Forum Discussion
10 years ago
OK, here are two examples:
1. Lavender Shrubs (contained in this upload) -- these are hardly CC at all, the only thing custom is the COBJ/OBJD (they are Maxis World objects made available for Build/Buy):
http://www.modyourpanties.com/hosting/66601_150807191857lavenders.jpg
Here I stuck 0x0000000000002C69 (“plantCEShrub_02”, MODL 0x4A0D8A548718EB05) and 0x000000000000BEFE (“plantGD_RBH_glade_shrub_01”, 0x48CF1B87C9B65AF7) into the same catalogue thumbnail (SwatchGrouping/PropertyID) as the base game “Lovely Lavender Bush” since their shape is nearly identical; they are only a bit bigger and have different colours. When trying to designtool between them, one gets “Script Call Failed” (in 1.10 too) -- far as I can tell this is because the MODL is different. I’d find it more intuitive if one could put very similar objects into the same catalogue thumbnail and have them behave like recolours in game .. or perhaps just get the “Design Tool Cannot be Used” error, instead of “Script Call Failed”.
2. Kitchen counters (from here)
Six recolours of the BlandCo counters/islands that are using the same “body” textures as the Maxis ones, only the top is different. Because they’re the same colours I also gave them the same SwatchGrouping as the existing ones; they have the same internal names for the material variants as well (set1, set2 etc). Here I do *not* get “Script Call Failed” (not before 1.10 either; those have short IDs), but the design tool still acts a little confusingly when switching between CC and Maxis:
http://www.modyourpanties.com/hosting/66602_150807194356counters1.jpg
This is the default variant of the Maxis object
http://www.modyourpanties.com/hosting/66605_150807194626counters2.jpg
When I select one of the custom variants, it’ll show the equivalent variant of the Maxis object instead, as long as the design tool is still active
http://www.modyourpanties.com/hosting/66606_150807194754counters3.jpg
However, once I let go, it correctly displays the custom one
It’s the same the other way around (i.e. when going from CC to Maxis object). It’s as if it didn’t know which “set3-materialVariant” I mean, but in the end it actually does.
ETA: 3., here is another little test package I’ve just thrown together -- it’s one of your wall-mounted deco coat racks plus three variants of two of the other ones all in one catalogue entry (this is in Dressers, not deco, since it’s been made to work like a dresser). With 1.10 it now works fine to switch between the variants of each in-world, but not between the different racks of course (Script Call Failed) -- there’s nothing really “bad” about that, it’s just a bit inconsistent how in the catalogue, one can switch between all of them (different models too) but not once the object is in world.
Also the error message could perhaps be something less scary? “Script Call Failed” really makes some people go “omg my game explodes” =/
1. Lavender Shrubs (contained in this upload) -- these are hardly CC at all, the only thing custom is the COBJ/OBJD (they are Maxis World objects made available for Build/Buy):
http://www.modyourpanties.com/hosting/66601_150807191857lavenders.jpg
Here I stuck 0x0000000000002C69 (“plantCEShrub_02”, MODL 0x4A0D8A548718EB05) and 0x000000000000BEFE (“plantGD_RBH_glade_shrub_01”, 0x48CF1B87C9B65AF7) into the same catalogue thumbnail (SwatchGrouping/PropertyID) as the base game “Lovely Lavender Bush” since their shape is nearly identical; they are only a bit bigger and have different colours. When trying to designtool between them, one gets “Script Call Failed” (in 1.10 too) -- far as I can tell this is because the MODL is different. I’d find it more intuitive if one could put very similar objects into the same catalogue thumbnail and have them behave like recolours in game .. or perhaps just get the “Design Tool Cannot be Used” error, instead of “Script Call Failed”.
2. Kitchen counters (from here)
Six recolours of the BlandCo counters/islands that are using the same “body” textures as the Maxis ones, only the top is different. Because they’re the same colours I also gave them the same SwatchGrouping as the existing ones; they have the same internal names for the material variants as well (set1, set2 etc). Here I do *not* get “Script Call Failed” (not before 1.10 either; those have short IDs), but the design tool still acts a little confusingly when switching between CC and Maxis:
http://www.modyourpanties.com/hosting/66602_150807194356counters1.jpg
This is the default variant of the Maxis object
http://www.modyourpanties.com/hosting/66605_150807194626counters2.jpg
When I select one of the custom variants, it’ll show the equivalent variant of the Maxis object instead, as long as the design tool is still active
http://www.modyourpanties.com/hosting/66606_150807194754counters3.jpg
However, once I let go, it correctly displays the custom one
It’s the same the other way around (i.e. when going from CC to Maxis object). It’s as if it didn’t know which “set3-materialVariant” I mean, but in the end it actually does.
ETA: 3., here is another little test package I’ve just thrown together -- it’s one of your wall-mounted deco coat racks plus three variants of two of the other ones all in one catalogue entry (this is in Dressers, not deco, since it’s been made to work like a dresser). With 1.10 it now works fine to switch between the variants of each in-world, but not between the different racks of course (Script Call Failed) -- there’s nothing really “bad” about that, it’s just a bit inconsistent how in the catalogue, one can switch between all of them (different models too) but not once the object is in world.
Also the error message could perhaps be something less scary? “Script Call Failed” really makes some people go “omg my game explodes” =/