and now for something completely different

Dec 17, 2009 22:20

Slots tutorial, because I'm fed up of picking my way through the tutorial I have whenever I forget how to do it. I'm not sure how many people this will be helpful to, or even if I've been clear enough for it to be helpful, but I'm going to stick it here anyway. So I don't lose it.



Because it’s easier, you don’t have to mess about with adding slot files and routing um, things. Although this should really say ‘adding a slot to an object when it already has a slot on the tile that you want to add the slot on’ but that doesn’t roll off the tongue.

1. Backup your file, and then open it in SimPE.

2. Open the Slot file from the resource tree.

3. Select the container file, and click ‘add’.

4. Copy all the values from the original container file into your new container file. They’re all the same, aside from the I10 value, which needs to be one higher than the I10 value of the last container file, and the I9 value, which you’ll get back to later.

5. Open the resource node.

6. Go to the edit blocks tab, and add a new cObjectGraphNode. (Write down the hex number, you’ll need it).

7. Go back to the content tab, and select your new cObjectGraphNode from the blocklist.

8. Rename it in the cObjectGraphNode tab (name it in the same theme as the other slots in the blocklist, e.g slot_table_std_1 for an endtable)

9. In the blocklist, find the [Joint #] resources. There are a few, the one you’ll want to add your slot to is probably named something like ‘[Joint #] slot_table’. Open it, and add a new line to the child node box. Change the last number in Unknown 1 to 1, and the last number in Child Index to the hex number from step 6.

10. Reselect your renamed cObjectGraphNode in the blocklist, and go to the cTransformNode tab. You’ll see places for x, y & z values under translation, these determine where your slot goes on the object.

0,0,0 indicates the middle of the slot on the floor. For some reason, z determines the height. Getting your slot in the right co-ordinates will just require some trial & error, trying out different values (for reference, a z value of 0.8 is the standard height of a coffee table slot). Anyway, guess the co-ordinates for your slot and fill them in.

11. Open the text lists file. Select the model-bones resource.

12. Add a new string, naming it whatever you named your cObjectGraphNode file back in the Resource Node in step 8. Make a note of the number of the string.

13. Go back to your slot file, and your new container row. Change the I9 value to the number of the string from the text file.

That should be it.

It's pretty much a chopped down version of the Creating Working Slots for Extended Objects tutorial, but with the extending bits cut out, so (hopefully) easier to read & understand if you just fancy adding another slot to something.

ramblings, random and to be ignored, tutorial

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