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Wishlist > change the selection area based on a new shape of an object
windkeeperLink to postposted: Thu Jun 23, 2005 5:22 am
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 2005-03-12
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There is one feature that is part of MeshTool that I would love to see implemented in SimPe: ability to create an area based on the new shape of the actual object. Lets say I made a new round shaped painting from a rectangular one. If I import obj file into SimPe directly, the painting would look round, but the selection are around it would still retain rectangular shape. If I'm to use design tool on that painting (to change its color in buy or build mode), I will still be able to point to the corners of the original rectangular painting - now empty wall. Hope that makes sense :)

If such feature is already implemented, I would appreciate someone to teach me where and how I can use it. Thanks!
NumenorLink to postposted: Thu Jul 14, 2005 9:06 pm
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Bump! (I don't know if it's correct to bump someone else's thread, but oh well :mrgreen: )

I'm really interested in this feature (the Grand Trianon set has many items with an inaccurate clickable area): so far, I could only use the MeshTool to fix the clickable area. Maybe the code from the MeshTool can be included in the GMDC wrapper...

If not, I have an alternative idea, that probably is easier to implement; it's a workaround that I currently use to give the clickable area the exact shape that I want.

I open the mesh in the 3D program and create a simple dummy shape (usually a box); then I resize the new shape, giving it the dimensions (and the position) of the desired clickable area. I export only the new shape as .obj and use the MeshTool (in wizard mode) to create a GMDC that contains this dummy shape and the desired clickable area.
Lastly, I replace the original GMDC with the MeshTool one, delete the dummy shape and add the original mesh.

This way, I take advantage of the inability of SimPe to modify the clickable area :)

I think (correct me if I'm wrong) that the clickable area is a bunch of vertex coordinates, like any other mesh (maybe without faces or normals...). It would be nice if the GMDC plugin could treat it as a ordinary mesh, giving us the ability to export it, edit and reimport it...
SnowStormLink to postposted: Thu Jul 14, 2005 10:21 pm

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I also second this request! I had to use the meshtool for some new tables I made otherwise short items couldn't be removed from it.

Numenor, did that method work with items that have joints?
NumenorLink to postposted: Fri Jul 15, 2005 10:36 am
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Nope! It's a limitation of the MeshTool. You can use this method for the static parts of animated objects (e.g. the bed frames), but you have to move the static parts on a GMDC of their own (this means build the scenegraph chain to include the new GMDC).
Also remember that the clickable area is determined by the game reading *all* the existing GMDC: therefore, if you have an animated part that has a wrong clickable area, there's nothing to do (e.g. if you reduce a 2-tile dresser to 1 tile, you can fix the clickable area only for the static frame, while the drawer will retain it's original area, thus ruining the whole clickable area of the object).
windkeeperLink to postposted: Sun Jul 17, 2005 6:06 am
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Thanks for bumping this! It is much needed! I too use the Meshtool but only after I more or less done with the new mesh AND I've already imported it into SimPe at least once. In SimPe I export the mesh again with Export button making sure to set order to XYZ first (Meshtool is expecting a "flipped" object file). Run the Meshtool to create simpe file. Back in SimPe I replace the GMDC but keep its original name. Done. Its only a few extra steps, but when you are dealing with the object that has 4 or 5 GMDC files, it becomes annoying. Oh, and with the new SimPe I have to remember to set order back to XZY afterwards. If I make small changes to the mesh after that do not affect clickable area, I use Import button again.


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