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*TESTING* Modern Elevators - Updated to 1.48

by Diriel Posted 25th Feb 2012 at 3:43 PM - Updated 30th Jan 2013 at 12:15 PM by Diriel : Update
122 Comments / replies (Who?) - 11 Feedback Posts, 10 Thanks Posts
Picked Upload! This is a picked upload! It showcases some of the best talent and creativity available on MTS and in the community.
First ever object... Why, oh why did I choose the elevator?


Introduction
I've always had a childish fascination with elevators. When I got LateNight I couldn't wait to get placing elevators all over my mansions. Much to my dismay, they were ArtDeco themed, and so didn't fit in ANYWHERE.
As ever, when I find something I dislike, I decide to attempt to remedy the problem myself, usually only making myself more insane in the process.

Here is the modern elevator. Works just like a normal elevator, but has +2 sexiness.

Scripting
In order to change the interior, and also to remove the effects which didn't fit anymore I've had to clone the elevator classes as well as everything else. These new classes do not overwrite the old ones, so the Deco elevators will still function perfectly.
Due to the copied classes; Deco Elevators will not interact with Modern Elevators in the same stack and vice versa, but I'm inclined to consider this more of a feature than a bug. ;P
The new classes also make use of their own cloned tuning files. If you like the elevators faster than default (or indeed slower,) this is still possible. The XML files contained in the package are the same layout as the original elevator.

CASTable Channels
The exterior model makes use of all four channels:
  • A - Doors
  • B - Frame, Screen Surround, Button Panel
  • C - Button Panel Surround, Button Backdrops
  • D - Buttons
The interior, unfortunately, is not designable. However the color is changeable with the "Set Light Color" debug interaction.

Presets
There are four texture presets to chose from, each with their own overlays.
  • 1 - Small triangle key in door corner
  • 2 - Scratches on door
  • 3 - Both
  • 4 - Blank

Why *TESTING*?
There are two features which I've not yet managed to get working.
My intentions are to make the screen above the door display arrows while moving and possibly which floor the elevator is currently on (changing the logic so that there is no wait on call if elevator is on the current floor.) However I'm struggling to find a decent way to display things on the screen. (Still looking.)
I also intended (and still intend) the shiny face at the back of the interior to be a mirror, but as of yet I have not managed to get this to happen.
With those two small missing features considered, I've decided to (pre)release the elevator as there are buildings which call for the modern look, and everything else seems to be working perfectly.
Bugs Found
Sims don't seem to be able to route through the elevator when told to use some objects, if there are no deco elevators also connecting the floors. (Weird bug, working on it.)

The extra features
The mirror is working! The elevator has an extra slot, which a mirror is attached to before the doors open. Shortly after the doors close, the mirror is removed, so the mirror isn't rendered unless you can see it. (Thanks again to cmomoney for helping with the slot editor.)
This has also given me an idea for how to do the screen, but I need a rest for a bit now. =P

Patch Notes
(30/01/13) V5
  • Rebuilt for version 1.48.
(29/02/12) V4
  • Changed how the mirror is referenced to fix a pretty serious, but rare bug where the elevator would start creating duplicate mirrors.
(28/02/12) V3
  • Removed interactions from mirror. (They were actually pretty cool. Sims could check themselves out in the elevator, but they broke the logic and ultimately had to go. ;P)
  • Fixed mirror sticking out from elevator shaft mesh on walls down.
(28/02/12) V2
  • Got the mirror working. ;D
  • Removed some debug left in... Oops.
(23/02/12) V1 - Initial Release

Footnote
I generally make things for my own use, rarely uploading my creations. However I think that a modern elevator is something that was extremely lacking, and I hope that you find it useful.


Catalog Location: Build > Stairs > Elevators
Price: 1500

Built with version: 1.29 (EP10/Pets)
Compatible with: All versions since LateNight (In theory.)

Polygon Counts:
Exterior:
Lod 0 - Verts: 1055 | Tris: 698
Lod 1 - Verts: 917 | Tris: 512

Interior:
Lod 0 - Verts: 270 | Tris: 258
Lod 1 - Verts: 152 | Tris: 146

Additional Credits:
Peter Jones - S3PE <3
cmomoney - Blender 2.6 TS3 Tools
Inge Jones - TextureTweaker3
Blender Foundation - Blender
Adobe - PhotoShop CS3
TSR People - TSR Workshop (A bit...)
Tags: #elevator, #lift, #stairs, #modern

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 3 Late Night
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
Diriel_elevatorModern_1.48.7z | Updated version for 1.48+

Size: 1.11 MB · Downloads: 25,253 · 30th Jan 2013
1.11 MB 25,253 30th Jan 2013
Diriel_elevatorModern.7z

Size: 1.11 MB · Downloads: 24,021 · 25th Feb 2012
1.11 MB 24,021 25th Feb 2012
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

See: Game Help:TS3 CC Basicswiki for a full guide!
 
