tomorrow. If I still can't make it work, I'd be really happy if you might take a look at it. Looking without seeing, you know ...
Thanks again for your help. :)
27th Feb 2010, 11:31 AM
HugeLunatic, you're a saviour! I basically copied the parameters from your package into my own, and when I had that working adjusted the placement of the slots to fit my mesh.
It now works perfect:
Thanks again for an excellent tutorial and some much needed help. :)
27th Feb 2010, 02:39 PM
Awesome job moune! I'm glad the tutorial helped, and being able to look at a dresser. Your dresser looks gorgeous too. :lovestruc
12th Jul 2010, 02:26 PM
Yes, it's me again - once more in need of a little help from people with more experience in slots than myself.
I'm trying to add slots to a curtain. (Actually to a window ledge, but it's cloned from a curtain). The package didn't have a SLOT file or a Model - Bones in the Text List, so to begin with I extracted both ressources from an end table and then added them to my package.
Then I used this tutorial to add the slot information to the Ressource Node - making sure that the slot name matched up, of course. When that didn't work, I tried Leesester's tutorial. And when that didn't work either I tried Fisheeyes' old tutorial on creating working slots on extended objects.
To no avail. My window ledge still has no slot. I'm guessing it's perhaps not recognizing the two ressources (SLOT and Model - Bones) that I imported, but I don't really know how to fix that. So I'd really appreciate it if somebody could tell me what I'm missing here
I've attached the package if it's any help. Thanks very much for any assistance. :)
12th Jul 2010, 04:15 PM
Yes it is not recognizing your added resources. As I briefly covered in the background you need to link the SLOT to the OBJD. I only covered it briefly with "this links to this links" to this sort of way since I was basing this tutorial from the standpoint of an object already having those resources and just adding additional slots. The fisheyes tutorial should have also covered it but since there are not pics it can be confusing, at least for me.
I've updated the tutorial pdf with pics and the web page link. But take the Instance number of your SLOT and place it in the OBJD in line 0x0014. The value is 0x00000080(128) of your SLOT, so place 0x0080 or 128 in the value field. It is currently 0x0000 or 0. Depending whether you view it as hex or decimal.
12th Jul 2010, 06:46 PM
HL, my apologies for not paying better attention. These days I mostly use your tutorial and Fisheeyes' as a kind of check-list, so I don't miss any steps. I should have gone back and read the background information again, so I could have figured it out myself.
Thank you very much for your help. :) I now have a very functional slot on my window ledge and will hurry to add a couple more.
12th Jul 2010, 09:45 PM
Your welcome, and no apologies needed. It was brief and not part of step by step instructions to adding slots.
1st Aug 2010, 06:37 AM
Question: One of my new bathroom meshes doesn't have the Model-Bones, but it does have the SLOT file. This mesh is a clone of one of the others and is a slave. Does it matter what I extract the resource from? Should I use the master? (The rest of it I understand.)
BTW, HL- I got all my slots in the right spot on the first try thanks to you. :) I do want to nudge them to the side a bit, but other than that..yay! I didn't even need to keep checking the tutorial for the last 2 mesh's slots.
1st Aug 2010, 11:08 AM
I don't think it matters what object you extract the Model-Bones file from as long as the names and parameters inside it match up with the rest of your package. I used a Model-Bones file from an end table and added it to a curtain clone and that presented no problems once it was all properly linked.
You could add it to the master and then clone it again for the slave, once you're sure that it works. That way you don't have to add it manually twice.
And, oooh, a new bathroom! I love new bathrooms, so I'll be watching this space. :)
1st Aug 2010, 01:33 PM
Yep, what moune said. The model-bones instance number is what is important, as are all the text lists instance numbers. This is what links them to the other resources.
1st Aug 2010, 04:27 PM
Thanks. :) I made a mistake in my post though. The object ISN'T a clone, just a slave. I forgot what was what, lol. I'm still going to try adding what's needed. If I can't get it to work, I'll probably just remake that object as a clone and play with the slots.
