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JayStimson

Making existing props overhang

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I've always been frustrated with the lack of overhanging props that can occupy space under the el-rail. I know buddy-bud did a lot in this area but I'd really like floral props (scrub stuff) and cars / trucks to do this.

I can move existing models with the model tweaker but I'd really like copies of existing props to do this.

The challenge (I'm guessing) is to make a copy of the model and change all the instance id's before using the model tweaker. Anyone know an efficient yet proper way to do this ?


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What you can do is making an duplicate prop descriptor/exemplar. Within this duplicate, you convert your prop from RKT1 (Resource Key Type 1) to RKT 4. RKT 4 can use overhang models and this type is used for streetlights, so they can have off-center light cones. One downside of RKT4 is that the shadows don't move and if you terraform the landscape near an RKT4-prop, it jumps back to the 0 position until you change zoom or rotation.

More references about RKT4 exemplars can be found in this omnibus article: https://www.simtropolis.com/omnibus/_/simcity-4/batlot-editor-tutorials/creating-custom-working-light-props-r57

Best,

Maarten


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Though MandelSoft's methode is easier, I don't like it precisely because of misplaced shadows. Instead I use the method you described already, it takes a little longer but it's pretty solid, I've done it myself multiple times. Here're some pointers.

First look up the TGI adresses for the props, this is given as the RKT1 in the .desc files. One easy way to do this, is via the 'navigator' in ILive's Reader. Props are located under 'objects' most of the time.

Next copy-paste the necesary 3sd and fsh files into a new .dat file. Or when dealing with multiple props from a megapack, select all the 3sd and fsh files for a specific prop, right-click, choose 'add to patch' and move on the next prop. Once done, click the 'patch' icon in the toolbar; a window will come up showing all the 3ds and fsh files along with an option to save it as a .dat file.

Now for the tricky bit, assigning a new TGI. Most of the time the 3sd and fsh files which make up a prop are organised by their group ID, not the instance ID which usually reads 0x0003####. However there are exceptions to this so before changing anything, make sure you've checked how the prop at hand is structured. Next open up the TGI editor and edit either the group or instance ID.

The last steps involve displacing the models with the help of SC4ModelTweaker and finally creating new .desc files of course. It may seem like bit of a hassle but once you get the hang of it, it's really easy, only a few minutes work really.


  Edited by vortext  

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    @vortext

    That's what I was thinking. I believe that all I have to do is make a copy of the model (fsh and 3sd files) and change all the instance ID's. I don't believe there's any need to even consider changing the type or group since it's really just another prop. The question really becomes how to select a new set instance IDs. My guess as to what might work is to simply generate a new model file out of gmax (BAT) (the model itself is irrelevant) and copy and paste these instance ID's. I would then delete the model file generated out of gmax (BAT) and use model tweaker to move (offset) the new copy of the model. Once that is done, I should be able to use the PIM to create a new prop using the new (modified) model file that has the new instance ID's.

    Think this will work ?


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    First of all, there's no need to go into gmax or anything, using the TGI editor in Ilive's Reader is all it takes but like I said before, this is the tricky bit. :D

    A single model consists of multiple S3D and FSH files which are associated together either via the group ID or via the instance ID. Let me illustrate.

    First example which is most common, a single model associated via the group ID (second column from the right) which reads 53197697. For the new prop I would edit the first digit, e.g. 13197697

    propgroup.jpg

    Secondly, though it's less common, it's still around frequently enough to cause all kinds of frustration and mishaps; a single model associated via the instance ID (outer right column) which reads 72cb0###. The last three digits are used to specifiy zoomlevels, night textures and the like so again for the new prop I would edit the first digit, e.g. 12cb0###.

    propinstance.jpg

    Hope this helps and don't forget to make frequent, albeit temporary back-ups in case something gets screwed up.


      Edited by vortext  

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    I follow all of that. Maybe I should phrase my concern better.

    What I want to make sure of is the avoidance of ID conflicts. I hate it when that happens.

    How do I ensure I avoid this ?

    Appreciate the help.


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    I follow all of that. Maybe I should phrase my concern better.

    What I want to make sure of is the avoidance of ID conflicts. I hate it when that happens.

    How do I ensure I avoid this ?

    Appreciate the help.

    You don't :uhm:

    Worst that can happen is another prop will appear ingame than the original or the other way around; suddenly an appartment building is replaced with an offset car or something. Either way, you'll notice soon enough. ;)

    Chances are pretty slim for two IDs to be the same except for one digit, so I wouldn't worry about it too much. It hasn't happened to me yet. If it did happen, one would change the group or instance ID once again and don't forget to change the RKT1 in the desc file accordingly.


      Edited by vortext  

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    Yeah. I kinda figured that. I'll give it whirl. Can't really hurt anything. Thanks.


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