122 Comments / Replies (Who?) - 47 Feedback Posts, 71 Thanks Posts
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Page 5 of 5
Scholar
#101 Old 22nd Jun 2013 at 9:30 AM Last edited by RomerJon17 : 23rd Jun 2013 at 4:09 AM.
Hey Diriel, 1.55 buggered up the elevator again. :/ Is it possible you can fix it? Thanks :D

False alarm.. I had a weird bug... LoL XD

Sim Renders
www.ansettanimation.com

Ansett Animation Studios is a subsidiary of RomerJon17 Productions © 2019 - 2020
Test Subject
DELETED POST
28th Jun 2013 at 8:38 AM
This message has been deleted by azulblueaoi.
Lab Assistant
#102 Old 5th Jul 2013 at 3:40 AM
My game crashes to the desktop with this being used with Island Paradise (1.55), uninstalling the mod makes my game run perfectly fine.

I don't use custom content in my downloads unless I believe it is really necessary.
Please do not claim my work as your own.
Test Subject
#103 Old 6th Jul 2013 at 6:29 PM
I too am having problems with the game crashing when using the elevator on version 1.55
Test Subject
THANKS POST
#104 Old 9th Jul 2013 at 4:52 AM
How do you cover the elevator diamond shaft thingy
Scholar
#105 Old 9th Jul 2013 at 4:59 AM
I have no issues this elevator with patch 1.55.

Sim Renders
www.ansettanimation.com

Ansett Animation Studios is a subsidiary of RomerJon17 Productions © 2019 - 2020
Test Subject
#106 Old 11th Jul 2013 at 3:17 PM
Can we get 1.55 update? Crashes.
Test Subject
#107 Old 30th Jul 2013 at 10:55 AM
Why the door not opening?
Test Subject
#108 Old 23rd Aug 2013 at 3:23 AM Last edited by Asiancreative : 24th Aug 2013 at 11:17 PM.
my idea for exterior buttons, from the building where i work (unfortunatelly it's not possible to take a better photo)



this panel control 2 elevators
there is one that controls only one, but i can't take photos of it

I googled it and I found this LCD display of the single panel (Otis STN430 v3.2)
Field Researcher
THANKS POST
#109 Old 27th Sep 2013 at 11:36 AM
Oh, thank you for this! I was quite happy, when I saw this. I just had to download it ASAP, for I couldn't stand the original elevator. It just...did not fit, in my opinion. This one, however, does fit AND it's realistic-looking. Perfect! <3
Test Subject
THANKS POST
#110 Old 28th Nov 2013 at 12:58 AM
When I saw this elevator, it gave me an idea that it was time to get a brand new elevator for my Sim's highrise. This elevator looks cleaner and high-tech than the Deco Elevator.
Field Researcher
THANKS POST
#111 Old 17th Dec 2013 at 7:45 PM
Very good Work, Diriel
Test Subject
THANKS POST
#112 Old 4th Jan 2014 at 8:23 PM
I read your description about having the numbers appear above the elevator door that's a really intriguing idea, I can't wait to see how it turns out! =)
Test Subject
#113 Old 12th Jun 2014 at 2:35 AM
Does this work with patch 1.67?
Test Subject
THANKS POST
#114 Old 28th Jun 2014 at 6:32 PM
this works, in fact it works great!
Test Subject
THANKS POST
#115 Old 7th Sep 2014 at 5:53 PM
v
Test Subject
THANKS POST
#116 Old 4th Mar 2015 at 8:25 PM
With the latest patch it still works like a charm!
Test Subject
#117 Old 31st Mar 2015 at 10:49 PM Last edited by JohnnySteel : 31st Mar 2015 at 11:02 PM.
Default Elevator won't work
Well it's a very nice elevator but I don't know what's going on with this. I can place it, game doesn't crash or anything, but my sim can't use it, and before you say anything ... I know how to build the elevators. deco and tube work fine. Any suggestions would be appreciated.
Test Subject
THANKS POST
#118 Old 30th Aug 2015 at 9:50 PM
Thank you so much! I loved the elevators in TS2 and used them constantly, so I was super excited to have them again. So disappointing to only get one choice, more so when I realized with each Pack or new Store release, EA showed little interest in offering more choices. This was so, so needed.
Test Subject
DELETED POST
27th Sep 2015 at 5:14 AM
Default Sims not using elevator
This message has been deleted by JJ_POTTER.
Lab Assistant
#119 Old 22nd Nov 2015 at 1:48 AM
Do anyone know if this still works
Test Subject
#120 Old 3rd May 2016 at 3:04 PM
Does it work without Late Night? I have got Into The Future (with their crappy futuristic elevator tubes) and Roaring Heighs (it has skyscrapers, but havent notice elevators)
Lab Assistant
THANKS POST
#121 Old 10th Dec 2017 at 6:07 AM
This is marvelous!! +2 sexiness indeed lol! Many thanks!!!!
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