#1

9th Aug 2009 at 7:24 AM
Last edited by Srikandi : 9th Aug 2009 at
8:02 AM.
Mini-Tutorial: linking stairs, railings, and fences
The current version of Inge and Peter's Object Cloner supports cloning object types earlier versions didn't, including stairs, railings and fences. Get your current
S3PE and
S3OC versions in their new home here:
http://www.modthesims.info/forumdisplay.php?f=604
Stairs, railings and fences aren't CaSt-able in-game, so it's great to be able to recolor them using the Cloner. The process is basically the same as making any other type of object recolor, as described in
Xanathon's painting tut, except that you'll start from the "Cloning" menu instead of the "File" menu.
The one tricky thing about stairs and railings is that they have a special relationship with one another. If you have the auto-railing button clicked when you place a stair in-game, it will add its own default associated railing. So if you clone and recolor a stair, you want to make sure there's a suitable railing for it (that will generally involve cloning a railing as well, though you could re-use a pre-existing one), and link the stair to the railing. You can also link a stair to a matching fence; as far as I know this has no in-game consequences though.
So how do you do this? Basically, you modify the stair's CSTR resource to point to the railing's Instance ID. The method described here was explained to me by Inge Jones.
1. Assuming you already have the stair and the railing created and working separately in-game, first look up the instance ID of the railing. I find the easiest way to do this is to open the railing in S3PE, choose the CRAL resource (that's the base object resource for railings, similar to OBJD for most objects), and click Export. In the Export dialog, you'll be able to see the filename of the exported object; for my white railing, it's S3_04C58103_00000000_03FCD7B5D6466F92_StaircaseMissionInterior_Railing%%+CRAL.railing . Now I can select the Instance ID part of this filename (03FCD7B5D6466F92) and CTRL-C to copy it to the clipboard. Don't need to actually export the railing, so I click "Cancel". You might want to paste this ID to notepad or somewhere for safe-keeping till you need it again.
2. Now open the stair package in S3PE, and select its base resource, which is CSTR in the case of stairs.
3. Then click the "Grid" button in the bottom row of the middle panel in S3PE. You should see this:
You're interested in the number in the Catalog Railing Index row, which is 3 (I think it's always 3, but I haven't looked at every stair).
4. Now you need to look at the TGIBlocks, which is a collection of pointers to other resources. Click that row in the grid; a button with "..." on it will appear to the right. Click the button. You will get another window, like this:
5. Since the railing index was 3, click on the line starting with [3] in the left pane of this grid. Then in the right pane select the instance ID (leaving the 0x at the beginning of that number), and click ctrl-V to paste over it the railing instance ID that should still be on the clipboard (or copy and paste it from wherever you saved it).
6. Click "close" to close this window, and "commit" to save the change you made in the TGIBlocks window.
7. Then save your modified package in S3PE.
That's it! Now when you place the stair in the game with autorailings on, the railing you specified should be the one that appears.
You can use the same method to associate your railing with a fence, and apparently you can also specify a wall object and pattern as the default for the walls the game adds around interior stairs. I haven't tried changing the walls yet; if anybody decides to play with that, please let us know how it went
If you try this, please post comments and questions here; I'll add the tut to the wiki after getting some feedback.