Moune, it's just "accessories" at the moment- although I did try a tub, which I plan on working on again.
7th Aug 2010, 10:30 AM
I am trying to add slots to a desk with this tutorial for the fourth time now and I always run into problems.
I have cloned different objects to see what works best (endtable, table, desk) and I am using a desk as a base now but everytime I am going to add the container slots to the Transforum node, I see that there are two lines missing. What is already there are the values from 7-8 and A-F (and 5 and 6 in another node), my slots numbers range from 13-20. Do I just irgnore the missing numbers? Or are they in the letters? I have no clue about Hex Code meaning I can't "count" the values and see if they are in the right order..
And another question: when setting the values for height and so on, did I understand this right that I have to substract 0.8 from my Z (Y) value since this is the height the table slots already have?
edit: I got the values worked out but I can't seem to be able to get the slot coordinates right. my deco items hover in midair... I substracted 0,8 from each Y value (and of course put this in the z field in simPE). what am I missing?
edit 2: I got everything worked out now -except one slot. It wouldn't change its' position anymore and I have no clue what to do.I already checked that the name in CRES was right and tried with values like 5,0 to see if anything worked but to no avail.
I have no idea what I did wrong.
8th Nov 2010, 09:41 PM
Has anybody tried adding slots to counters made with Numenor's clone templates - and succeed?
I'm attempting to add an ordinary 'endtable' slot to a low shelf on a counter, but I'm getting some strange results. The slot is there, but I can only access it by using 'M' to toggle down to it, and only if I do this before I place anything on the countertop.
I've tried attaching the new child node to several different nodes, but with the same result. Is there something special I should take into account when working with counters?
Thanks in advance for any answers. :)
8th Nov 2010, 11:30 PM
Yep. Weirdness. My cottage kitchen set I added slots to lower shelfs and had the same issue. What I figure is it is the bounding box of the whole counter getting in the way. The slot is hiding kinda inside the whole counter, preventing you from being able to grab/place anything there. I have no idea if there is a way to change this, but I suspect not. Which is why I left the slots in my counters and just made a note about the issue. Basically you have to delete the counter to remove anything from the lower slot.
9th Nov 2010, 08:24 AM
Well, I'm glad it isn't only me who can't work this out. I was beginning to feel a little 'slotwise challenged'.
Thanks for the response, HL. I'll do what you did. Add the slot(s) and make a note in the catalogue description so people know how to handle it.
14th Feb 2011, 05:34 AM
I'm working with a multi-tile object and I've managed to add the slots in more or less correctly, but I've run across some issues I'm not sure are resolvable. I'm trying to put 3 slots on the top of the piano and the object needs to have each tile point at the main slot file or it breaks. Adding my 3 slots to the end of that list makes 4 copies of those slots, because the piano is a 4 tile object and each tile knows about all three slots. Is there a way of removing this doubling up? My other problem is that objects don't snap into these slots, they only place by hovering over a tile (deco object is red) and then pressing M snaps them into the slot. Any idea how to fix that?
11th Mar 2011, 10:29 AM
Phae, do you still need an answer (given you've now posted the piano)?
11th Mar 2011, 02:18 PM
If there is an easy awesome way of doing it I'll update the piano; I wanted to be able to stick a lamp over the sheet music, but it's not at the top of my priorities list right now. ;)
11th Mar 2011, 02:25 PM
Echo I would love an answer! I poked around at pianos and couldn't see a way to do it, so if it's doable I' love if you could post directions on how to. I know how to have slots assigned to a multi-tile footprint ( I have a 2 tile bookcase that has left/right only slots).
