Hey there @zap608, Swaying tree animation actually uses the model's vertex color data to do leaf rustle. It does not use skinning in the sense of setting up bones and weights the way typical objects do. So the short answer is that when cloning a tree, you cannot lose the any of the vert color data. I suspect whatever…
Hey @cmarinetti, Regarding the HotSpotControl bit flags, these are the values: FRONT = 1<<0 THREEQUARTER_RIGHT = 1<<1 THREEQUARTER_LEFT = 1<<2 PROFILE_RIGHT = 1<<3 PROFILE_LEFT = 1<<4 BACK = 1<<5 The 1<<6 bit should not be used, are you sure you are seeing that one? -SGMS
Hey @cmarinetti, Will need to get back to you on the first question. For the second question, the new field in v0x90 is actually between the region and the linktag fields. It's a reserved uint32 field, currently always 0. The 0x30000001 data you are seeing is actually the linktag, which is a reference to the blend geometry…
Hi @Levini, There shouldn't be anything special needed to make this work. So you are making both a custom 0x71bdb8a2 resource and a 0x025ed6f4 resource? When do things go wrong: When you point the 0x71bdb8a2 resource to the custom 0x025ed6f4 resource, or when you add a custom part to the 0x025ed6f4 resource? If the latter,…
Hey @catalina_45, The bed needs to have an inventory of type HIDINGSPOT_GP05 so my guess is something related to that is the problem. The tuning for object_bedDouble, object_bedSingle and object_bedSingle_Child were updated in GP05 to have the inventory, so I would kind of expect CC would automatically pick that up, but…
Hey @cmarinetti, Took a look. Think someone else hit this, an easy mistake to make: the Shape and the Normal DMAPs need to have the same mMinCol, mMaxCol, mMinRow and mMaxRow or else the system breaks. Your mod just overrides the shape, which does not match the normals. Specially: mMaxCol 256 v. 255 mMinRow 212 v. 199…
Hey TM, Unfortunately wall meshes are pretty much hard coded in C++. You should able to tweak the height of half walls via catalog instances, but that’s about it, which I doubt is the level of control you are looking for. -SGMS
Hi @Triplis, Clip Events (aka xevts) are manually added by animators on a per animation basis. There are some clip event IDs that are standardized by convention but they can also be somewhat arbitrary. You can't assume they are firing consistently across all interactions since they are just added as needed, which is likely…
Hi @Triplis, I can confirm that all VFX are indeed patched to all users as part of the base game. This generally will include all the models and textures required to properly display the effect. Pack specific Sim and Object Animations generally come with the pack's data and not the Base Game patch. This is not always true…
Hi @cmarinetti, Yeah that is odd. I expect that there is something wrong with the data such that it's causing the system to break. Can you post your mod, with the exact steps you are following to cause the issue? Thanks, SGMS
Hey @Triplis, @Neia is correct - the visual look of the two styles are defined in UI data. I don't see anything in C++ that limits this, the style is just passed through from gameplay to the UI. So in theory it is possible to add styles, but it might require modding the UI beyond what community tools are capable of. -SGMS
Hi @cmarinetti, Turns out the short/long feet DMAPS are not used. For feet use these instead: c5f6763e:00000000:3059f4eba43f6e11 yfFeet_Big c5f6763e:00000000:682fe451944038be yfFeet_Small Hope that helps, SGMS
Hi @TwistedMexican , Terrain blend map has been posted. Will work on KD Tree next. Regarding making things faster for me: You providing the original bt probably will not speed me up too much. I'll try to get things to you more quickly! Thanks, SGMS
Hi @cmarinetti, will post BT when I can. But quickly I can tell you that I am pretty sure the version bumps were for 1) 32 bit tags (were 16 bit) and 2) a uint64 was added at the end that references tuning that supplies randomization weights for the skintone bases on occult type. -SGMS
Hi @TwistedMexican, no BTs just yet but some info for you on the various resource types you asked about (also tagging @Zerbu). 0x3D8632D0 : Terrain Blend Map. 0x033B2B66 : KD Tree for the terrain. 0xAE39399F : Terrain Mesh. 0xE0ED7129 : Maxis authoring pipeline related, not used by the game. 0xF0633989 : World file header.…
Hey @TwistedMexican, Request received and I will work on these when I can, it will probably take some time. I will work through them in order listed but will try and get you 0x3D8632D0 sooner rather than later. @Zerbu posted a similar question about 0x12952634 and 0x91568FD8 a while back that is also on the to do list.…
Hey @elelunicy, That data does come from the tuning, the UI needs the DATA version of the tuning so my guess is that something didn't work there correctly when you made the change. The UI also uses this ordering in the pack filters (in CAS and Build Buy) and the credits dropdown (that lists all the packs), so you could…
Hi @Hemptrese, Re the TDESCs for 1.25: Sometimes I don't post TDESCs for smaller patches unless they are requested since not that much may have changed. There are also releases where TDESCs don't change at all, in which case I will not post anything. However there were changes for 1.25, although I'm curious as to why you…
Hey there @_orangemittens_ , quick follow up: We're not working on a fix for the seating issue, I'd suggest not waiting on us for a fix for this one. -SGMS