13th Mar 2011, 09:16 AM
To add new slots to one tile but not another, you need to make a duplicate SLOT file. Clone the existing one so that it has all the same slots, but give it a new instance (just adding 1 to the current value is fine). Now, add your new slots to the end of this new SLOT file, then go to the OBJD for the tile you *do* want the slots associated with. Under its RAW Data, scroll down to "0x0014: slots id" and put the new instance number in there. That tile will have all the existing slots and two more because it will look at the new SLOT file, but all of the other tiles will just have the existing slots because they're still looking at the old SLOT file.
When objects don't snap into the slots without cheats, it's normally one of:
1. The slot type doesn't match the object type. In the SLOT file, the I7 value on a container slot is the "allowed height field". Your object has to have the same placement flag set as this I7 value, or it won't be allowed in that slot.
2. The object it to heavy for the container. All container objects have a "support strength" value, which is normally set in their init. Likewise, all objects which can be placed in a container slot have a "weight" value set in their init. The combined weights of all objects "contained" must be less than the "support strength" of the container. (No hippopotamuses on the coffee table!)
3. The container object is blocking objects via an OBJf line. In the OBJf files, there is a line for "Prevent Place In Slot". If that is set to a BHAV, then that BHAV gets run every time someone tries to put something in the slot. If it returns false, the object cannot be placed. If it returns true, everything is all good. Remember the stackable chair I sent you a while back? That BHAV is the way I was able to allow chairs of the same type to go into the slot, but not chairs of a different type; I put a check on the GUID in that BHAV.
There are other reasons why putting stuff in slots can fail, but they're pretty rare really.
14th Mar 2011, 03:11 AM
Adding a new SLOT file was what I tried after it duplicated my slots. The piano stopped working then, it seems like all five OBJD files all need to point to the original SLOT file to allow the piano to work properly. And while the objects didn't snap into their spots, they did hop into them after hovering over the slot and then pressing M. I never had to use cheats to get them in. It was just weird all over.
6th Apr 2011, 06:04 PM
I just want to add a little tiddbit: when there are more than one slots in a tile, the order in which they are accessible is determined by the order of the lines in the SLOT file. The names and the order of the names in Model-Bones does not matter, nor does the I10 value.
13th Jun 2011, 07:52 AM
Ok, I'm working on adding some slots to a set of decorative steps and for some reason SimPE is not letting me edit the I9 or I10 values. Anyone heard of that before? I'm trying to add A-14 to I9 and 3-D on I10. I tried it in game without those values, but it seemed to not recognize those slots at all without them. :( Help?
Later: Ok, so it seems that those values are in Dec and not Hex. It took the numbers for me and works just fine. Now I just have to poke them all into the right places. Thanks for this great tutorial
23rd Dec 2011, 03:20 AM
I've converted a deco fireplace into a working one. The actual fire/logs part is to the side- I managed to get the flames, effects and animations moved to the right spot. There were 3 slots (used Numernor's template)- those are in the right spots now. So- why does my adding a slot crash the game? This is the 3rd version and adding a slot crashed the game every time. Is there a trick to adding slots to a fireplace? (I thought I did something wrong after the first time, so I followed the tutorial to the letter..same result.)
Edit: Never mind. The slots work fine now. I really don't understand why adding them was crashing my game before.
26th Dec 2011, 06:51 PM
I see it's been awhile since last post, but I was hoping I could get help creating slots for fridges. I have been able to successfully create and add slots to several different objects, most of them being decorative, but this fridge is throwing me for a loop. Can place fridge in game, no crashing, but deco item turns red when trying to place on fridge. Will cross my fingers that someone might still? be watching this thread. . .
26th Dec 2011, 07:10 PM
Is it every deco object that turns red or only a certain one/ones? Can you place it using "moveobjects on"? Echo's post above (#42) might interest you- the part about objects not snapping into slots without using cheats.
26th Dec 2011, 11:20 PM
I used an object that worked in the cabinets, using that slot file from those to fill in the same values for the fridge, and moveobjects cheat simply allowed the object to sit on the ground under the fridge. Am going to try Echo's post #42 now. Not sure if I'm smart enough for this. Will post with progress.
Hope it is okay to edit post:
Tried duplicating slot, tried assigning the slots to different joints, practicals, etc. I've been working on this for days and am tired of it. Maybe will try tomorrow. Thank you for the help and suggestions.
28th Dec 2011, 10:50 PM
Just checking, but when you say "deco objects", you do mean objects that are found in the catalogue's Decorative category, right? Not table lamps and the like?
When you say you got the slot values from "the cabinets", exactly what kind of surface are you talking about? A counter, a table, a shelf, or...? Because like Echo said above, not all kinds of objects are allowed in all slots. (Personally, I like to use end tables to get the values when I make slots - then the slots can hold deco as well as table lamps and small electronics.)
Also, if your slot is a decorative slot (the kind of slot you have on shelves, dressers and mantles), are you sure the object you're using to test it actually can be placed in deco slots? If you're using an in-game deco object, it should be, but not all custom items can be placed in deco slots - I've missed fixing that with my own deco objects a few times.
If want to upload your fridge here, then we can have a look at it to see if we can find the problem. :)
30th Dec 2011, 10:47 PM
I’m trying to add 2 slots to the top of a maxis fridge, I've used the table end slot and although I can achieve adding slots to bookcases, paintings (like for cabinets), I can't get the fridge to work. Yes, yes thank you very much for helping me. Here goes.
30th Dec 2011, 11:57 PM
All right, I haven't tested your fridge in game yet (it's firing up as I type this), but what jumps out to me right away that in your SLOT file, the Int 7 - the one that determines what kind of surface your slot acts as - is set to 0, and according to this post (http://www.modthesims.info/showthread.php?p=1431222#post1431222), that isn't a valid value. For the slot to be an end table (so to speak), the Int 7 should be set to 8.
Edit: Also, how come you have two slot files? (At first I thought the original fridge was set up that way, but when I cloned it, I see it only has one.) Since you're only adding slots and aren't also extending the footprint, you should be able to just add your slots to the original slot file.
I'll have a closer look at this tomorrow - it's getting very late here, so I need to hit the sack if I'm going to stand a chance to stay awake until midnight. :)
Edit II: Now I've had a closer look. :) There are a few things wrong with the SLOT file that need to be changed for the slots to work.
First of all, you should only have one SLOT file, with an instance (high) of 0x00. (For future reference, if you need to change an instance number manually, it's not the high instance you should change, but the "regular" instance - the one that ends with 80 in this case.) You only need to add a SLOT file if you're extending the footprint or adding slots to a tile of the footprint that hasn't had any previously.
Second, like I said above, the Int 7 needs to be set to 8 if you want your new slot to behave like an end table.
And last but not least, the Int 9 numbers are not the same as the numbers your slots have in the CRES. You see, the CRES numbers are in hex, but just to make things confusing, the numbers in the SLOT file aren't. (I swear, they do this just to keep us modders on our toes. :wtf:) Add them sequentially instead.
I've attached an updated version of your fridge, so you can see what I've changed. :)
31st Dec 2011, 05:16 PM
I uploaded the wrong file (the one with an extra slot file was the last desperate attempt) but, looking at what you did I found where I went wrong. I did come across the problem twice though, that after changing the values in the slot, int 7 would be set to 8, then after checking in game and coming back to the package, int 7 would be set to 0. In any case, thank you for the help and knowledge. I really appreciate it.
31st Dec 2011, 06:24 PM
You're very welcome, I'm just glad I could help. :) And it's happened to me more than once that I've uploaded the wrong version of a file somewhere, so don't worry about it.
That's odd about the Int 7 reverting to 0. Did that happen in the version with just one slot file as well? It sounds like something made that value reset, but I don't know if it was just another value somewhere or a combination of things. I do know that, when I was fiddling with it, the fridge didn't recognise the slots (the deco items turned red) until I had deleted the second slot file, even though I'd changed the Int 7, but it wasn't until I had changed the Int 9 as well that the fridge understood what it what it was supposed to do with those slots - before that, I had the slots sitting on top of each other at the bottom of the fridge.
Anyway, glad I could help, and good luck with your fridge! :bunny:
1st Jan 2012, 06:30 PM
No, only reverted with second slot file. My biggest problem was how to add my slots (child nodes) to correct practical and also not getting the numbers right in the slot file int 9 & 10. Somehow those numbers seem to also correspond to number in txt file Model-Bones. After playing around with HugeLunatic's 1-tile desks (I wanted to make the Sims 3 centered desks for Sims 2-and I'm not uploading them-just for personal use-I doubt anyone would want them anyhow-hope is okay), I saw what you were talking about hex numbers and such. In the resource node, I couldn't enter values such as 0x0000000G but as 0x00000016. I must have something ticked in SimPe, who knows. But following your advice and looking at what you fixed the light bulb came on. Thanks again.
Edit: Forgot to thank HL for her tutorial, I was so nervous when I first got the nerve to try it, when I succeeded you'd think I hit the Lotto! Thank you very much.
17th Apr 2012, 05:05 PM
I know I've been frequenting this thread with all kinds of questions, but this time I have a couple of little tips that may be of help to others.
The first one is:
Adding slot to an object cloned from a painting
This has to be done in a specific way in order to work.
1) Clone the existing STR and rename it 'Model - Bones'.
2) Go to the Resource tab and change the instance number to 0x00000090
3) Go back to Plug-in view and add your slots as usual, ONLY LEAVE 0x000 and 0x001 EMPTY and begin adding your slots at 0x0002.
The rest is just like adding slots to any other object clone.
My second tip is:
Always check in-game that your added slots will support sculptures and lamps.
Because I've found that very often they won't. If your slots will only support plants and certain very small deco objects you need to add a BHAV (in the Function - Init). It should be called:
My Support strength Set flag Literal 0x0005
Or you can use the operands 1C 00 05 00 FF 09 03 07
I've been sitting on this information for a while now, so I don't know if it already exists somewhere else. In any case I hope it can be of use to somebody. :)
17th Apr 2012, 06:56 PM
Thanks, Moune. :) The second I knew...the first was something I couldn't figure out before. That's very clear and easy to understand.
22nd Aug 2012, 09:12 PM
I've added some slots to a fireplace. One of them won't move no matter what I change the coordinates to in SimPE, it just sits on the floor. I've added the slots to joint0 [fireplacemantle] which is what I've done for other fireplaces. There were 6 slots added altogether, the others are fine. I checked to make sure there are no typos of any kind (there aren't, not even a ",' instead of a "."). Any ideas? Would taking out that slot and just adding another one affect the other 5? I haven't tried that yet because this slot needs to be taught a lesson, lol. Seriously though, I like to find out WHY something isn't working. If it needs to be worked around the way I suggested, that's alright too.
*Sorry for the double post. There's been no posts in this thread for 4 months.
23rd Aug 2012, 05:38 AM
It's most likely a problem in your SLOT file, not your CRES. Is that Slot's S2 value set to 2?
23rd Aug 2012, 06:52 AM
Yes it is. :( I went through the SLOT and Model - Bones one more time (also double checked the CRES) for typos or something left out and loaded the game again. I just checked and that slot still stays on the floor. Was kind of hoping it would miraculously fix itself, lol.
edit: Well, there was one thing I didn't notice and that was the I9 values. I didn't notice I was off by one number. Since there was already a 6 (in Model - Bones, but not in the SLOT) that would be the reason that one slot wouldn't work. I haven't checked it in game yet, but I'm sure changing the numbers fixed it.
edit again: Yes, that fixed it. I can't believe I missed that mistake the whole time I was looking at everything.
vBulletin v3.0.14, Copyright ©2000-2013, Jelsoft Enterprises Ltd.